1 | /* |
1 | /* |
2 | * static char *rcsid_attack_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: attack.C,v 1.4 2006/08/29 07:34:00 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
22 | */ |
5 | /* |
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6 | CrossFire, A Multiplayer game for X-windows |
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7 | |
23 | |
8 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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9 | Copyright (C) 1992 Frank Tore Johansen |
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10 | |
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11 | This program is free software; you can redistribute it and/or modify |
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12 | it under the terms of the GNU General Public License as published by |
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13 | the Free Software Foundation; either version 2 of the License, or |
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14 | (at your option) any later version. |
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15 | |
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16 | This program is distributed in the hope that it will be useful, |
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17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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19 | GNU General Public License for more details. |
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20 | |
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21 | You should have received a copy of the GNU General Public License |
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22 | along with this program; if not, write to the Free Software |
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23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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24 | |
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25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
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26 | */ |
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27 | #include <assert.h> |
24 | #include <assert.h> |
28 | #include <global.h> |
25 | #include <global.h> |
29 | #include <living.h> |
26 | #include <living.h> |
30 | #include <material.h> |
27 | #include <material.h> |
31 | #include <skills.h> |
28 | #include <skills.h> |
32 | |
29 | #include <sounds.h> |
33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
30 | #include <sproto.h> |
35 | #endif |
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36 | |
31 | |
37 | #include <sounds.h> |
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38 | |
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39 | typedef struct att_msg_str { |
32 | typedef struct att_msg_str |
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33 | { |
40 | char *msg1; |
34 | char *msg1; |
41 | char *msg2; |
35 | char *msg2; |
42 | } att_msg; |
36 | } att_msg; |
43 | |
37 | |
44 | /*#define ATTACK_DEBUG*/ |
38 | /*#define ATTACK_DEBUG*/ |
45 | |
39 | |
46 | /* cancels object *op. Cancellation basically means an object loses |
40 | /* cancels object *op. Cancellation basically means an object loses |
47 | * its magical benefits. |
41 | * its magical benefits. |
48 | */ |
42 | */ |
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43 | void |
49 | void cancellation(object *op) |
44 | cancellation (object *op) |
50 | { |
45 | { |
51 | object *tmp; |
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52 | |
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53 | if (op->invisible) |
46 | if (op->invisible) |
54 | return; |
47 | return; |
55 | |
48 | |
56 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { |
49 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
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50 | { |
57 | /* Recur through the inventory */ |
51 | /* Recurse through the inventory */ |
58 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
52 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
59 | if (!did_make_save_item(tmp, AT_CANCELLATION,op)) |
53 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
60 | cancellation(tmp); |
54 | cancellation (tmp); |
61 | } |
55 | } |
62 | else if(FABS(op->magic)<=(rndm(0, 5))) { |
56 | else if (FABS (op->magic) <= rndm (0, 5)) |
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57 | { |
63 | /* Nullify this object. This code could probably be more complete */ |
58 | /* Nullify this object. This code could probably be more complete */ |
64 | /* in what abilities it should cancel */ |
59 | /* in what abilities it should cancel */ |
65 | op->magic=0; |
60 | op->magic = 0; |
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61 | |
66 | CLEAR_FLAG(op, FLAG_DAMNED); |
62 | CLEAR_FLAG (op, FLAG_DAMNED); |
67 | CLEAR_FLAG(op, FLAG_CURSED); |
63 | CLEAR_FLAG (op, FLAG_CURSED); |
68 | CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); |
64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
69 | CLEAR_FLAG(op, FLAG_KNOWN_CURSED); |
65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
70 | if (op->env && op->env->type == PLAYER) { |
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71 | esrv_send_item (op->env, op); |
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72 | } |
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73 | } |
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74 | } |
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75 | |
66 | |
76 | |
67 | if (object *pl = op->visible_to ()) |
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68 | esrv_update_item (UPD_FLAGS, pl, op); |
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69 | } |
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70 | } |
77 | |
71 | |
78 | /* did_make_save_item just checks to make sure the item actually |
72 | /* did_make_save_item just checks to make sure the item actually |
79 | * made its saving throw based on the tables. It does not take |
73 | * made its saving throw based on the tables. It does not take |
80 | * any further action (like destroying the item). |
74 | * any further action (like destroying the item). |
81 | */ |
75 | */ |
82 | |
76 | int |
83 | int did_make_save_item(object *op, int type, object *originator) { |
77 | did_make_save_item (object *op, int type, object *originator) |
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78 | { |
84 | int i, roll, saves=0, attacks=0, number; |
79 | int i, roll, saves = 0, attacks = 0, number; |
85 | materialtype_t *mt; |
80 | materialtype_t *mt; |
86 | |
81 | |
87 | if (op->materialname == NULL) { |
82 | if (!op->materialname) |
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83 | { |
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { |
84 | for (mt = materialt; mt && mt->next; mt = mt->next) |
89 | if (op->material & mt->material) |
85 | if (op->materials & mt->material) |
90 | break; |
86 | break; |
91 | } |
87 | } |
92 | } else |
88 | else |
93 | mt = name_to_material(op->materialname); |
89 | mt = name_to_material (op->materialname); |
94 | if (mt == NULL) |
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95 | return TRUE; |
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96 | roll = rndm(1, 20); |
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97 | |
90 | |
98 | /* the attacktypes have no meaning for object saves |
91 | if (!mt) |
99 | * If the type is only magic, don't adjust type - basically, if |
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100 | * pure magic is hitting an object, it should save. However, if it |
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101 | * is magic teamed with something else, then strip out the |
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102 | * magic type, and instead let the fire, cold, or whatever component |
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103 | * destroy the item. Otherwise, you get the case of poisoncloud |
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104 | * destroying objects because it has magic attacktype. |
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105 | */ |
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106 | if (type != AT_MAGIC) |
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107 | type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| |
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108 | AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| |
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109 | AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| |
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110 | AT_MAGIC); |
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111 | |
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112 | if (type == 0) |
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113 | return TRUE; |
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114 | if (roll == 20) |
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115 | return TRUE; |
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116 | if (roll == 1) |
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117 | return FALSE; |
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118 | |
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119 | for (number=0; number < NROFATTACKS; number++) { |
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120 | i = 1<<number; |
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121 | if (!(i&type)) |
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122 | continue; |
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123 | attacks++; |
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124 | if (op->resist[number] == 100) |
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125 | saves++; |
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126 | else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) |
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127 | saves++; |
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128 | else if ((20-mt->save[number])/3 > originator->stats.dam) |
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129 | saves++; |
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130 | } |
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131 | |
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132 | if (saves==attacks || attacks==0) |
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133 | return TRUE; |
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134 | if ((saves==0) || (rndm(1, attacks) > saves)) |
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135 | return FALSE; |
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136 | return TRUE; |
92 | return TRUE; |
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93 | |
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94 | roll = rndm (1, 20); |
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95 | |
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96 | /* the attacktypes have no meaning for object saves |
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97 | * If the type is only magic, don't adjust type - basically, if |
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98 | * pure magic is hitting an object, it should save. However, if it |
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99 | * is magic teamed with something else, then strip out the |
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100 | * magic type, and instead let the fire, cold, or whatever component |
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101 | * destroy the item. Otherwise, you get the case of poisoncloud |
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102 | * destroying objects because it has magic attacktype. |
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103 | */ |
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104 | if (type != AT_MAGIC) |
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105 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
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106 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
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107 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
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108 | |
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109 | if (type == 0) return TRUE; |
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110 | |
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111 | if (roll == 20) return TRUE; |
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112 | if (roll == 1) return FALSE; |
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113 | |
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114 | for (number = 0; number < NROFATTACKS; number++) |
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115 | { |
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116 | i = 1 << number; |
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117 | |
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118 | if (!(i & type)) |
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119 | continue; |
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120 | |
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121 | attacks++; |
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122 | if (op->resist[number] == 100) |
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123 | saves++; |
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124 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
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125 | saves++; |
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126 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
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127 | saves++; |
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128 | } |
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129 | |
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130 | if (saves == attacks || attacks == 0) |
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131 | return TRUE; |
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132 | |
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133 | if (saves == 0 || (rndm (1, attacks) > saves)) |
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134 | return FALSE; |
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135 | |
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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, |
141 | * calling cancellation, etc.) |
141 | * calling cancellation, etc.) |
142 | */ |
142 | */ |
143 | |
143 | void |
144 | void save_throw_object (object *op, int type, object *originator) |
144 | 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 | maptile *m = op->map; |
151 | |
151 | |
152 | op = stop_item (op); |
152 | op = stop_item (op); |
153 | if (op == NULL) |
153 | if (!op) |
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 potential "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) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
165 | &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { |
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166 | const char *arch=op->other_arch->name; |
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167 | |
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168 | op = decrease_ob_nr (op, 1); |
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169 | if (op) |
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170 | fix_stopped_item (op, m, originator); |
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171 | if((op = get_archetype(arch))!=NULL) { |
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172 | if(env) { |
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173 | op->x=env->x,op->y=env->y; |
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174 | insert_ob_in_ob(op,env); |
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175 | if (env->contr) |
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176 | esrv_send_item(env, op); |
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177 | } else { |
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178 | op->x=x,op->y=y; |
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179 | insert_ob_in_map(op,m,originator,0); |
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180 | } |
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181 | } |
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182 | return; |
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183 | } |
165 | { |
184 | if(type&AT_CANCELLATION) { /* Cancellation. */ |
166 | const char *arch = op->other_arch->archname; |
185 | cancellation(op); |
167 | |
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168 | if (op->decrease ()) |
186 | fix_stopped_item (op, m, originator); |
169 | fix_stopped_item (op, m, originator); |
187 | return; |
170 | |
188 | } |
171 | if ((op = archetype::get (arch))) |
189 | if(op->nrof>1) { |
172 | { |
190 | op = decrease_ob_nr(op,rndm(0, op->nrof-1)); |
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191 | if (op) |
173 | if (env) |
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174 | env->insert (op); |
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175 | else |
192 | fix_stopped_item (op, m, originator); |
176 | m->insert (op, x, y, originator); |
193 | } else { |
177 | } |
194 | if (op->env) { |
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195 | object *tmp= is_player_inv(op->env); |
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196 | |
178 | |
197 | if (tmp) { |
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198 | esrv_del_item(tmp->contr, op->count); |
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199 | } |
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200 | } |
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201 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
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202 | remove_ob(op); |
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203 | free_object(op); |
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204 | } |
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205 | if(type&(AT_FIRE|AT_ELECTRICITY)) { |
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206 | if(env) { |
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207 | op=get_archetype("burnout"); |
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208 | op->x=env->x,op->y=env->y; |
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209 | insert_ob_in_ob(op,env); |
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210 | } else { |
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211 | replace_insert_ob_in_map("burnout",originator); |
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212 | } |
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213 | } |
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214 | return; |
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215 | } |
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216 | /* The value of 50 is arbitrary. */ |
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217 | if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) && |
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218 | !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) { |
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219 | object *tmp; |
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220 | archetype *at = find_archetype("icecube"); |
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221 | if (at == NULL) |
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222 | return; |
179 | return; |
223 | op = stop_item (op); |
180 | } |
224 | if (op == NULL) |
181 | |
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182 | if (type & AT_CANCELLATION) |
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183 | { /* Cancellation. */ |
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184 | cancellation (op); |
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185 | fix_stopped_item (op, m, originator); |
225 | return; |
186 | return; |
226 | if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { |
187 | } |
227 | tmp = arch_to_object(at); |
188 | |
228 | tmp->x=op->x,tmp->y=op->y; |
189 | if (op->nrof > 1) |
229 | /* This was in the old (pre new movement code) - |
190 | { |
230 | * icecubes have slow_move set to 1 - don't want |
191 | if (op->decrease (rndm (0, op->nrof - 1))) |
231 | * that for ones we create. |
192 | fix_stopped_item (op, m, originator); |
232 | */ |
193 | } |
233 | tmp->move_slow_penalty=0; |
194 | else |
234 | tmp->move_slow=0; |
195 | { |
235 | insert_ob_in_map(tmp,op->map,originator,0); |
196 | // drop everything to the ground, if possible |
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197 | op->insert_at (originator); |
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198 | op->destroy (); |
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199 | } |
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200 | |
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201 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
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202 | if (env) |
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203 | { |
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204 | op = archetype::get (shstr_burnout); |
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205 | op->x = env->x, op->y = env->y; |
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206 | env->insert (op); |
236 | } |
207 | } |
237 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
208 | else |
238 | remove_ob(op); |
209 | replace_insert_ob_in_map (shstr_burnout, originator); |
239 | (void) insert_ob_in_ob(op,tmp); |
210 | |
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211 | return; |
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212 | } |
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213 | |
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214 | /* The value of 50 is arbitrary. */ |
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215 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) |
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216 | { |
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217 | archetype *at = archetype::find (shstr_icecube); |
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218 | |
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219 | if (at == NULL) |
240 | return; |
220 | return; |
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221 | |
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222 | op = stop_item (op); |
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223 | if (op == NULL) |
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224 | return; |
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225 | |
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226 | object *tmp = present_arch (at, op->map, op->x, op->y); |
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227 | if (!tmp) |
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228 | { |
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229 | tmp = arch_to_object (at); |
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230 | tmp->x = op->x, tmp->y = op->y; |
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231 | /* This was in the old (pre new movement code) - |
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232 | * icecubes have slow_move set to 1 - don't want |
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233 | * that for ones we create. |
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234 | */ |
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235 | tmp->move_slow_penalty = 0; |
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236 | tmp->move_slow = 0; |
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237 | insert_ob_in_map (tmp, op->map, originator, 0); |
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238 | } |
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239 | |
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240 | tmp->insert (op); |
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241 | return; |
241 | } |
242 | } |
242 | } |
243 | } |
243 | |
244 | |
244 | /* Object op is hitting the map. |
245 | /* Object op is hitting the map. |
245 | * op is going in direction 'dir' |
246 | * op is going in direction 'dir' |
246 | * type is the attacktype of the object. |
247 | * type is the attacktype of the object. |
247 | * full_hit is set if monster area does not matter. |
248 | * full_hit is set if monster area does not matter. |
248 | * returns 1 if it hits something, 0 otherwise. |
249 | * returns 1 if it hits something, 0 otherwise. |
249 | */ |
250 | */ |
250 | |
251 | int |
251 | int hit_map(object *op, int dir, int type, int full_hit) { |
252 | hit_map (object *op, int dir, int type, int full_hit) |
252 | object *tmp, *next; |
253 | { |
253 | mapstruct *map; |
254 | maptile *map; |
254 | sint16 x, y; |
255 | sint16 x, y; |
255 | int retflag=0; /* added this flag.. will return 1 if it hits a monster */ |
256 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
256 | |
257 | |
257 | tag_t op_tag, next_tag=0; |
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258 | |
|
|
259 | if (QUERY_FLAG (op, FLAG_FREED)) { |
258 | if (QUERY_FLAG (op, FLAG_FREED)) |
|
|
259 | { |
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", |
|
|
266 | op->arch->name, op->name); |
|
|
267 | return 0; |
|
|
268 | } |
265 | { |
|
|
266 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
|
|
267 | return 0; |
|
|
268 | } |
269 | |
269 | |
270 | if ( ! op->map) { |
270 | if (!op->map) |
|
|
271 | { |
271 | LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); |
272 | LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name); |
272 | return 0; |
|
|
273 | } |
|
|
274 | |
|
|
275 | if (op->head) op=op->head; |
|
|
276 | |
|
|
277 | op_tag = op->count; |
|
|
278 | |
|
|
279 | map = op->map; |
|
|
280 | x = op->x + freearr_x[dir]; |
|
|
281 | y = op->y + freearr_y[dir]; |
|
|
282 | if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP) |
|
|
283 | return 0; |
|
|
284 | |
|
|
285 | /* peterm: a few special cases for special attacktypes --counterspell |
|
|
286 | * must be out here because it strikes things which are not alive |
|
|
287 | */ |
|
|
288 | |
|
|
289 | if (type & AT_COUNTERSPELL) { |
|
|
290 | counterspell(op,dir); /* see spell_effect.c */ |
|
|
291 | |
|
|
292 | /* If the only attacktype is counterspell or magic, don't need |
|
|
293 | * to do any further processing. |
|
|
294 | */ |
|
|
295 | if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ |
|
|
296 | return 0; |
273 | return 0; |
297 | } |
|
|
298 | type &= ~AT_COUNTERSPELL; |
|
|
299 | } |
274 | } |
300 | |
275 | |
301 | if(type & AT_CHAOS){ |
276 | if (op->head) |
302 | shuffle_attack(op,1); /*1 flag tells it to change the face */ |
277 | op = op->head; |
303 | update_object(op,UP_OBJ_FACE); |
|
|
304 | type &= ~AT_CHAOS; |
|
|
305 | } |
|
|
306 | |
278 | |
307 | next = get_map_ob (map, x, y); |
279 | mapxy pos (op); |
308 | if (next) |
280 | pos.move (dir); |
309 | next_tag = next->count; |
|
|
310 | |
281 | |
311 | while (next) { |
282 | if (!pos.normalise ()) |
312 | if (was_destroyed (next, next_tag)) { |
|
|
313 | /* 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 |
|
|
315 | * tags into a temporary array before we start processing the first |
|
|
316 | * object. That's why we just abort. |
|
|
317 | * |
|
|
318 | * This happens whenever attack spells (like fire) hit a pile |
|
|
319 | * of objects. This is not a bug - nor an error. The errormessage |
|
|
320 | * below was spamming the logs for absolutely no reason. |
|
|
321 | */ |
|
|
322 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
|
|
323 | break; |
|
|
324 | } |
|
|
325 | tmp = next; |
|
|
326 | next = tmp->above; |
|
|
327 | if (next) |
|
|
328 | next_tag = next->count; |
|
|
329 | |
|
|
330 | if (QUERY_FLAG (tmp, FLAG_FREED)) { |
|
|
331 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
332 | break; |
|
|
333 | } |
|
|
334 | |
|
|
335 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
|
|
336 | * For example, 'tmp' was put in an icecube. |
|
|
337 | * This is one of the few cases where on_same_map should not be used. |
|
|
338 | */ |
|
|
339 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
|
|
340 | continue; |
|
|
341 | |
|
|
342 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) { |
|
|
343 | hit_player(tmp,op->stats.dam,op,type,full_hit); |
|
|
344 | retflag |=1; |
|
|
345 | if (was_destroyed (op, op_tag)) |
|
|
346 | break; |
|
|
347 | } |
|
|
348 | /* 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 |
|
|
350 | * that weak walls have is_alive set, which prevent objects from |
|
|
351 | * 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 |
|
|
353 | * destroyed right now. |
|
|
354 | */ |
|
|
355 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && |
|
|
356 | !tmp->move_block) { |
|
|
357 | save_throw_object(tmp,type,op); |
|
|
358 | if (was_destroyed (op, op_tag)) |
|
|
359 | break; |
|
|
360 | } |
|
|
361 | } |
|
|
362 | return 0; |
283 | return 0; |
363 | } |
|
|
364 | |
284 | |
|
|
285 | // elmex: a safe map tile can't be hit! |
|
|
286 | // this should prevent most harmful effects on items and players there. |
|
|
287 | mapspace &ms = pos.ms (); |
|
|
288 | |
|
|
289 | if (ms.flags () & P_SAFE) |
|
|
290 | return 0; |
|
|
291 | |
|
|
292 | /* peterm: a few special cases for special attacktypes --counterspell |
|
|
293 | * must be out here because it strikes things which are not alive |
|
|
294 | */ |
|
|
295 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
296 | { |
|
|
297 | if (type & AT_COUNTERSPELL) |
|
|
298 | { |
|
|
299 | counterspell (op, dir); /* see spell_effect.c */ |
|
|
300 | |
|
|
301 | /* If the only attacktype is counterspell or magic, don't need |
|
|
302 | * to do any further processing. |
|
|
303 | */ |
|
|
304 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
|
|
305 | return 0; |
|
|
306 | |
|
|
307 | type &= ~AT_COUNTERSPELL; |
|
|
308 | } |
|
|
309 | |
|
|
310 | if (type & AT_CHAOS) |
|
|
311 | { |
|
|
312 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
|
|
313 | update_object (op, UP_OBJ_FACE); |
|
|
314 | type &= ~AT_CHAOS; |
|
|
315 | } |
|
|
316 | } |
|
|
317 | |
|
|
318 | /* There may still be objects that were above 'next', but there is no |
|
|
319 | * simple way to find out short of copying all object references and |
|
|
320 | * tags into a temporary array before we start processing the first |
|
|
321 | * object. That's why we just abort on destroy. |
|
|
322 | * |
|
|
323 | * This happens whenever attack spells (like fire) hit a pile |
|
|
324 | * of objects. This is not a bug - nor an error. |
|
|
325 | */ |
|
|
326 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
327 | { |
|
|
328 | object *tmp = next; |
|
|
329 | next = tmp->above; |
|
|
330 | |
|
|
331 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
|
|
332 | * For example, 'tmp' was put in an icecube. |
|
|
333 | * This is one of the few cases where on_same_map should not be used. |
|
|
334 | */ |
|
|
335 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
|
|
336 | continue; |
|
|
337 | |
|
|
338 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
339 | { |
|
|
340 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
|
|
341 | retflag |= 1; |
|
|
342 | |
|
|
343 | if (op->destroyed ()) |
|
|
344 | break; |
|
|
345 | } |
|
|
346 | /* Here we are potentially destroying an object. If the object has |
|
|
347 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
|
|
348 | * that weak walls have is_alive set, which prevent objects from |
|
|
349 | * passing over/through them. We don't care what type of movement |
|
|
350 | * the wall blocks - if it blocks any type of movement, can't be |
|
|
351 | * destroyed right now. |
|
|
352 | */ |
|
|
353 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
|
|
354 | { |
|
|
355 | save_throw_object (tmp, type, op); |
|
|
356 | |
|
|
357 | if (op->destroyed ()) |
|
|
358 | break; |
|
|
359 | } |
|
|
360 | } |
|
|
361 | |
|
|
362 | return 0; |
|
|
363 | } |
|
|
364 | |
|
|
365 | void |
365 | void attack_message(int dam, int type, object *op, object *hitter) { |
366 | attack_message (int dam, int type, object *op, object *hitter) |
|
|
367 | { |
366 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
368 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
367 | int i, found=0; |
369 | int i, found = 0; |
368 | mapstruct *map; |
370 | maptile *map; |
369 | object *next, *tmp; |
371 | object *next, *tmp; |
370 | |
372 | |
371 | /* put in a few special messages for some of the common attacktypes |
373 | /* put in a few special messages for some of the common attacktypes |
372 | * a player might have. For example, fire, electric, cold, etc |
374 | * a player might have. For example, fire, electric, cold, etc |
373 | * [garbled 20010919] |
375 | * [garbled 20010919] |
374 | */ |
376 | */ |
375 | |
377 | |
376 | if (dam == 9998 && op->type == DOOR) { |
378 | if (dam == 9998 && op->type == DOOR) |
|
|
379 | { |
377 | sprintf(buf1, "unlock %s", op->name); |
380 | sprintf (buf1, "unlock %s", &op->name); |
378 | sprintf(buf2, " unlocks"); |
381 | sprintf (buf2, " unlocks"); |
379 | found++; |
382 | found++; |
|
|
383 | } |
|
|
384 | if (dam < 0) |
380 | } |
385 | { |
381 | 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++; |
|
|
389 | } |
385 | } else if(dam==0) { |
390 | else if (dam == 0) |
|
|
391 | { |
386 | sprintf(buf1, "missed %s", op->name); |
392 | sprintf (buf1, "missed %s", &op->name); |
387 | sprintf(buf2, " misses"); |
393 | sprintf (buf2, " misses"); |
388 | found++; |
394 | found++; |
|
|
395 | } |
389 | } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
396 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
390 | hitter->type == POISONING || |
397 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
391 | (type & AT_POISON && IS_LIVE(op))) && !found) { |
398 | { |
392 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; |
399 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
393 | i++) |
400 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
394 | if (dam < attack_mess[ATM_SUFFER][i].level |
401 | { |
395 | || attack_mess[ATM_SUFFER][i+1].level == -1) { |
402 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
396 | sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, |
|
|
397 | op->name, attack_mess[ATM_SUFFER][i].buf2); |
|
|
398 | strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
403 | strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
399 | found++; |
404 | found++; |
400 | break; |
405 | break; |
|
|
406 | } |
401 | } |
407 | } |
402 | } else if (op->type == DOOR && !found) { |
408 | else if (op->type == DOOR && !found) |
|
|
409 | { |
403 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; |
410 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++) |
404 | i++) |
411 | if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1) |
405 | if (dam < attack_mess[ATM_DOOR][i].level |
412 | { |
406 | || attack_mess[ATM_DOOR][i+1].level == -1) { |
413 | sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2); |
407 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, |
|
|
408 | op->name, attack_mess[ATM_DOOR][i].buf2); |
|
|
409 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
414 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
410 | found++; |
415 | found++; |
411 | break; |
416 | break; |
|
|
417 | } |
412 | } |
418 | } |
413 | } else if (hitter->type == PLAYER && IS_LIVE(op)) { |
419 | else if (hitter->type == PLAYER && op->is_alive ()) |
|
|
420 | { |
414 | if (USING_SKILL(hitter, SK_KARATE)) { |
421 | if (USING_SKILL (hitter, SK_KARATE)) |
|
|
422 | { |
415 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; |
423 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
416 | i++) |
424 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
417 | if (dam < attack_mess[ATM_KARATE][i].level |
425 | { |
418 | || attack_mess[ATM_KARATE][i+1].level == -1) { |
426 | sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2); |
419 | sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, |
|
|
420 | op->name, attack_mess[ATM_KARATE][i].buf2); |
|
|
421 | strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
427 | strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
422 | found++; |
428 | found++; |
423 | break; |
429 | break; |
|
|
430 | } |
424 | } |
431 | } |
425 | } else if (USING_SKILL(hitter, SK_CLAWING)) { |
432 | else if (USING_SKILL (hitter, SK_CLAWING)) |
|
|
433 | { |
426 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; |
434 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++) |
427 | i++) |
435 | if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1) |
428 | if (dam < attack_mess[ATM_CLAW][i].level |
436 | { |
429 | || attack_mess[ATM_CLAW][i+1].level == -1) { |
437 | sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2); |
430 | sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, |
|
|
431 | op->name, attack_mess[ATM_CLAW][i].buf2); |
|
|
432 | strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
438 | strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
433 | found++; |
439 | found++; |
434 | break; |
440 | break; |
|
|
441 | } |
435 | } |
442 | } |
436 | } else if (USING_SKILL(hitter, SK_PUNCHING)) { |
443 | else if (USING_SKILL (hitter, SK_PUNCHING)) |
|
|
444 | { |
437 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; |
445 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++) |
438 | i++) |
446 | if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1) |
439 | if (dam < attack_mess[ATM_PUNCH][i].level |
447 | { |
440 | || attack_mess[ATM_PUNCH][i+1].level == -1) { |
448 | sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2); |
441 | sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, |
|
|
442 | op->name, attack_mess[ATM_PUNCH][i].buf2); |
|
|
443 | strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
449 | strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
444 | found++; |
450 | found++; |
445 | break; |
451 | break; |
|
|
452 | } |
446 | } |
453 | } |
447 | } |
|
|
448 | } |
454 | } |
|
|
455 | |
449 | if (found) { |
456 | if (found) |
450 | /* done */ |
457 | { |
|
|
458 | /* done */ |
|
|
459 | } |
451 | } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { |
460 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
|
|
461 | { |
452 | sprintf(buf1, "hit"); /* just in case */ |
462 | sprintf (buf1, "hit"); /* just in case */ |
453 | for (i=0; i < MAXATTACKMESS; i++) |
463 | for (i = 0; i < MAXATTACKMESS; i++) |
454 | if (dam < attack_mess[ATM_ARROW][i].level |
464 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
455 | || attack_mess[ATM_ARROW][i+1].level == -1) { |
465 | { |
456 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
466 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
457 | found++; |
467 | found++; |
458 | break; |
468 | break; |
|
|
469 | } |
459 | } |
470 | } |
460 | } else if (type & AT_DRAIN && IS_LIVE(op)) { |
471 | else if (type & AT_DRAIN && op->is_alive ()) |
|
|
472 | { |
461 | /* drain is first, because some items have multiple attypes */ |
473 | /* drain is first, because some items have multiple attypes */ |
462 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; |
474 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
463 | i++) |
475 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
464 | if (dam < attack_mess[ATM_DRAIN][i].level |
476 | { |
465 | || attack_mess[ATM_DRAIN][i+1].level == -1) { |
477 | sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2); |
466 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, |
|
|
467 | op->name, attack_mess[ATM_DRAIN][i].buf2); |
|
|
468 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
478 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
469 | found++; |
479 | found++; |
470 | break; |
480 | break; |
|
|
481 | } |
471 | } |
482 | } |
472 | } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { |
483 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
|
|
484 | { |
473 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; |
485 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
474 | i++) |
486 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
475 | if (dam < attack_mess[ATM_ELEC][i].level |
487 | { |
476 | || attack_mess[ATM_ELEC][i+1].level == -1) { |
488 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
477 | sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, |
|
|
478 | op->name, attack_mess[ATM_ELEC][i].buf2); |
|
|
479 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
489 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
480 | found++; |
490 | found++; |
481 | break; |
491 | break; |
|
|
492 | } |
482 | } |
493 | } |
483 | } else if (type & AT_COLD && IS_LIVE(op)) { |
494 | else if (type & AT_COLD && op->is_alive ()) |
|
|
495 | { |
484 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; |
496 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
485 | i++) |
497 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
486 | if (dam < attack_mess[ATM_COLD][i].level |
498 | { |
487 | || attack_mess[ATM_COLD][i+1].level == -1) { |
499 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
488 | sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, |
|
|
489 | op->name, attack_mess[ATM_COLD][i].buf2); |
|
|
490 | strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
500 | strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
491 | found++; |
501 | found++; |
492 | break; |
502 | break; |
|
|
503 | } |
493 | } |
504 | } |
494 | } else if (type & AT_FIRE) { |
505 | else if (type & AT_FIRE) |
|
|
506 | { |
495 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; |
507 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++) |
496 | i++) |
508 | if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1) |
497 | if (dam < attack_mess[ATM_FIRE][i].level |
509 | { |
498 | || attack_mess[ATM_FIRE][i+1].level == -1) { |
510 | sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2); |
499 | sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, |
|
|
500 | op->name, attack_mess[ATM_FIRE][i].buf2); |
|
|
501 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
511 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
502 | found++; |
512 | found++; |
503 | break; |
513 | break; |
|
|
514 | } |
504 | } |
515 | } |
505 | } else if (hitter->current_weapon != NULL) { |
516 | else if (hitter->current_weapon != NULL) |
506 | int mtype; |
517 | { |
|
|
518 | int mtype; |
|
|
519 | |
507 | switch (hitter->current_weapon->weapontype) { |
520 | switch (hitter->current_weapon->weapontype) |
508 | case WEAP_HIT: mtype = ATM_BASIC; break; |
521 | { |
509 | case WEAP_SLASH: mtype = ATM_SLASH; break; |
522 | case WEAP_HIT: |
510 | case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
523 | mtype = ATM_BASIC; |
511 | case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
524 | break; |
512 | case WEAP_SLICE: mtype = ATM_SLICE; break; |
525 | case WEAP_SLASH: |
513 | case WEAP_STAB: mtype = ATM_STAB; break; |
526 | mtype = ATM_SLASH; |
514 | case WEAP_WHIP: mtype = ATM_WHIP; break; |
527 | break; |
515 | case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
528 | case WEAP_PIERCE: |
516 | case WEAP_BLUD: mtype = ATM_BLUD; break; |
529 | mtype = ATM_PIERCE; |
517 | default: mtype = ATM_BASIC; break; |
530 | break; |
518 | } |
531 | case WEAP_CLEAVE: |
|
|
532 | mtype = ATM_CLEAVE; |
|
|
533 | break; |
|
|
534 | case WEAP_SLICE: |
|
|
535 | mtype = ATM_SLICE; |
|
|
536 | break; |
|
|
537 | case WEAP_STAB: |
|
|
538 | mtype = ATM_STAB; |
|
|
539 | break; |
|
|
540 | case WEAP_WHIP: |
|
|
541 | mtype = ATM_WHIP; |
|
|
542 | break; |
|
|
543 | case WEAP_CRUSH: |
|
|
544 | mtype = ATM_CRUSH; |
|
|
545 | break; |
|
|
546 | case WEAP_BLUD: |
|
|
547 | mtype = ATM_BLUD; |
|
|
548 | break; |
|
|
549 | default: |
|
|
550 | mtype = ATM_BASIC; |
|
|
551 | break; |
|
|
552 | } |
|
|
553 | |
519 | for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; |
554 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
520 | i++) |
555 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
521 | if (dam < attack_mess[mtype][i].level |
556 | { |
522 | || attack_mess[mtype][i+1].level == -1) { |
557 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
523 | sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, |
|
|
524 | op->name, attack_mess[mtype][i].buf2); |
|
|
525 | strcpy (buf2, attack_mess[mtype][i].buf3); |
558 | strcpy (buf2, attack_mess[mtype][i].buf3); |
526 | found++; |
559 | found++; |
527 | break; |
560 | break; |
|
|
561 | } |
528 | } |
562 | } |
529 | } else { |
563 | else |
|
|
564 | { |
530 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; |
565 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++) |
531 | i++) |
566 | if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1) |
532 | if (dam < attack_mess[ATM_BASIC][i].level |
567 | { |
533 | || attack_mess[ATM_BASIC][i+1].level == -1) { |
568 | sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2); |
534 | sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, |
|
|
535 | op->name, attack_mess[ATM_BASIC][i].buf2); |
|
|
536 | strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
569 | strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
537 | found++; |
570 | found++; |
538 | break; |
571 | break; |
|
|
572 | } |
539 | } |
573 | } |
540 | } |
|
|
541 | |
574 | |
542 | if (!found) { |
575 | if (!found) |
|
|
576 | { |
543 | strcpy (buf1, "hit"); |
577 | strcpy (buf1, "hit"); |
544 | strcpy (buf2, " hits"); |
578 | strcpy (buf2, " hits"); |
545 | } |
579 | } |
546 | |
580 | |
547 | /* bail out if a monster is casting spells */ |
581 | /* bail out if a monster is casting spells */ |
548 | if (!(hitter->type == PLAYER || |
582 | if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
549 | (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) |
|
|
550 | return; |
583 | return; |
551 | |
584 | |
552 | /* scale down magic considerably. */ |
585 | /* scale down magic considerably. */ |
553 | if (type & AT_MAGIC && rndm(0, 5)) |
586 | if (type & AT_MAGIC && rndm (0, 5)) |
554 | return; |
587 | return; |
555 | |
588 | |
556 | /* Did a player hurt another player? Inform both! */ |
589 | /* Did a player hurt another player? Inform both! */ |
557 | if(op->type==PLAYER && |
590 | if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
558 | (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { |
591 | { |
559 | if(get_owner(hitter)!=NULL) |
592 | if (hitter->owner != NULL) |
560 | sprintf(buf,"%s's %s%s you.", |
593 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
561 | hitter->owner->name, hitter->name, buf2); |
594 | else |
562 | else { |
595 | { |
563 | sprintf(buf,"%s%s you.",hitter->name, buf2); |
596 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
597 | |
564 | if (dam != 0) { |
598 | if (dam != 0) |
565 | if (dam < 10) |
599 | { |
566 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); |
600 | if (dam < 10) |
567 | else if (dam < 20) |
601 | op->contr->play_sound (sound_find ("player_is_hit1")); |
568 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); |
602 | else if (dam < 20) |
569 | else |
603 | op->contr->play_sound (sound_find ("player_is_hit2")); |
570 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); |
604 | else |
571 | } |
605 | op->contr->play_sound (sound_find ("player_is_hit3")); |
572 | } |
606 | } |
|
|
607 | } |
|
|
608 | |
573 | new_draw_info(NDI_BLACK, 0,op,buf); |
609 | new_draw_info (NDI_BLACK, 0, op, buf); |
574 | } /* end of player hitting player */ |
610 | } /* end of player hitting player */ |
575 | |
611 | |
576 | if(hitter->type==PLAYER) { |
612 | if (hitter->type == PLAYER) |
|
|
613 | { |
577 | sprintf(buf,"You %s.",buf1); |
614 | sprintf (buf, "You %s.", buf1); |
578 | if (dam != 0) { |
615 | |
|
|
616 | if (dam != 0) |
|
|
617 | { |
579 | if (dam < 10) |
618 | if (dam < 10) |
580 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); |
619 | op->play_sound (sound_find ("player_hits1")); |
581 | else if (dam < 20) |
620 | else if (dam < 20) |
582 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); |
621 | op->play_sound (sound_find ("player_hits2")); |
583 | else |
622 | else |
584 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); |
623 | op->play_sound (sound_find ("player_hits3")); |
585 | } |
624 | } |
|
|
625 | |
586 | new_draw_info(NDI_BLACK, 0, hitter, buf); |
626 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
|
|
627 | } |
587 | } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { |
628 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
629 | { |
588 | /* look for stacked spells and start reducing the message chances */ |
630 | /* look for stacked spells and start reducing the message chances */ |
589 | if (hitter->type == SPELL_EFFECT && |
631 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
590 | (hitter->subtype == SP_EXPLOSION || |
632 | { |
591 | hitter->subtype == SP_BULLET || |
633 | i = 4; |
592 | hitter->subtype == SP_CONE)) { |
|
|
593 | i=4; |
|
|
594 | map = hitter->map; |
634 | map = hitter->map; |
595 | if (out_of_map(map, hitter->x, hitter->y)) |
635 | if (out_of_map (map, hitter->x, hitter->y)) |
|
|
636 | return; |
|
|
637 | |
|
|
638 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
|
|
639 | if (next) |
|
|
640 | while (next) |
|
|
641 | { |
|
|
642 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
|
|
643 | i *= 3; |
|
|
644 | |
|
|
645 | tmp = next; |
|
|
646 | next = tmp->above; |
|
|
647 | } |
|
|
648 | |
|
|
649 | if (i < 0) |
|
|
650 | return; |
|
|
651 | |
|
|
652 | if (rndm (0, i) != 0) |
|
|
653 | return; |
|
|
654 | } |
|
|
655 | else if (rndm (0, 5) != 0) |
596 | return; |
656 | return; |
597 | next = get_map_ob(map, hitter->x, hitter->y); |
657 | |
598 | if (next) |
|
|
599 | while(next) { |
|
|
600 | if (next->type == SPELL_EFFECT && |
|
|
601 | (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET || |
|
|
602 | next->subtype == SP_CONE)) |
|
|
603 | i*=3; |
|
|
604 | tmp = next; |
|
|
605 | next = tmp->above; |
|
|
606 | } |
|
|
607 | if (i < 0) |
|
|
608 | return; |
|
|
609 | if (rndm(0, i) != 0) |
|
|
610 | return; |
|
|
611 | } else if (rndm(0, 5) != 0) |
|
|
612 | return; |
|
|
613 | sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); |
658 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
614 | play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
659 | op->play_sound (sound_find ("player_hits4")); |
615 | new_draw_info(NDI_BLACK, 0, hitter->owner, buf); |
660 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
616 | } |
661 | } |
617 | } |
662 | } |
618 | |
663 | |
619 | |
664 | |
|
|
665 | static int |
620 | static int get_attack_mode (object **target, object **hitter, |
666 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
621 | int *simple_attack) |
|
|
622 | { |
667 | { |
623 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { |
668 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
|
|
669 | { |
624 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
670 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
625 | return 1; |
671 | return 1; |
626 | } |
672 | } |
|
|
673 | |
627 | if ((*target)->head) |
674 | if ((*target)->head) |
628 | *target = (*target)->head; |
675 | *target = (*target)->head; |
|
|
676 | |
629 | if ((*hitter)->head) |
677 | if ((*hitter)->head) |
630 | *hitter = (*hitter)->head; |
678 | *hitter = (*hitter)->head; |
|
|
679 | |
|
|
680 | if ((*target)->type == LOCKED_DOOR) |
|
|
681 | return 1; // locked doors cannot be hit |
|
|
682 | |
631 | if ((*hitter)->env != NULL || (*target)->env != NULL) { |
683 | if ((*hitter)->env || (*target)->env) |
|
|
684 | { |
632 | *simple_attack = 1; |
685 | *simple_attack = 1; |
633 | return 0; |
686 | return 0; |
634 | } |
687 | } |
|
|
688 | |
635 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
689 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
636 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
690 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
637 | || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) |
691 | || !(*hitter)->map |
|
|
692 | || !on_same_map (*hitter, *target)) |
638 | { |
693 | { |
639 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " |
694 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
640 | "target\n", (*hitter)->arch->name, (*hitter)->name); |
695 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
641 | return 1; |
696 | return 1; |
642 | } |
697 | } |
|
|
698 | |
643 | *simple_attack = 0; |
699 | *simple_attack = 0; |
644 | return 0; |
700 | return 0; |
645 | } |
701 | } |
646 | |
702 | |
|
|
703 | static int |
647 | static int abort_attack (object *target, object *hitter, int simple_attack) |
704 | abort_attack (object *target, object *hitter, int simple_attack) |
648 | { |
705 | { |
|
|
706 | |
649 | /* Check if target and hitter are still in a relation similar to the one |
707 | /* Check if target and hitter are still in a relation similar to the one |
650 | * determined by get_attack_mode(). Returns true if the relation has changed. |
708 | * determined by get_attack_mode(). Returns true if the relation has changed. |
651 | */ |
709 | */ |
652 | int new_mode; |
710 | int new_mode; |
653 | |
711 | |
654 | if (hitter->env == target || target->env == hitter) |
712 | if (hitter->env == target || target->env == hitter) |
655 | new_mode = 1; |
713 | new_mode = 1; |
656 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) |
714 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
657 | || QUERY_FLAG (target, FLAG_REMOVED) |
|
|
658 | || hitter->map == NULL || !on_same_map(hitter, target)) |
|
|
659 | return 1; |
715 | return 1; |
660 | else |
716 | else |
661 | new_mode = 0; |
717 | new_mode = 0; |
662 | return new_mode != simple_attack; |
718 | return new_mode != simple_attack; |
663 | } |
719 | } |
664 | |
720 | |
665 | static void thrown_item_effect (object *, object *); |
721 | static void thrown_item_effect (object *, object *); |
666 | |
722 | |
|
|
723 | static int |
667 | static int attack_ob_simple (object *op, object *hitter, int base_dam, |
724 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
668 | int base_wc) |
|
|
669 | { |
725 | { |
670 | int simple_attack, roll, dam=0; |
726 | int simple_attack, roll, dam = 0; |
671 | uint32 type; |
727 | uint32 type; |
672 | const char *op_name = NULL; |
728 | shstr op_name; |
673 | tag_t op_tag, hitter_tag; |
|
|
674 | |
729 | |
675 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
730 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
731 | goto error; |
|
|
732 | |
|
|
733 | if (hitter->current_weapon) |
|
|
734 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
|
|
735 | return RESULT_INT (0); |
|
|
736 | |
|
|
737 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
|
|
738 | return RESULT_INT (0); |
|
|
739 | |
|
|
740 | /* |
|
|
741 | * A little check to make it more difficult to dance forward and back |
|
|
742 | * to avoid ever being hit by monsters. |
|
|
743 | */ |
|
|
744 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
|
|
745 | { |
|
|
746 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
|
|
747 | * infinite loop occurs, with process_object calling move_monster, |
|
|
748 | * which then gets here again. By decreasing the speed before |
|
|
749 | * we call process_object, the 'if' statement above will fail. |
|
|
750 | */ |
|
|
751 | --op->speed_left; |
|
|
752 | process_object (op); |
|
|
753 | |
|
|
754 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
676 | goto error; |
755 | goto error; |
677 | |
|
|
678 | if (hitter->current_weapon) |
|
|
679 | if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
|
|
680 | return RESULT_INT (0); |
|
|
681 | |
|
|
682 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
|
|
683 | return RESULT_INT (0); |
|
|
684 | |
|
|
685 | op_tag = op->count; |
|
|
686 | hitter_tag = hitter->count; |
|
|
687 | |
|
|
688 | /* |
|
|
689 | * A little check to make it more difficult to dance forward and back |
|
|
690 | * to avoid ever being hit by monsters. |
|
|
691 | */ |
|
|
692 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER) |
|
|
693 | && op->speed_left > -(FABS(op->speed))*0.3) |
|
|
694 | { |
756 | } |
695 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
|
|
696 | * infinite loop occurs, with process_object calling move_monster, |
|
|
697 | * which then gets here again. By decreasing the speed before |
|
|
698 | * we call process_object, the 'if' statement above will fail. |
|
|
699 | */ |
|
|
700 | op->speed_left--; |
|
|
701 | process_object(op); |
|
|
702 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
|
|
703 | || abort_attack (op, hitter, simple_attack)) |
|
|
704 | goto error; |
|
|
705 | } |
|
|
706 | |
757 | |
707 | add_refcount(op_name = op->name); |
758 | op_name = op->name; |
708 | |
759 | |
709 | roll=random_roll(1, 20, hitter, PREFER_HIGH); |
760 | roll = random_roll (1, 20, hitter, PREFER_HIGH); |
710 | |
761 | |
711 | /* Adjust roll for various situations. */ |
762 | /* Adjust roll for various situations. */ |
712 | if ( ! simple_attack) |
763 | if (!simple_attack) |
713 | roll += adj_attackroll(hitter,op); |
764 | roll += adj_attackroll (hitter, op); |
714 | |
765 | |
715 | /* See if we hit the creature */ |
766 | /* See if we hit the creature */ |
716 | if(roll==20 || op->stats.ac>=base_wc-roll) { |
767 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
|
|
768 | { |
717 | int hitdam = base_dam; |
769 | int hitdam = base_dam; |
718 | if (settings.casting_time == TRUE) { |
770 | |
719 | if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ |
|
|
720 | hitter->casting_time = -1; |
|
|
721 | new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " |
|
|
722 | "your spell!"); |
|
|
723 | } |
|
|
724 | if ((op->casting_time > -1)&&(hitdam > 0)){ |
|
|
725 | op->casting_time = -1; |
|
|
726 | if (op->type == PLAYER) { |
|
|
727 | new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " |
|
|
728 | "your spell!"); |
|
|
729 | new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL, |
|
|
730 | "%s was hit by %s and lost a spell.", |
|
|
731 | op_name,hitter->name); |
|
|
732 | } |
|
|
733 | } |
|
|
734 | } |
|
|
735 | if ( ! simple_attack) |
771 | if (!simple_attack) |
736 | { |
772 | { |
737 | /* If you hit something, the victim should *always* wake up. |
773 | /* If you hit something, the victim should *always* wake up. |
738 | * Before, invisible hitters could avoid doing this. |
774 | * Before, invisible hitters could avoid doing this. |
739 | * -b.t. */ |
775 | * -b.t. */ |
740 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
776 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
741 | CLEAR_FLAG(op,FLAG_SLEEP); |
777 | CLEAR_FLAG (op, FLAG_SLEEP); |
742 | |
778 | |
743 | /* If the victim can't see the attacker, it may alert others |
779 | /* If the victim can't see the attacker, it may alert others |
744 | * for help. */ |
780 | * for help. */ |
745 | if (op->type != PLAYER && ! can_see_enemy (op, hitter) |
781 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
746 | && ! get_owner (op) && rndm(0, op->stats.Int)) |
|
|
747 | npc_call_help (op); |
782 | npc_call_help (op); |
748 | |
783 | |
749 | /* if you were hidden and hit by a creature, you are discovered*/ |
784 | /* if you were hidden and hit by a creature, you are discovered */ |
750 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { |
785 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
786 | { |
751 | make_visible (op); |
787 | make_visible (op); |
|
|
788 | |
752 | if (op->type == PLAYER) |
789 | if (op->type == PLAYER) |
753 | new_draw_info (NDI_UNIQUE, 0, op, |
790 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
754 | "You were hit by a wild attack. " |
|
|
755 | "You are no longer hidden!"); |
|
|
756 | } |
791 | } |
757 | |
792 | |
758 | /* thrown items (hitter) will have various effects |
793 | /* thrown items (hitter) will have various effects |
759 | * when they hit the victim. For things like thrown daggers, |
794 | * when they hit the victim. For things like thrown daggers, |
760 | * this sets 'hitter' to the actual dagger, and not the |
795 | * this sets 'hitter' to the actual dagger, and not the |
761 | * wrapper object. |
796 | * wrapper object. |
762 | */ |
797 | */ |
763 | thrown_item_effect (hitter, op); |
798 | thrown_item_effect (hitter, op); |
764 | if (was_destroyed (hitter, hitter_tag) |
799 | |
765 | || was_destroyed (op, op_tag) |
800 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
766 | || abort_attack (op, hitter, simple_attack)) |
|
|
767 | goto leave; |
801 | goto leave; |
768 | } |
802 | } |
769 | |
803 | |
770 | /* Need to do at least 1 damage, otherwise there is no point |
804 | /* Need to do at least 1 damage, otherwise there is no point |
771 | * to go further and it will cause FPE's below. |
805 | * to go further and it will cause FPE's below. |
772 | */ |
806 | */ |
773 | if (hitdam<=0) hitdam=1; |
807 | if (hitdam <= 0) |
|
|
808 | hitdam = 1; |
774 | |
809 | |
775 | type=hitter->attacktype; |
810 | type = hitter->attacktype; |
776 | if(!type) type=AT_PHYSICAL; |
811 | |
|
|
812 | if (!type) |
|
|
813 | type = AT_PHYSICAL; |
|
|
814 | |
777 | /* Handle monsters that hit back */ |
815 | /* Handle monsters that hit back */ |
778 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) |
816 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
779 | && QUERY_FLAG (hitter, FLAG_ALIVE)) |
817 | { |
780 | { |
|
|
781 | if (op->attacktype & AT_ACID && hitter->type==PLAYER) |
818 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
782 | new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); |
819 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
783 | hit_player(hitter, random_roll(0, (op->stats.dam), hitter, |
820 | |
784 | PREFER_LOW),op, op->attacktype, 1); |
821 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
785 | if (was_destroyed (op, op_tag) |
822 | |
786 | || was_destroyed (hitter, hitter_tag) |
823 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
787 | || abort_attack (op, hitter, simple_attack)) |
|
|
788 | goto leave; |
824 | goto leave; |
789 | } |
825 | } |
790 | |
826 | |
791 | /* In the new attack code, it should handle multiple attack |
827 | /* In the new attack code, it should handle multiple attack |
792 | * types in its area, so remove it from here. |
828 | * types in its area, so remove it from here. |
793 | */ |
829 | */ |
794 | dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), |
830 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
795 | hitter, type, 1); |
831 | |
796 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
832 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
797 | || abort_attack (op, hitter, simple_attack)) |
|
|
798 | goto leave; |
833 | goto leave; |
799 | } /* end of if hitter hit op */ |
834 | } /* end of if hitter hit op */ |
800 | /* if we missed, dam=0 */ |
835 | /* if we missed, dam=0 */ |
801 | |
836 | |
802 | /*attack_message(dam, type, op, hitter);*/ |
837 | /*attack_message(dam, type, op, hitter); */ |
803 | |
838 | |
804 | goto leave; |
839 | goto leave; |
805 | |
840 | |
806 | error: |
841 | error: |
807 | dam = 1; |
842 | dam = 1; |
808 | |
843 | |
809 | leave: |
844 | leave: |
810 | if (op_name) |
|
|
811 | free_string (op_name); |
|
|
812 | |
845 | |
813 | return dam; |
846 | return dam; |
814 | } |
847 | } |
815 | |
848 | |
|
|
849 | int |
816 | int attack_ob (object *op, object *hitter) |
850 | attack_ob (object *op, object *hitter) |
817 | { |
851 | { |
818 | |
|
|
819 | if (hitter->head) |
|
|
820 | hitter = hitter->head; |
852 | hitter = hitter->head_ (); |
|
|
853 | |
821 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
854 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
822 | } |
855 | } |
823 | |
856 | |
824 | /* op is the arrow, tmp is what is stopping the arrow. |
857 | /* op is the arrow, tmp is what is stopping the arrow. |
825 | * |
858 | * |
826 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
859 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
827 | */ |
860 | */ |
|
|
861 | static int |
828 | static int stick_arrow (object *op, object *tmp) |
862 | stick_arrow (object *op, object *tmp) |
829 | { |
863 | { |
830 | /* If the missile hit a player, we insert it in their inventory. |
864 | /* If the missile hit a player, we insert it in their inventory. |
831 | * However, if the missile is heavy, we don't do so (assume it falls |
865 | * However, if the missile is heavy, we don't do so (assume it falls |
832 | * to the ground after a hit). What a good value for this is up to |
866 | * 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 |
867 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
834 | * stick around. |
868 | * stick around. |
835 | */ |
869 | */ |
836 | if (op->weight <= 5000 && tmp->stats.hp >= 0) { |
870 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
837 | if(tmp->head != NULL) |
871 | { |
838 | tmp = tmp->head; |
872 | tmp->head_ ()->insert (op); |
839 | remove_ob (op); |
|
|
840 | op = insert_ob_in_ob(op,tmp); |
|
|
841 | if (tmp->type== PLAYER) |
|
|
842 | esrv_send_item (tmp, op); |
|
|
843 | return 1; |
873 | return 1; |
|
|
874 | } |
844 | } else |
875 | else |
845 | return 0; |
876 | return 0; |
846 | } |
877 | } |
847 | |
878 | |
848 | /* hit_with_arrow() disassembles the missile, attacks the victim and |
879 | /* hit_with_arrow() disassembles the missile, attacks the victim and |
849 | * reassembles the missile. |
880 | * reassembles the missile. |
850 | * |
881 | * |
851 | * It returns a pointer to the reassembled missile, or NULL if the missile |
882 | * It returns a pointer to the reassembled missile, or NULL if the missile |
852 | * isn't available anymore. |
883 | * isn't available anymore. |
853 | */ |
884 | */ |
|
|
885 | object * |
854 | object *hit_with_arrow (object *op, object *victim) |
886 | hit_with_arrow (object *op, object *victim) |
855 | { |
887 | { |
856 | object *container, *hitter; |
888 | object *container, *hitter; |
857 | int hit_something = 0; |
889 | int hit_something = 0; |
858 | tag_t victim_tag, hitter_tag; |
|
|
859 | sint16 victim_x, victim_y; |
|
|
860 | |
890 | |
861 | /* Disassemble missile */ |
891 | /* Disassemble missile */ |
862 | if (op->inv) { |
892 | if (op->inv) |
|
|
893 | { |
863 | container = op; |
894 | container = op; |
864 | hitter = op->inv; |
895 | hitter = op->inv; |
865 | remove_ob (hitter); |
896 | hitter->remove (); |
866 | insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); |
897 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
867 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
898 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
868 | * might be called until this THROWN_OBJ is either reassembled or |
899 | * might be called until this THROWN_OBJ is either reassembled or |
869 | * removed at the end of this function must be able to deal with empty |
900 | * removed at the end of this function must be able to deal with empty |
870 | * THROWN_OBJs. */ |
901 | * THROWN_OBJs. */ |
871 | } else { |
902 | } |
|
|
903 | else |
|
|
904 | { |
872 | container = NULL; |
905 | container = 0; |
873 | hitter = op; |
906 | hitter = op; |
874 | } |
907 | } |
875 | |
908 | |
876 | /* Try to hit victim */ |
909 | /* Try to hit victim */ |
877 | victim_x = victim->x; |
|
|
878 | victim_y = victim->y; |
|
|
879 | victim_tag = victim->count; |
|
|
880 | hitter_tag = hitter->count; |
|
|
881 | |
|
|
882 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
910 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
883 | |
911 | |
884 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
912 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
885 | * arrow, move_apply() calls this function, arrow sticks in demon, |
913 | * arrow, move_apply() calls this function, arrow sticks in demon, |
886 | * attack_ob_simple() returns, and we've got an arrow that still exists |
914 | * attack_ob_simple() returns, and we've got an arrow that still exists |
887 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
915 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
888 | * other places as well!) |
916 | * other places as well!) |
889 | */ |
917 | */ |
890 | if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { |
918 | if (hitter->destroyed () || hitter->env != NULL) |
|
|
919 | { |
891 | if (container) { |
920 | if (container) |
892 | remove_ob (container); |
|
|
893 | free_object (container); |
|
|
894 | } |
921 | { |
|
|
922 | container->remove (); |
|
|
923 | container->destroy (); |
|
|
924 | } |
|
|
925 | |
895 | return NULL; |
926 | return 0; |
896 | } |
927 | } |
897 | |
928 | |
898 | /* Missile hit victim */ |
929 | /* Missile hit victim */ |
899 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
930 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
900 | * through the target |
931 | * through the target |
901 | */ |
932 | */ |
902 | if (hit_something && op->speed <= 10.0) |
933 | if (hit_something && op->speed <= 10.0) |
903 | { |
934 | { |
904 | /* Stop arrow */ |
935 | /* Stop arrow */ |
905 | if (container == NULL) { |
936 | if (!container) |
|
|
937 | { |
906 | hitter = fix_stopped_arrow (hitter); |
938 | hitter = fix_stopped_arrow (hitter); |
907 | if (hitter == NULL) |
939 | if (!hitter) |
908 | return NULL; |
940 | return 0; |
|
|
941 | } |
909 | } else { |
942 | else |
910 | remove_ob (container); |
943 | container->destroy (); |
911 | free_object (container); |
|
|
912 | } |
|
|
913 | |
944 | |
914 | /* Try to stick arrow into victim */ |
945 | /* Try to stick arrow into victim */ |
915 | if ( ! was_destroyed (victim, victim_tag) |
946 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
916 | && stick_arrow (hitter, victim)) |
|
|
917 | return NULL; |
947 | return 0; |
918 | |
948 | |
919 | /* Else try to put arrow on victim's map square |
949 | /* Else try to put arrow on victim's map square |
920 | * remove check for P_WALL here. If the arrow got to this |
950 | * remove check for P_WALL here. If the arrow got to this |
921 | * space, that is good enough - with the new movement code, |
951 | * space, that is good enough - with the new movement code, |
922 | * there is now the potential for lots of spaces where something |
952 | * there is now the potential for lots of spaces where something |
923 | * can fly over but not otherwise move over. What is the correct |
953 | * can fly over but not otherwise move over. What is the correct |
924 | * way to handle those otherwise? |
954 | * way to handle those otherwise? |
925 | */ |
955 | */ |
926 | if (victim_x != hitter->x || victim_y != hitter->y) { |
956 | if (victim->x != hitter->x || victim->y != hitter->y) |
927 | remove_ob (hitter); |
957 | { |
|
|
958 | hitter->remove (); |
928 | hitter->x = victim_x; |
959 | hitter->x = victim->x; |
929 | hitter->y = victim_y; |
960 | hitter->y = victim->y; |
930 | insert_ob_in_map (hitter, victim->map, hitter,0); |
961 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
962 | } |
931 | } else { |
963 | else |
932 | /* Else leave arrow where it is */ |
964 | /* Else leave arrow where it is */ |
933 | merge_ob (hitter, NULL); |
965 | merge_ob (hitter, NULL); |
934 | } |
966 | |
935 | return NULL; |
967 | return 0; |
936 | } |
968 | } |
937 | |
969 | |
938 | if (hit_something && op->speed >= 10.0) |
970 | if (hit_something && op->speed >= 10.0) |
939 | op->speed -= 1.0; |
971 | op->speed -= 1.0; |
940 | |
972 | |
941 | /* Missile missed victim - reassemble missile */ |
973 | /* Missile missed victim - reassemble missile */ |
942 | if (container) { |
974 | if (container) |
943 | remove_ob (hitter); |
975 | { |
|
|
976 | hitter->remove (); |
944 | insert_ob_in_ob (hitter, container); |
977 | insert_ob_in_ob (hitter, container); |
945 | } |
978 | } |
|
|
979 | |
946 | return op; |
980 | return op; |
947 | } |
981 | } |
948 | |
982 | |
949 | |
983 | void |
950 | void tear_down_wall(object *op) |
984 | tear_down_wall (object *op) |
951 | { |
985 | { |
952 | int perc=0; |
986 | int perc = 0; |
953 | |
987 | |
954 | if (!op->stats.maxhp) { |
988 | if (!op->stats.maxhp) |
|
|
989 | { |
955 | LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); |
990 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
956 | perc = 1; |
991 | perc = 1; |
|
|
992 | } |
957 | } else if(!GET_ANIM_ID(op)) { |
993 | else if (!GET_ANIM_ID (op)) |
|
|
994 | { |
958 | /* Object has been called - no animations, so remove it */ |
995 | /* Object has been called - no animations, so remove it */ |
959 | if(op->stats.hp<0) { |
996 | if (op->stats.hp < 0) |
960 | remove_ob(op); /* Should update LOS */ |
997 | op->destroy (); |
961 | free_object(op); |
998 | |
962 | /* Don't know why this is here - remove_ob should do it for us */ |
|
|
963 | /*update_position(m, x, y);*/ |
|
|
964 | } |
|
|
965 | return; /* no animations, so nothing more to do */ |
999 | return; /* no animations, so nothing more to do */ |
966 | } |
1000 | } |
967 | perc = NUM_ANIMATIONS(op) |
1001 | |
968 | - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; |
1002 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
|
|
1003 | |
969 | if (perc >= (int) NUM_ANIMATIONS(op)) |
1004 | if (perc >= (int) NUM_ANIMATIONS (op)) |
970 | perc = NUM_ANIMATIONS(op)-1; |
1005 | perc = NUM_ANIMATIONS (op) - 1; |
971 | else if (perc < 1) |
1006 | else if (perc < 1) |
972 | perc = 1; |
1007 | perc = 1; |
|
|
1008 | |
973 | SET_ANIMATION(op, perc); |
1009 | SET_ANIMATION (op, perc); |
974 | update_object(op,UP_OBJ_FACE); |
1010 | update_object (op, UP_OBJ_FACE); |
975 | if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ |
1011 | |
|
|
1012 | if (perc == NUM_ANIMATIONS (op) - 1) |
|
|
1013 | { /* Reached the last animation */ |
976 | if(op->face==blank_face) { |
1014 | if (op->face == blank_face) |
977 | /* If the last face is blank, remove the ob */ |
1015 | /* If the last face is blank, remove the ob */ |
978 | remove_ob(op); /* Should update LOS */ |
1016 | op->destroy (); |
979 | free_object(op); |
1017 | else |
980 | |
1018 | { /* The last face was not blank, leave an image */ |
981 | /* remove_ob should call update_position for us */ |
|
|
982 | /*update_position(m, x, y);*/ |
|
|
983 | |
|
|
984 | } else { /* The last face was not blank, leave an image */ |
|
|
985 | CLEAR_FLAG(op, FLAG_BLOCKSVIEW); |
1019 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
986 | update_all_los(op->map, op->x, op->y); |
1020 | update_all_los (op->map, op->x, op->y); |
987 | op->move_block = 0; |
1021 | op->move_block = 0; |
988 | CLEAR_FLAG(op, FLAG_ALIVE); |
1022 | CLEAR_FLAG (op, FLAG_ALIVE); |
989 | } |
1023 | } |
990 | } |
1024 | } |
991 | } |
1025 | } |
992 | |
1026 | |
|
|
1027 | void |
993 | void scare_creature(object *target, object *hitter) |
1028 | scare_creature (object *target, object *hitter) |
994 | { |
1029 | { |
995 | object *owner = get_owner(hitter); |
1030 | object *owner = hitter->owner; |
996 | |
1031 | |
997 | if (!owner) owner=hitter; |
1032 | if (!owner) |
|
|
1033 | owner = hitter; |
998 | |
1034 | |
999 | SET_FLAG(target, FLAG_SCARED); |
1035 | SET_FLAG (target, FLAG_SCARED); |
1000 | if (!target->enemy) target->enemy=owner; |
1036 | if (!target->enemy) |
|
|
1037 | target->enemy = owner; |
1001 | } |
1038 | } |
1002 | |
|
|
1003 | |
1039 | |
1004 | /* This returns the amount of damage hitter does to op with the |
1040 | /* This returns the amount of damage hitter does to op with the |
1005 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1041 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1006 | * This doesn't damage the player, but returns how much it should |
1042 | * This doesn't damage the player, but returns how much it should |
1007 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1043 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1008 | * Note - changed for PR code - we now pass the attack number and not |
1044 | * Note - changed for PR code - we now pass the attack number and not |
1009 | * the attacktype. Makes it easier for the PR code. */ |
1045 | * the attacktype. Makes it easier for the PR code. */ |
1010 | |
1046 | int |
1011 | int hit_player_attacktype(object *op, object *hitter, int dam, |
1047 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1012 | uint32 attacknum, int magic) { |
1048 | { |
1013 | |
|
|
1014 | int doesnt_slay = 1; |
1049 | int doesnt_slay = 1; |
1015 | |
1050 | |
1016 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1051 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1017 | if (attacknum >= NROFATTACKS) { |
1052 | if (attacknum >= NROFATTACKS) |
|
|
1053 | { |
1018 | LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1054 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1019 | return 0; |
1055 | return 0; |
1020 | } |
|
|
1021 | |
1056 | } |
|
|
1057 | |
1022 | if (dam < 0) { |
1058 | if (dam < 0) |
1023 | LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); |
|
|
1024 | return 0; |
|
|
1025 | } |
|
|
1026 | |
1059 | { |
|
|
1060 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1061 | dam, hitter->debug_desc (), op->debug_desc ()); |
|
|
1062 | return 0; |
|
|
1063 | } |
|
|
1064 | |
1027 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1065 | /* 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. */ |
1066 | * people can't mess with that or it otherwise get confused. */ |
1029 | if (attacknum == ATNR_INTERNAL) return dam; |
1067 | if (attacknum == ATNR_INTERNAL) |
1030 | |
1068 | return dam; |
|
|
1069 | |
1031 | if (hitter->slaying) { |
1070 | if (hitter->slaying) |
|
|
1071 | { |
1032 | if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || |
1072 | if ((op->race && strstr (hitter->slaying, op->race)) |
1033 | (op->arch && (op->arch->name != NULL) && |
1073 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
1034 | strstr(op->arch->name, hitter->slaying)) |
1074 | { |
1035 | ){ |
1075 | doesnt_slay = 0; |
1036 | doesnt_slay = 0; |
1076 | dam *= 3; |
1037 | dam *= 3; |
|
|
1038 | } |
1077 | } |
1039 | } |
1078 | } |
1040 | |
1079 | |
1041 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1080 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1042 | if (op->resist[attacknum]) { |
1081 | if (op->resist[attacknum]) |
|
|
1082 | { |
1043 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1083 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1044 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1084 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1045 | dam *= (100-op->resist[attacknum]); |
1085 | dam *= (100 - op->resist[attacknum]); |
1046 | if (dam >= 100) dam /= 100; |
1086 | if (dam >= 100) |
|
|
1087 | dam /= 100; |
1047 | else |
1088 | else |
1048 | dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; |
1089 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
1049 | } |
1090 | } |
1050 | |
1091 | |
1051 | /* Special hack. By default, if immune to something, you |
1092 | /* Special hack. By default, if immune to something, you |
1052 | * shouldn't need to worry. However, acid is an exception, since |
1093 | * shouldn't need to worry. However, acid is an exception, since |
1053 | * it can still damage your items. Only include attacktypes if |
1094 | * it can still damage your items. Only include attacktypes if |
1054 | * special processing is needed */ |
1095 | * special processing is needed */ |
1055 | |
1096 | |
1056 | if ((op->resist[attacknum] >= 100) && |
1097 | if (op->resist[attacknum] >= 100 |
1057 | doesnt_slay && (attacknum != ATNR_ACID)) |
1098 | && doesnt_slay |
|
|
1099 | && attacknum != ATNR_ACID) |
1058 | return 0; |
1100 | return 0; |
1059 | |
1101 | |
1060 | /* Keep this in order - makes things easier to find */ |
1102 | /* Keep this in order - makes things easier to find */ |
|
|
1103 | |
|
|
1104 | switch (attacknum) |
1061 | |
1105 | { |
1062 | switch(attacknum) { |
|
|
1063 | case ATNR_PHYSICAL: |
1106 | case ATNR_PHYSICAL: |
1064 | /* here also check for diseases */ |
1107 | /* here also check for diseases */ |
1065 | check_physically_infect(op, hitter); |
1108 | check_physically_infect (op, hitter); |
1066 | break; |
1109 | break; |
1067 | |
1110 | |
1068 | /* Don't need to do anything for: |
1111 | /* Don't need to do anything for: |
1069 | magic, |
1112 | magic, |
1070 | fire, |
1113 | fire, |
1071 | electricity, |
1114 | electricity, |
1072 | cold */ |
1115 | cold */ |
1073 | |
1116 | |
1074 | case ATNR_CONFUSION: |
1117 | case ATNR_CONFUSION: |
1075 | case ATNR_POISON: |
1118 | case ATNR_POISON: |
1076 | case ATNR_SLOW: |
1119 | case ATNR_SLOW: |
1077 | case ATNR_PARALYZE: |
1120 | case ATNR_PARALYZE: |
1078 | case ATNR_FEAR: |
1121 | case ATNR_FEAR: |
1079 | case ATNR_CANCELLATION: |
1122 | case ATNR_CANCELLATION: |
1080 | case ATNR_DEPLETE: |
1123 | case ATNR_DEPLETE: |
1081 | case ATNR_BLIND: |
1124 | case ATNR_BLIND: |
1082 | { |
1125 | { |
1083 | /* chance for inflicting a special attack depends on the |
1126 | /* chance for inflicting a special attack depends on the |
1084 | * difference between attacker's and defender's level |
1127 | * difference between attacker's and defender's level |
1085 | */ |
1128 | */ |
1086 | int level_diff = MIN(110, MAX(0, op->level - hitter->level)); |
1129 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1087 | |
1130 | |
1088 | /* First, only creatures/players with speed can be affected. |
1131 | /* First, only creatures/players with speed can be affected. |
1089 | * Second, just getting hit doesn't mean it always affects |
1132 | * Second, just getting hit doesn't mean it always affects |
1090 | * you. Third, you still get a saving through against the |
1133 | * you. Third, you still get a saving through against the |
1091 | * effect. |
1134 | * effect. |
1092 | */ |
1135 | */ |
1093 | if (op->speed && |
1136 | if (op->speed && |
1094 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && |
1137 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1095 | !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && |
1138 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1096 | !did_make_save(op, level_diff, op->resist[attacknum]/10)) { |
1139 | { |
1097 | |
1140 | |
1098 | /* Player has been hit by something */ |
1141 | /* Player has been hit by something */ |
1099 | if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); |
1142 | if (attacknum == ATNR_CONFUSION) |
1100 | else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); |
1143 | confuse_player (op, hitter, dam); |
1101 | else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); |
1144 | else if (attacknum == ATNR_POISON) |
1102 | else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); |
1145 | poison_player (op, hitter, dam); |
1103 | else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); |
1146 | else if (attacknum == ATNR_SLOW) |
1104 | else if (attacknum == ATNR_CANCELLATION) cancellation(op); |
1147 | slow_player (op, hitter, dam); |
1105 | else if (attacknum == ATNR_DEPLETE) drain_stat(op); |
1148 | else if (attacknum == ATNR_PARALYZE) |
1106 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && |
1149 | paralyze_player (op, hitter, dam); |
1107 | !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); |
1150 | else if (attacknum == ATNR_FEAR) |
1108 | } |
1151 | scare_creature (op, hitter); |
|
|
1152 | else if (attacknum == ATNR_CANCELLATION) |
|
|
1153 | cancellation (op); |
|
|
1154 | else if (attacknum == ATNR_DEPLETE) |
|
|
1155 | op->drain_stat (); |
|
|
1156 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
|
|
1157 | blind_player (op, hitter, dam); |
|
|
1158 | } |
|
|
1159 | |
1109 | dam = 0; /* These are all effects and don't do real damage */ |
1160 | dam = 0; /* These are all effects and don't do real damage */ |
1110 | } |
1161 | } |
1111 | break; |
1162 | break; |
|
|
1163 | |
1112 | case ATNR_ACID: |
1164 | case ATNR_ACID: |
1113 | { |
1165 | { |
1114 | int flag=0; |
1166 | int flag = 0; |
1115 | |
1167 | |
1116 | /* Items only get corroded if you're not on a battleground and |
1168 | /* Items only get corroded if you're not on a battleground and |
1117 | * if your acid resistance is below 50%. */ |
1169 | * if your acid resistance is below 50%. */ |
1118 | if (!op_on_battleground(op, NULL, NULL) && |
1170 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1119 | (op->resist[ATNR_ACID] < 50)) |
1171 | { |
1120 | { |
1172 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1121 | object *tmp; |
1173 | { |
1122 | for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
1174 | if (tmp->invisible) |
1123 | if(tmp->invisible) |
1175 | continue; |
1124 | continue; |
1176 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1125 | if(!QUERY_FLAG(tmp, FLAG_APPLIED) || |
|
|
1126 | (tmp->resist[ATNR_ACID] >= 10)) |
|
|
1127 | /* >= 10% acid res. on itmes will protect these */ |
1177 | /* >= 10% acid res. on items will protect these */ |
1128 | continue; |
1178 | continue; |
1129 | if(!(tmp->material & M_IRON)) |
1179 | if (!(tmp->materials & M_IRON)) |
1130 | continue; |
1180 | continue; |
1131 | if(tmp->magic < -4) /* Let's stop at -5 */ |
1181 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1132 | continue; |
1182 | continue; |
1133 | if(tmp->type==RING || |
1183 | if (tmp->type == RING |
1134 | /* removed boots and gloves from exclusion list in |
1184 | /* removed boots and gloves from exclusion list in PR */ |
1135 | PR */ |
1185 | || tmp->type == GIRDLE |
1136 | tmp->type==GIRDLE || |
1186 | || tmp->type == AMULET |
1137 | tmp->type==AMULET || |
1187 | || tmp->type == WAND |
1138 | tmp->type==WAND || |
1188 | || tmp->type == ROD |
1139 | tmp->type==ROD || |
1189 | || tmp->type == HORN) |
1140 | tmp->type==HORN) |
|
|
1141 | continue; /* To avoid some strange effects */ |
1190 | continue; /* To avoid some strange effects */ |
1142 | |
1191 | |
1143 | /* High damage acid has better chance of corroding |
1192 | /* High damage acid has better chance of corroding |
1144 | objects */ |
1193 | objects */ |
1145 | if(rndm(0, dam+4) > |
1194 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1146 | random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { |
1195 | { |
1147 | if(op->type == PLAYER) |
1196 | flag = 1; |
1148 | /* Make this more visible */ |
1197 | tmp->magic--; |
1149 | new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, |
1198 | |
1150 | "The %s's acid corrodes your %s!", |
1199 | if (object *pl = tmp->visible_to ()) |
1151 | query_name(hitter), query_name(tmp)); |
1200 | { |
1152 | flag = 1; |
1201 | /* Make this more visible */ |
1153 | tmp->magic--; |
1202 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
1154 | if(op->type == PLAYER) |
1203 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1155 | esrv_send_item(op, tmp); |
1204 | |
1156 | } |
1205 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
1157 | } |
1206 | } |
1158 | if(flag) |
1207 | } |
1159 | fix_player(op); /* Something was corroded */ |
1208 | } |
1160 | } |
1209 | |
|
|
1210 | if (flag) |
|
|
1211 | op->update_stats (); /* Something was corroded */ |
|
|
1212 | } |
1161 | } |
1213 | } |
1162 | break; |
1214 | break; |
|
|
1215 | |
1163 | case ATNR_DRAIN: |
1216 | case ATNR_DRAIN: |
1164 | { |
1217 | { |
1165 | /* rate is the proportion of exp drained. High rate means |
1218 | /* rate is the proportion of exp drained. High rate means |
1166 | * not much is drained, low rate means a lot is drained. |
1219 | * not much is drained, low rate means a lot is drained. |
1167 | */ |
1220 | */ |
1168 | int rate; |
1221 | int rate; |
1169 | |
1222 | |
1170 | if(op->resist[ATNR_DRAIN] >= 0) |
1223 | if (op->resist[ATNR_DRAIN] >= 0) |
1171 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1224 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1172 | else |
1225 | else |
1173 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1226 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1174 | |
1227 | |
1175 | if(op->stats.exp <= rate) { |
1228 | if (op->stats.exp <= rate) |
|
|
1229 | { |
1176 | if(op->type == GOLEM) |
1230 | if (op->type == GOLEM) |
1177 | dam = 999; /* Its force is "sucked" away. 8) */ |
1231 | dam = 999; /* Its force is "sucked" away. 8) */ |
1178 | else |
1232 | else |
1179 | /* If we can't drain, lets try to do physical damage */ |
1233 | /* If we can't drain, lets try to do physical damage */ |
1180 | dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); |
1234 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1181 | } else { |
1235 | } |
|
|
1236 | else |
|
|
1237 | { |
1182 | /* Randomly give the hitter some hp */ |
1238 | /* Randomly give the hitter some hp */ |
1183 | if(hitter->stats.hp<hitter->stats.maxhp && |
1239 | if (hitter->stats.hp < hitter->stats.maxhp && |
1184 | (op->level > hitter->level) && |
1240 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1185 | random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) |
1241 | hitter->stats.hp++; |
1186 | hitter->stats.hp++; |
|
|
1187 | |
1242 | |
1188 | /* Can't do drains on battleground spaces. |
1243 | /* Can't do drains on battleground spaces. |
1189 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1244 | * 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, |
1245 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1191 | * nothing happens. |
1246 | * nothing happens. |
1192 | * Try to credit the owner. We try to display player -> player drain |
1247 | * Try to credit the owner. We try to display player -> player drain |
1193 | * attacks, hence all the != PLAYER checks. |
1248 | * attacks, hence all the != PLAYER checks. |
1194 | */ |
1249 | */ |
1195 | if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
1250 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1196 | object *owner = get_owner(hitter); |
1251 | { |
|
|
1252 | object *owner = hitter->owner; |
1197 | |
1253 | |
1198 | if (owner && owner != hitter) { |
1254 | if (owner && owner != hitter) |
|
|
1255 | { |
1199 | if (op->type != PLAYER || owner->type != PLAYER) |
1256 | if (op->type != PLAYER || owner->type != PLAYER) |
1200 | change_exp(owner, op->stats.exp/(rate*2), |
1257 | change_exp (owner, op->stats.exp / (rate * 2), |
1201 | hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); |
1258 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
1259 | } |
1202 | } else if (op->type != PLAYER || hitter->type != PLAYER) { |
1260 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1203 | change_exp(hitter, op->stats.exp/(rate*2), |
1261 | change_exp (hitter, op->stats.exp / (rate * 2), |
1204 | hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); |
1262 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1205 | } |
1263 | |
1206 | change_exp(op,-op->stats.exp/rate, NULL, 0); |
1264 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1207 | } |
1265 | } |
|
|
1266 | |
1208 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1267 | 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, |
1268 | * drain attack, you won't know that you are actually sucking out EXP, |
1210 | * as the messages will say you missed |
1269 | * as the messages will say you missed |
1211 | */ |
1270 | */ |
1212 | } |
1271 | } |
1213 | } |
1272 | } |
1214 | break; |
1273 | break; |
|
|
1274 | |
1215 | case ATNR_TURN_UNDEAD: |
1275 | case ATNR_TURN_UNDEAD: |
1216 | { |
1276 | { |
1217 | if (QUERY_FLAG(op,FLAG_UNDEAD)) { |
1277 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1218 | object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); |
1278 | { |
|
|
1279 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1219 | object *god = find_god (determine_god (owner)); |
1280 | object *god = find_god (determine_god (owner)); |
1220 | int div = 1; |
1281 | int div = 1; |
1221 | |
1282 | |
1222 | /* if undead are not an enemy of your god, you turn them |
1283 | /* if undead are not an enemy of your god, you turn them |
1223 | * at half strength */ |
1284 | * at half strength */ |
1224 | if (! god || ! god->slaying || |
1285 | if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) |
1225 | strstr (god->slaying, undead_name) == NULL) |
|
|
1226 | div = 2; |
1286 | div = 2; |
|
|
1287 | |
1227 | /* Give a bonus if you resist turn undead */ |
1288 | /* Give a bonus if you resist turn undead */ |
1228 | if (op->level * div < |
1289 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1229 | (turn_bonus[owner->stats.Wis]+owner->level + |
1290 | scare_creature (op, owner); |
1230 | (op->resist[ATNR_TURN_UNDEAD]/100))) |
1291 | } |
1231 | scare_creature(op, owner); |
1292 | else |
1232 | } |
|
|
1233 | else |
|
|
1234 | dam = 0; /* don't damage non undead - should we damage |
1293 | dam = 0; /* don't damage non undead - should we damage |
1235 | undead? */ |
1294 | undead? */ |
|
|
1295 | } |
1236 | } break; |
1296 | break; |
|
|
1297 | |
1237 | case ATNR_DEATH: |
1298 | case ATNR_DEATH: |
1238 | deathstrike_player(op, hitter, &dam); |
1299 | deathstrike_player (op, hitter, &dam); |
1239 | break; |
1300 | break; |
|
|
1301 | |
1240 | case ATNR_CHAOS: |
1302 | case ATNR_CHAOS: |
1241 | LOG(llevError, |
1303 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1242 | "%s was hit by %s with non-specific chaos.\n", |
1304 | dam = 0; |
1243 | query_name(op), |
1305 | break; |
1244 | query_name(hitter)); |
1306 | |
1245 | dam = 0; |
|
|
1246 | break; |
|
|
1247 | case ATNR_COUNTERSPELL: |
1307 | case ATNR_COUNTERSPELL: |
1248 | LOG(llevError, |
1308 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1249 | "%s was hit by %s with counterspell attack.\n", |
1309 | dam = 0; |
1250 | query_name(op), |
|
|
1251 | query_name(hitter)); |
|
|
1252 | dam = 0; |
|
|
1253 | /* This should never happen. Counterspell is handled |
1310 | /* This should never happen. Counterspell is handled |
1254 | * seperately and filtered out. If this does happen, |
1311 | * seperately and filtered out. If this does happen, |
1255 | * Counterspell has no effect on anything but spells, so it |
1312 | * Counterspell has no effect on anything but spells, so it |
1256 | * does no damage. */ |
1313 | * does no damage. */ |
1257 | break; |
1314 | break; |
|
|
1315 | |
1258 | case ATNR_HOLYWORD: |
1316 | case ATNR_HOLYWORD: |
1259 | { |
1317 | { |
1260 | /* This has already been handled by hit_player, |
1318 | /* This has already been handled by hit_player, |
1261 | * no need to check twice -- DAMN */ |
1319 | * no need to check twice -- DAMN */ |
1262 | |
1320 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1263 | object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); |
1321 | |
1264 | |
|
|
1265 | /* As with turn undead above, give a bonus on the saving throw */ |
1322 | /* As with turn undead above, give a bonus on the saving throw */ |
1266 | if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < |
1323 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1267 | owner->level+turn_bonus[owner->stats.Wis]) |
|
|
1268 | scare_creature(op, owner); |
1324 | scare_creature (op, owner); |
|
|
1325 | } |
1269 | } break; |
1326 | break; |
|
|
1327 | |
1270 | case ATNR_LIFE_STEALING: |
1328 | case ATNR_LIFE_STEALING: |
1271 | { |
1329 | { |
1272 | int new_hp; |
1330 | int new_hp; |
|
|
1331 | |
1273 | /* this is replacement to drain for players, instead of taking |
1332 | /* this is replacement to drain for players, instead of taking |
1274 | * exp it takes hp. It is geared for players, probably not |
1333 | * exp it takes hp. It is geared for players, probably not |
1275 | * much use giving it to monsters |
1334 | * much use giving it to monsters |
1276 | * |
1335 | * |
1277 | * life stealing doesn't do a lot of damage, but it gives the |
1336 | * life stealing doesn't do a lot of damage, but it gives the |
1278 | * damage it does do to the player. Given that, |
1337 | * damage it does do to the player. Given that, |
1279 | * it only does 1/10'th normal damage (hence the divide by |
1338 | * it only does 1/10'th normal damage (hence the divide by |
1280 | * 1000). |
1339 | * 1000). |
1281 | */ |
1340 | */ |
1282 | /* You can't steal life from something undead */ |
1341 | /* You can't steal life from something undead */ |
1283 | if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; |
1342 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
|
|
1343 | return 0; |
|
|
1344 | |
1284 | /* If drain protection is higher than life stealing, use that */ |
1345 | /* If drain protection is higher than life stealing, use that */ |
1285 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1346 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1286 | dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; |
1347 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
1348 | else |
1287 | else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1349 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1350 | |
1288 | /* You die at -1 hp, not zero. */ |
1351 | /* You die at -1 hp, not zero. */ |
1289 | if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; |
1352 | if (dam > (op->stats.hp + 1)) |
|
|
1353 | dam = op->stats.hp + 1; |
|
|
1354 | |
1290 | new_hp = hitter->stats.hp + dam; |
1355 | new_hp = hitter->stats.hp + dam; |
1291 | if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; |
1356 | if (new_hp > hitter->stats.maxhp) |
1292 | if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; |
1357 | new_hp = hitter->stats.maxhp; |
|
|
1358 | |
|
|
1359 | if (new_hp > hitter->stats.hp) |
|
|
1360 | hitter->stats.hp = new_hp; |
1293 | } |
1361 | } |
1294 | } |
1362 | } |
|
|
1363 | |
1295 | return dam; |
1364 | return dam; |
1296 | } |
1365 | } |
1297 | |
|
|
1298 | |
1366 | |
1299 | /* GROS: This code comes from hit_player. It has been made external to |
1367 | /* GROS: This code comes from hit_player. It has been made external to |
1300 | * allow script procedures to "kill" objects in a combat-like fashion. |
1368 | * allow script procedures to "kill" objects in a combat-like fashion. |
1301 | * It was initially used by (kill-object) developed for the Collector's |
1369 | * It was initially used by (kill-object) developed for the Collector's |
1302 | * Sword. Note that nothing has been changed from the original version |
1370 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1309 | * This function was a bit of a mess with hitter getting changed, |
1377 | * This function was a bit of a mess with hitter getting changed, |
1310 | * values being stored away but not used, etc. I've cleaned it up |
1378 | * values being stored away but not used, etc. I've cleaned it up |
1311 | * a bit - I think it should be functionally equivalant. |
1379 | * a bit - I think it should be functionally equivalant. |
1312 | * MSW 2002-07-17 |
1380 | * MSW 2002-07-17 |
1313 | */ |
1381 | */ |
|
|
1382 | int |
1314 | int kill_object(object *op,int dam, object *hitter, int type) |
1383 | kill_object (object *op, int dam, object *hitter, int type) |
1315 | { |
1384 | { |
1316 | char buf[MAX_BUF]; |
1385 | char buf[MAX_BUF]; |
1317 | const char *skill; |
1386 | const char *skill; |
1318 | int maxdam=0; |
1387 | int maxdam = 0; |
1319 | int battleg=0; /* true if op standing on battleground */ |
1388 | int battleg = 0; /* true if op standing on battleground */ |
1320 | int pk=0; /* true if op and what controls hitter are both players*/ |
1389 | int pk = 0; /* true if op and what controls hitter are both players */ |
1321 | object *owner=NULL; |
1390 | object *owner = 0; |
1322 | object *skop=NULL; |
1391 | object *skop = 0; |
1323 | |
1392 | |
1324 | if (op->stats.hp>=0) |
1393 | if (op->stats.hp >= 0) |
1325 | return -1; |
1394 | return -1; |
1326 | |
1395 | |
1327 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1396 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1328 | return 0; |
1397 | return 0; |
1329 | |
1398 | |
1330 | /* maxdam needs to be the amount of damage it took to kill |
1399 | /* maxdam needs to be the amount of damage it took to kill |
1331 | * this creature. The function(s) that call us have already |
1400 | * this creature. The function(s) that call us have already |
1332 | * adjusted the creatures HP total, so that is negative. |
1401 | * adjusted the creatures HP total, so that is negative. |
1333 | */ |
1402 | */ |
1334 | maxdam = dam + op->stats.hp + 1; |
1403 | maxdam = dam + op->stats.hp + 1; |
1335 | |
1404 | |
1336 | if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) |
1405 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1337 | update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ |
1406 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1338 | |
1407 | |
1339 | if(op->type==DOOR) { |
1408 | if (op->type == DOOR) |
1340 | op->speed = 0.1; |
1409 | { |
1341 | update_ob_speed(op); |
1410 | op->set_speed (0.1f); |
1342 | op->speed_left= -0.05; |
1411 | op->speed_left = -0.05f; |
1343 | return maxdam; |
1412 | return maxdam; |
1344 | } |
1413 | } |
|
|
1414 | |
1345 | if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { |
1415 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1346 | remove_friendly_object(op); |
|
|
1347 | if (get_owner (op) != NULL && op->owner->type == PLAYER && |
|
|
1348 | op->owner->contr->ranges[range_golem] == op) { |
|
|
1349 | op->owner->contr->ranges[range_golem]=NULL; |
|
|
1350 | op->owner->contr->golem_count=0; |
|
|
1351 | } |
|
|
1352 | |
|
|
1353 | remove_ob(op); |
|
|
1354 | free_object(op); |
|
|
1355 | return maxdam; |
|
|
1356 | } |
1416 | { |
|
|
1417 | op->destroy (); |
|
|
1418 | return maxdam; |
|
|
1419 | } |
1357 | |
1420 | |
1358 | /* Now lets start dealing with experience we get for killing something */ |
1421 | /* Now lets start dealing with experience we get for killing something */ |
1359 | |
1422 | |
1360 | owner=get_owner(hitter); |
1423 | owner = hitter->outer_owner (); |
1361 | if(owner==NULL) |
1424 | if (!owner) |
1362 | owner=hitter; |
1425 | owner = hitter; |
1363 | |
1426 | |
1364 | /* is the victim (op) standing on battleground? */ |
1427 | /* is the victim (op) standing on battleground? */ |
1365 | if (op_on_battleground(op, NULL, NULL)) battleg=1; |
1428 | if (op_on_battleground (op, NULL, NULL)) |
1366 | |
1429 | battleg = 1; |
|
|
1430 | |
1367 | /* is this player killing?*/ |
1431 | /* is this player killing? */ |
1368 | if (op->type == PLAYER && owner->type == PLAYER) pk=1; |
1432 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1433 | pk = 1; |
1369 | |
1434 | |
1370 | /* Player killed something */ |
1435 | /* Player killed something */ |
1371 | if(owner->type==PLAYER) { |
1436 | if (owner->type == PLAYER) |
1372 | Log_Kill(owner->name, |
1437 | { |
1373 | query_name(op),op->type, |
|
|
1374 | (owner!=hitter) ? query_name(hitter) : NULL, |
|
|
1375 | (owner!=hitter) ? hitter->type : 0); |
|
|
1376 | |
|
|
1377 | /* Log players killing other players - makes it easier to detect |
1438 | /* Log players killing other players - makes it easier to detect |
1378 | * and filter out malicious player killers - that is why the |
1439 | * and filter out malicious player killers - that is why the |
1379 | * ip address is included. |
1440 | * ip address is included. |
1380 | */ |
1441 | */ |
1381 | if (op->type == PLAYER && !battleg) { |
1442 | if (op->type == PLAYER && !battleg) |
|
|
1443 | { |
1382 | time_t t=time(NULL); |
1444 | time_t t = time (NULL); |
1383 | struct tm *tmv; |
1445 | struct tm *tmv; |
1384 | char buf[256]; |
1446 | char buf[256]; |
1385 | |
1447 | |
1386 | tmv = localtime(&t); |
1448 | tmv = localtime (&t); |
1387 | strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); |
1449 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1388 | |
1450 | |
1389 | LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", |
1451 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1390 | buf, owner->name, owner->contr->socket.host, query_name(op)); |
1452 | } |
1391 | } |
|
|
1392 | |
1453 | |
1393 | /* try to filter some things out - basically, if you are |
1454 | /* try to filter some things out - basically, if you are |
1394 | * killing a level 1 creature and your level 20, you |
1455 | * killing a level 1 creature and your level 20, you |
1395 | * probably don't want to see that. |
1456 | * probably don't want to see that. |
1396 | */ |
1457 | */ |
1397 | if ( owner->level < op->level * 2|| op->stats.exp>1000) { |
1458 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1459 | { |
1398 | if(owner!=hitter) { |
1460 | if (owner != hitter) |
1399 | new_draw_info_format(NDI_BLACK, 0, owner, |
1461 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1400 | "You killed %s with %s.",query_name(op), |
1462 | else |
1401 | query_name(hitter)); |
1463 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1402 | } |
1464 | |
1403 | else { |
|
|
1404 | new_draw_info_format(NDI_BLACK, 0, owner, |
|
|
1405 | "You killed %s.",query_name(op)); |
|
|
1406 | } |
|
|
1407 | /* Only play sounds for melee kills */ |
1465 | /* Only play sounds for melee kills */ |
1408 | if (hitter->type == PLAYER) |
1466 | if (hitter->type == PLAYER) |
1409 | play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1467 | owner->play_sound (sound_find ("player_kills")); |
1410 | } |
1468 | } |
1411 | |
1469 | |
1412 | /* If a player kills another player, not on |
1470 | /* If a player kills another player, not on |
1413 | * battleground, the "killer" looses 1 luck. Since this is |
1471 | * battleground, the "killer" looses 1 luck. Since this is |
1414 | * not reversible, it's actually quite a pain IMHO. -AV |
1472 | * not reversible, it's actually quite a pain IMHO. -AV |
1415 | * Fix bug in that we were changing the luck of the hitter, not |
1473 | * 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 |
1474 | * player that the object belonged to - so if you killed another player |
1417 | * with spells, pets, whatever, there was no penalty. |
1475 | * with spells, pets, whatever, there was no penalty. |
1418 | * Changed to make luck penalty configurable in settings. |
1476 | * Changed to make luck penalty configurable in settings. |
1419 | */ |
1477 | */ |
1420 | if(op->type == PLAYER && owner != op && !battleg) |
1478 | if (op->type == PLAYER && owner != op && !battleg) |
1421 | change_luck(owner, -settings.pk_luck_penalty); |
1479 | owner->change_luck (-settings.pk_luck_penalty); |
1422 | |
1480 | |
1423 | /* This code below deals with finding the appropriate skill |
1481 | /* This code below deals with finding the appropriate skill |
1424 | * to credit exp to. This is a bit problematic - we should |
1482 | * to credit exp to. This is a bit problematic - we should |
1425 | * probably never really have to look at current_weapon->skill |
1483 | * probably never really have to look at current_weapon->skill |
1426 | */ |
1484 | */ |
1427 | skill = NULL; |
1485 | skill = 0; |
1428 | if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; |
1486 | |
|
|
1487 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1488 | skill = hitter->skill; |
1429 | else if (owner->chosen_skill) { |
1489 | else if (owner->chosen_skill) |
1430 | skill = owner->chosen_skill->skill; |
1490 | { |
1431 | skop = owner->chosen_skill; |
1491 | skop = owner->chosen_skill; |
1432 | } |
1492 | skill = skop->skill; |
1433 | else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; |
1493 | } |
1434 | else |
1494 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
|
|
1495 | skill = owner->current_weapon->skill; |
|
|
1496 | else |
1435 | LOG(llevError,"kill_object - unable to find skill that killed monster\n"); |
1497 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1436 | |
1498 | |
1437 | /* We have the skill we want to credit to - now find the object this goes |
1499 | /* 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! |
1500 | * to. Make sure skop is an actual skill, and not a skill tool! |
1439 | */ |
1501 | */ |
1440 | if ((!skop || skop->type != SKILL) && skill) { |
1502 | if ((!skop || skop->type != SKILL) && skill) |
1441 | int i; |
|
|
1442 | |
|
|
1443 | for (i=0; i<NUM_SKILLS; i++) |
1503 | for (int i = 0; i < NUM_SKILLS; i++) |
1444 | if (owner->contr->last_skill_ob[i] && |
1504 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
1445 | !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { |
1505 | { |
1446 | skop = owner->contr->last_skill_ob[i]; |
1506 | skop = owner->contr->last_skill_ob[i]; |
1447 | break; |
1507 | break; |
1448 | } |
1508 | } |
1449 | } |
|
|
1450 | } /* Was it a player that hit somethign */ |
1509 | } /* Was it a player that hit somethign */ |
1451 | else { |
1510 | else |
1452 | skill = NULL; |
1511 | skill = 0; |
1453 | } |
|
|
1454 | |
1512 | |
1455 | /* Pet (or spell) killed something. */ |
|
|
1456 | if(owner != hitter ) { |
|
|
1457 | (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, |
|
|
1458 | query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); |
|
|
1459 | } |
|
|
1460 | else { |
|
|
1461 | (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, |
|
|
1462 | (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1463 | " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); |
|
|
1464 | } |
|
|
1465 | /* These may have been set in the player code section above */ |
1513 | /* These may have been set in the player code section above */ |
|
|
1514 | if (!skop) |
1466 | if (!skop) skop = hitter->chosen_skill; |
1515 | skop = hitter->chosen_skill; |
1467 | if (!skill && skop) skill=skop->skill; |
|
|
1468 | |
1516 | |
1469 | new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); |
1517 | if (!skill && skop) |
|
|
1518 | skill = skop->skill; |
1470 | |
1519 | |
1471 | |
|
|
1472 | /* If you didn't kill yourself, and your not the wizard */ |
1520 | /* If you didn't kill yourself, and your not the wizard */ |
1473 | if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { |
1521 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1474 | int exp; |
1522 | { |
|
|
1523 | int exp; |
1475 | |
1524 | |
1476 | /* Really don't give much experience for killing other players */ |
1525 | /* Really don't give much experience for killing other players */ |
1477 | // schmorp: temporary? reduce the amount of exp gained for pking enourmously |
1526 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1478 | if (op->type==PLAYER) { |
1527 | if (op->type == PLAYER) |
1479 | if (battleg) { |
|
|
1480 | new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); |
|
|
1481 | new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); |
|
|
1482 | } |
|
|
1483 | else |
|
|
1484 | exp = op->stats.exp / 1000; |
|
|
1485 | } |
1528 | { |
|
|
1529 | if (battleg) |
|
|
1530 | { |
|
|
1531 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1532 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
|
|
1533 | } |
1486 | else |
1534 | else |
|
|
1535 | exp = op->stats.exp / 1000; |
|
|
1536 | } |
|
|
1537 | else |
1487 | exp = calc_skill_exp(owner, op, skop); |
1538 | exp = calc_skill_exp (owner, op, skop); |
1488 | |
1539 | |
1489 | /* if op is standing on "battleground" (arena), no way to gain |
1540 | /* if op is standing on "battleground" (arena), no way to gain |
1490 | * exp by killing him |
1541 | * exp by killing him |
1491 | */ |
1542 | */ |
1492 | if (battleg) exp = 0; |
1543 | if (battleg) |
|
|
1544 | exp = 0; |
1493 | |
1545 | |
1494 | /* Don't know why this is set this way - doesn't make |
1546 | /* Don't know why this is set this way - doesn't make |
1495 | * sense to just divide everything by two for no reason. |
1547 | * sense to just divide everything by two for no reason. |
1496 | */ |
1548 | */ |
1497 | |
1549 | |
1498 | if (!settings.simple_exp) |
1550 | if (!settings.simple_exp) |
1499 | exp=exp/2; |
1551 | exp = exp / 2; |
1500 | |
1552 | |
1501 | if(owner->type!=PLAYER || owner->contr->party==NULL) { |
1553 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1502 | change_exp(owner,exp, skill, 0); |
1554 | change_exp (owner, exp, skill, 0); |
1503 | } |
1555 | else |
1504 | else { |
1556 | { |
1505 | int shares=0,count=0; |
1557 | int shares = 0, count = 0; |
1506 | |
|
|
1507 | player *pl; |
|
|
1508 | |
|
|
1509 | partylist *party=owner->contr->party; |
1558 | partylist *party = owner->contr->party; |
1510 | #ifdef PARTY_KILL_LOG |
1559 | |
1511 | add_kill_to_party(party, query_name(owner), query_name(op), exp); |
1560 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1512 | #endif |
1561 | |
1513 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
1562 | for_all_players (pl) |
1514 | if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
1563 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1515 | count++; |
1564 | { |
|
|
1565 | count++; |
1516 | shares+=(pl->ob->level+4); |
1566 | shares += (pl->ob->level + 4); |
1517 | } |
1567 | } |
|
|
1568 | |
|
|
1569 | if (count == 1 || shares > exp || !shares) |
|
|
1570 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1571 | else |
|
|
1572 | { |
|
|
1573 | int share = exp / shares, given = 0, nexp; |
|
|
1574 | |
|
|
1575 | for_all_players (pl) |
|
|
1576 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1577 | { |
|
|
1578 | nexp = (pl->ob->level + 4) * share; |
|
|
1579 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1580 | given += nexp; |
|
|
1581 | } |
|
|
1582 | |
|
|
1583 | exp -= given; |
|
|
1584 | /* give any remainder to the player */ |
|
|
1585 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
|
|
1586 | } |
|
|
1587 | } /* else part of a party */ |
|
|
1588 | } /* end if person didn't kill himself */ |
|
|
1589 | |
|
|
1590 | if (op->type != PLAYER) |
|
|
1591 | { |
|
|
1592 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
|
|
1593 | { |
|
|
1594 | object *owner1 = op->owner; |
|
|
1595 | |
|
|
1596 | if (owner1 && owner1->type == PLAYER) |
|
|
1597 | { |
|
|
1598 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
|
|
1599 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1600 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
|
|
1601 | } |
|
|
1602 | |
|
|
1603 | remove_friendly_object (op); |
|
|
1604 | } |
|
|
1605 | |
|
|
1606 | op->destroy (); |
1518 | } |
1607 | } |
1519 | if(count==1 || shares>exp) |
1608 | else |
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)) { |
|
|
1525 | nexp=(pl->ob->level+4)*share; |
|
|
1526 | change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); |
|
|
1527 | given+=nexp; |
|
|
1528 | } |
|
|
1529 | } |
|
|
1530 | exp-=given; |
|
|
1531 | /* give any remainder to the player */ |
|
|
1532 | change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); |
|
|
1533 | } |
|
|
1534 | } /* else part of a party */ |
|
|
1535 | |
|
|
1536 | } /* end if person didn't kill himself */ |
|
|
1537 | |
|
|
1538 | if(op->type!=PLAYER) { |
|
|
1539 | if(QUERY_FLAG(op,FLAG_FRIENDLY)) { |
|
|
1540 | object *owner1 = get_owner(op); |
|
|
1541 | |
|
|
1542 | if(owner1!= NULL && owner1->type == PLAYER) { |
|
|
1543 | play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); |
|
|
1544 | /* 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.", |
|
|
1546 | op->name,hitter->name); |
|
|
1547 | } |
|
|
1548 | remove_friendly_object(op); |
|
|
1549 | } |
|
|
1550 | remove_ob(op); |
|
|
1551 | free_object(op); |
|
|
1552 | } |
|
|
1553 | /* Player has been killed! */ |
1609 | /* Player has been killed! */ |
1554 | else { |
1610 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1555 | if(owner->type==PLAYER) { |
1611 | |
1556 | snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); |
|
|
1557 | } |
|
|
1558 | else { |
|
|
1559 | strncpy(op->contr->killer,hitter->name,BIG_NAME); |
|
|
1560 | op->contr->killer[BIG_NAME-1]='\0'; |
|
|
1561 | } |
|
|
1562 | } |
|
|
1563 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1612 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1564 | * continues in the calling function. |
1613 | * continues in the calling function. |
1565 | */ |
1614 | */ |
1566 | return maxdam; |
1615 | return maxdam; |
1567 | } |
1616 | } |
1568 | |
1617 | |
1569 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1618 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1570 | * Returns 0 this is not friendly fire |
1619 | * Returns 0 this is not friendly fire |
1571 | */ |
1620 | */ |
1572 | |
1621 | int |
1573 | int friendly_fire(object *op, object *hitter){ |
1622 | friendly_fire (object *op, object *hitter) |
|
|
1623 | { |
1574 | object *owner; |
1624 | object *owner; |
1575 | int friendlyfire; |
1625 | int friendlyfire; |
1576 | |
|
|
1577 | if (hitter->head) hitter=hitter->head; |
|
|
1578 | |
1626 | |
|
|
1627 | if (hitter->head) |
|
|
1628 | hitter = hitter->head; |
|
|
1629 | |
1579 | friendlyfire = 0; |
1630 | friendlyfire = 0; |
1580 | |
1631 | |
1581 | if(op->type == PLAYER) { |
1632 | if (op->type == PLAYER) |
|
|
1633 | { |
1582 | if (op_on_battleground (hitter, 0, 0)) |
1634 | if (op_on_battleground (hitter, 0, 0)) |
1583 | return 0; |
1635 | return 0; |
1584 | |
1636 | |
1585 | if(hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1637 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1586 | return 1; |
1638 | return 1; |
1587 | |
1639 | |
1588 | if((owner = get_owner(hitter))!=NULL) { |
1640 | if ((owner = hitter->owner) != NULL) |
|
|
1641 | { |
1589 | if(owner->type == PLAYER && owner->contr->peaceful == 1) |
1642 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1590 | friendlyfire = 2; |
1643 | friendlyfire = 2; |
1591 | } |
1644 | } |
1592 | |
1645 | |
1593 | if (hitter->type == SPELL || hitter->type == POISONING || |
1646 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1594 | hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1595 | friendlyfire = 0; |
1647 | friendlyfire = 0; |
1596 | } |
1648 | } |
|
|
1649 | |
1597 | return friendlyfire; |
1650 | return friendlyfire; |
1598 | } |
1651 | } |
1599 | |
|
|
1600 | |
1652 | |
1601 | /* This isn't used just for players, but in fact most objects. |
1653 | /* This isn't used just for players, but in fact most objects. |
1602 | * op is the object to be hit, dam is the amount of damage, hitter |
1654 | * op is the object to be hit, dam is the amount of damage, hitter |
1603 | * is what is hitting the object, type is the attacktype, and |
1655 | * is what is hitting the object, type is the attacktype, and |
1604 | * full_hit is set if monster area does not matter. |
1656 | * full_hit is set if monster area does not matter. |
1605 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1657 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1606 | * modify it. |
1658 | * modify it. |
1607 | */ |
1659 | */ |
1608 | |
|
|
1609 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1660 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1610 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1661 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1611 | |
1662 | int |
1612 | int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { |
1663 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
|
|
1664 | { |
1613 | int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); |
1665 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1614 | int maxattacktype, attacknum; |
1666 | int maxattacktype, attacknum; |
1615 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1667 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1616 | int simple_attack; |
1668 | int simple_attack; |
1617 | tag_t op_tag, hitter_tag; |
|
|
1618 | int rtn_kill = 0; |
1669 | int rtn_kill = 0; |
1619 | int friendlyfire; |
1670 | int friendlyfire; |
1620 | |
1671 | |
1621 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1672 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1673 | return 0; |
|
|
1674 | |
|
|
1675 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1676 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1677 | return 0; |
|
|
1678 | |
|
|
1679 | // only allow pk for hostile players |
|
|
1680 | if (op->type == PLAYER) |
|
|
1681 | { |
|
|
1682 | object *owner = hitter->owner; |
|
|
1683 | |
|
|
1684 | if (!owner) |
|
|
1685 | owner = hitter; |
|
|
1686 | |
|
|
1687 | if (owner->type == PLAYER |
|
|
1688 | && (!op_on_battleground (op, 0, 0) |
|
|
1689 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1690 | && op != owner) |
1622 | return 0; |
1691 | return 0; |
|
|
1692 | } |
1623 | |
1693 | |
1624 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1694 | if (body_attack) |
1625 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1695 | { |
|
|
1696 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1697 | * return - we still need to process other attacks the spell still |
|
|
1698 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1699 | * and keep on processing if we have other attacktypes. |
|
|
1700 | * return if only magic or nothing is left - under normal code |
|
|
1701 | * we don't attack with pure magic if there is another attacktype. |
|
|
1702 | * Only do processing if the initial attacktype includes one of those |
|
|
1703 | * attack so we don't cancel out things like magic bullet. |
|
|
1704 | */ |
|
|
1705 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1706 | { |
|
|
1707 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1708 | |
|
|
1709 | if (!type || type == AT_MAGIC) |
1626 | return 0; |
1710 | return 0; |
|
|
1711 | } |
|
|
1712 | } |
1627 | |
1713 | |
1628 | #ifdef PROHIBIT_PLAYERKILL |
1714 | if (!simple_attack && op->type == DOOR) |
1629 | if (op->type == PLAYER) { |
1715 | { |
1630 | object *owner = get_owner (hitter); |
1716 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1631 | if (!owner) owner = hitter; |
1717 | if (tmp->type == RUNE || tmp->type == TRAP) |
1632 | if (owner->type == PLAYER |
1718 | { |
1633 | && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) |
1719 | spring_trap (tmp, hitter); |
1634 | && op != owner) { |
1720 | |
|
|
1721 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1635 | return 0; |
1722 | return 0; |
|
|
1723 | |
|
|
1724 | break; |
1636 | } |
1725 | } |
|
|
1726 | } |
|
|
1727 | |
|
|
1728 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1637 | } |
1729 | { |
|
|
1730 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1731 | * destroyed() check above doesn't return, and might get here. |
|
|
1732 | */ |
|
|
1733 | |
|
|
1734 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1735 | gets it's speed_left raised on each mover-tick. |
|
|
1736 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1737 | and waiting for that to run out. |
|
|
1738 | */ |
|
|
1739 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
|
|
1740 | return 0; |
|
|
1741 | } |
|
|
1742 | |
|
|
1743 | #ifdef ATTACK_DEBUG |
|
|
1744 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1638 | #endif |
1745 | #endif |
1639 | |
1746 | |
1640 | op_tag = op->count; |
|
|
1641 | hitter_tag = hitter->count; |
|
|
1642 | |
|
|
1643 | if (body_attack) { |
|
|
1644 | /* 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 |
|
|
1646 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1647 | * and keep on processing if we have other attacktypes. |
|
|
1648 | * return if only magic or nothing is left - under normal code |
|
|
1649 | * we don't attack with pure magic if there is another attacktype. |
|
|
1650 | * Only do processing if the initial attacktype includes one of those |
|
|
1651 | * attack so we don't cancel out things like magic bullet. |
|
|
1652 | */ |
|
|
1653 | if (type & (AT_PARALYZE | AT_SLOW)) { |
|
|
1654 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1655 | if (!type || type==AT_MAGIC) return 0; |
|
|
1656 | } |
|
|
1657 | } |
|
|
1658 | |
|
|
1659 | if ( ! simple_attack && op->type == DOOR) { |
|
|
1660 | object *tmp; |
|
|
1661 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1662 | if (tmp->type == RUNE || tmp->type == TRAP) { |
|
|
1663 | spring_trap (tmp, hitter); |
|
|
1664 | if (was_destroyed (hitter, hitter_tag) |
|
|
1665 | || was_destroyed (op, op_tag) |
|
|
1666 | || abort_attack (op, hitter, simple_attack)) |
|
|
1667 | return 0; |
|
|
1668 | break; |
|
|
1669 | } |
|
|
1670 | } |
|
|
1671 | |
|
|
1672 | if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) { |
|
|
1673 | /* 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. |
|
|
1675 | */ |
|
|
1676 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " |
|
|
1677 | "hit_player()\n", op->arch->name, op->name); |
|
|
1678 | return 0; |
|
|
1679 | } |
|
|
1680 | |
|
|
1681 | #ifdef ATTACK_DEBUG |
|
|
1682 | LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1683 | #endif |
|
|
1684 | |
|
|
1685 | if (magic) { |
1747 | if (magic) |
|
|
1748 | { |
1686 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1749 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1687 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1750 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1688 | dam = dam*(100-op->resist[ATNR_MAGIC]); |
1751 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1689 | if (dam >= 100) |
1752 | if (dam >= 100) |
1690 | dam /= 100; |
1753 | dam /= 100; |
1691 | else |
1754 | else |
1692 | dam = (dam > (rndm(0, 99))) ? 1 : 0; |
1755 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1693 | } |
1756 | } |
1694 | |
1757 | |
1695 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1758 | /* 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 |
1759 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1697 | */ |
1760 | */ |
1698 | if(type & AT_CHAOS){ |
1761 | if (type & AT_CHAOS) |
|
|
1762 | { |
1699 | shuffle_attack(op,0); /*0 flag tells it to not change the face */ |
1763 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
1700 | update_object(op,UP_OBJ_FACE); |
1764 | update_object (op, UP_OBJ_FACE); |
1701 | type &= ~AT_CHAOS; |
1765 | type &= ~AT_CHAOS; |
1702 | } |
1766 | } |
1703 | |
1767 | |
1704 | /* Holyword is really an attacktype modifier (like magic is). If |
1768 | /* Holyword is really an attacktype modifier (like magic is). If |
1705 | * holyword is part of an attacktype, then make sure the creature is |
1769 | * holyword is part of an attacktype, then make sure the creature is |
1706 | * a proper match, otherwise no damage. |
1770 | * a proper match, otherwise no damage. |
1707 | */ |
1771 | */ |
1708 | if (type & AT_HOLYWORD) { |
1772 | if (type & AT_HOLYWORD) |
|
|
1773 | { |
1709 | object *god; |
1774 | object *god; |
|
|
1775 | |
1710 | if ((!hitter->slaying || |
1776 | if ((!hitter->slaying || |
1711 | (!(op->race && strstr(hitter->slaying,op->race)) && |
1777 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1712 | !(op->name && strstr(hitter->slaying,op->name)))) && |
1778 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1713 | (!QUERY_FLAG(op,FLAG_UNDEAD) || |
1779 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1714 | (hitter->title != NULL |
1780 | (hitter->title != NULL |
1715 | && (god = find_god(determine_god(hitter))) != NULL |
1781 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) |
1716 | && god->race != NULL |
|
|
1717 | && strstr(god->race,undead_name) != NULL))) |
|
|
1718 | return 0; |
1782 | return 0; |
1719 | } |
1783 | } |
1720 | |
1784 | |
1721 | maxattacktype = type; /* initialize this to something */ |
1785 | maxattacktype = type; /* initialise this to something */ |
1722 | for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { |
1786 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
|
|
1787 | { |
1723 | /* Magic isn't really a true attack type - it gets combined with other |
1788 | /* 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 |
1789 | * attack types. As such, skip it over. However, if magic is |
1725 | * the only attacktype in the group, then still attack with it |
1790 | * the only attacktype in the group, then still attack with it |
1726 | */ |
1791 | */ |
1727 | if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; |
1792 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1793 | continue; |
1728 | |
1794 | |
1729 | /* Go through and hit the player with each attacktype, one by one. |
1795 | /* Go through and hit the player with each attacktype, one by one. |
1730 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1796 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1731 | * it. It will do the appropriate action for attacktypes with |
1797 | * it. It will do the appropriate action for attacktypes with |
1732 | * effects (slow, paralization, etc. |
1798 | * effects (slow, paralization, etc. |
1733 | */ |
1799 | */ |
1734 | if (type & attacktype) { |
1800 | if (type & attacktype) |
|
|
1801 | { |
1735 | ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); |
1802 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1736 | /* the >= causes us to prefer messages from special attacks, if |
1803 | /* the >= causes us to prefer messages from special attacks, if |
1737 | * the damage is equal. |
1804 | * the damage is equal. |
1738 | */ |
1805 | */ |
1739 | if (ndam >= maxdam) { |
1806 | if (ndam >= maxdam) |
|
|
1807 | { |
1740 | maxdam = ndam; |
1808 | maxdam = ndam; |
1741 | maxattacktype = 1<<attacknum; |
1809 | maxattacktype = 1 << attacknum; |
|
|
1810 | } |
|
|
1811 | } |
1742 | } |
1812 | } |
1743 | } |
1813 | |
1744 | } |
|
|
1745 | |
|
|
1746 | /* if this is friendly fire then do a set % of damage only |
1814 | /* 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 |
1815 | * Note - put a check in to make sure this attack is actually |
1748 | * doing damage - otherwise, the +1 in the code below will make |
1816 | * doing damage - otherwise, the +1 in the code below will make |
1749 | * an attack do damage before when it otherwise didn't |
1817 | * an attack do damage before when it otherwise didn't |
1750 | */ |
1818 | */ |
1751 | friendlyfire = friendly_fire(op, hitter); |
1819 | friendlyfire = friendly_fire (op, hitter); |
1752 | if (friendlyfire && maxdam){ |
1820 | if (friendlyfire && maxdam) |
|
|
1821 | { |
1753 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1822 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1754 | #ifndef COZY_SERVER |
1823 | |
|
|
1824 | #ifdef ATTACK_DEBUG |
|
|
1825 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1826 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1827 | #endif |
|
|
1828 | } |
|
|
1829 | |
|
|
1830 | if (!full_hit) |
|
|
1831 | { |
|
|
1832 | int area; |
|
|
1833 | int remainder; |
|
|
1834 | |
|
|
1835 | area = 0; |
|
|
1836 | |
|
|
1837 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
|
|
1838 | area++; |
|
|
1839 | |
|
|
1840 | assert (area > 0); |
|
|
1841 | |
|
|
1842 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1843 | value-effect */ |
|
|
1844 | remainder = 100 * (maxdam % area) / area; |
|
|
1845 | maxdam /= area; |
|
|
1846 | if (rndm (100) < remainder) |
1755 | maxdam++; |
1847 | maxdam++; |
|
|
1848 | } |
|
|
1849 | |
|
|
1850 | #ifdef ATTACK_DEBUG |
|
|
1851 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1756 | #endif |
1852 | #endif |
1757 | |
|
|
1758 | #ifdef ATTACK_DEBUG |
|
|
1759 | LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1760 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1761 | #endif |
|
|
1762 | } |
|
|
1763 | |
1853 | |
1764 | if (!full_hit) { |
1854 | // for now, only do this for active objects, otherwise they |
1765 | archetype *at; |
1855 | // keep a refcount for a long time and I see no usefulness |
1766 | int area; |
1856 | // for an non-active objetc to know its enemy. |
1767 | int remainder; |
1857 | if (op->active) |
1768 | |
1858 | if (hitter->owner) |
1769 | area = 0; |
|
|
1770 | for(at = op->arch; at != NULL; at = at->more) |
|
|
1771 | area++; |
|
|
1772 | assert(area > 0); |
|
|
1773 | |
|
|
1774 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1775 | value-effect */ |
|
|
1776 | remainder = 100*(maxdam%area)/area; |
|
|
1777 | maxdam /= area; |
|
|
1778 | if (RANDOM()%100 < remainder) |
|
|
1779 | maxdam++; |
|
|
1780 | } |
|
|
1781 | |
|
|
1782 | #ifdef ATTACK_DEBUG |
|
|
1783 | LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam); |
|
|
1784 | #endif |
|
|
1785 | |
|
|
1786 | if(get_owner(hitter)) |
|
|
1787 | op->enemy=hitter->owner; |
1859 | op->enemy = hitter->owner; |
1788 | else if (QUERY_FLAG(hitter,FLAG_ALIVE)) |
1860 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1789 | op->enemy=hitter; |
1861 | op->enemy = hitter; |
1790 | |
1862 | |
1791 | if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { |
1863 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1864 | { |
1792 | /* The unaggressives look after themselves 8) */ |
1865 | /* The unaggressives look after themselves 8) */ |
1793 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
1866 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1794 | npc_call_help(op); |
1867 | npc_call_help (op); |
1795 | } |
1868 | } |
1796 | |
1869 | |
1797 | if (magic && did_make_save(op, op->level, 0)) |
1870 | if (magic && did_make_save (op, op->level, 0)) |
1798 | maxdam=maxdam/2; |
1871 | maxdam = maxdam / 2; |
1799 | |
1872 | |
1800 | attack_message(maxdam, maxattacktype, op, hitter); |
1873 | attack_message (maxdam, maxattacktype, op, hitter); |
1801 | |
1874 | |
1802 | op->stats.hp-=maxdam; |
1875 | op->stats.hp -= maxdam; |
1803 | |
1876 | |
1804 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1877 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1805 | if ((op->stats.hp>=0) && |
1878 | if ((op->stats.hp >= 0) && |
1806 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && |
1879 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1807 | op->stats.hp<(signed short)(((float)op->run_away/(float)100)* |
1880 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
1808 | (float)op->stats.maxhp)) { |
1881 | { |
1809 | |
1882 | |
1810 | if (QUERY_FLAG(op, FLAG_MONSTER)) |
1883 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1811 | SET_FLAG(op, FLAG_RUN_AWAY); |
1884 | SET_FLAG (op, FLAG_RUN_AWAY); |
1812 | else |
1885 | else |
1813 | scare_creature(op, hitter); |
1886 | scare_creature (op, hitter); |
1814 | } |
1887 | } |
1815 | |
1888 | |
1816 | if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { |
1889 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1890 | { |
1817 | if (maxdam) |
1891 | if (maxdam) |
1818 | tear_down_wall(op); |
1892 | tear_down_wall (op); |
|
|
1893 | |
1819 | return maxdam; /* nothing more to do for wall */ |
1894 | return maxdam; /* nothing more to do for wall */ |
1820 | } |
1895 | } |
1821 | |
1896 | |
1822 | /* See if the creature has been killed */ |
1897 | /* See if the creature has been killed */ |
1823 | rtn_kill = kill_object(op, maxdam, hitter, type); |
1898 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1824 | if (rtn_kill != -1) |
1899 | if (rtn_kill != -1) |
1825 | return rtn_kill; |
1900 | return rtn_kill; |
1826 | |
1901 | |
1827 | |
1902 | |
1828 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1903 | /* 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 |
1904 | * that before if the player was immune to ghosthit, the monster |
1830 | * remained - that is no longer the case. |
1905 | * remained - that is no longer the case. |
1831 | */ |
1906 | */ |
1832 | if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { |
1907 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1833 | if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) |
1908 | hitter->destroy (); |
1834 | remove_friendly_object(hitter); |
1909 | |
1835 | remove_ob(hitter); |
|
|
1836 | free_object(hitter); |
|
|
1837 | } |
|
|
1838 | /* Lets handle creatures that are splitting now */ |
1910 | /* Lets handle creatures that are splitting now */ |
1839 | else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { |
1911 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1840 | int i; |
1912 | { |
|
|
1913 | int i; |
1841 | int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); |
1914 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1842 | int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); |
1915 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1843 | object *owner = get_owner(op); |
1916 | object *owner = op->owner; |
1844 | |
1917 | |
1845 | if(!op->other_arch) { |
1918 | if (!op->other_arch) |
|
|
1919 | { |
1846 | LOG(llevError,"SPLITTING without other_arch error.\n"); |
1920 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1847 | return maxdam; |
1921 | return maxdam; |
1848 | } |
1922 | } |
1849 | remove_ob(op); |
1923 | |
1850 | for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ |
1924 | op->remove (); |
|
|
1925 | |
|
|
1926 | for (i = 0; i < op->stats.food; i++) |
|
|
1927 | { /* This doesn't handle op->more yet */ |
1851 | object *tmp=arch_to_object(op->other_arch); |
1928 | object *tmp = arch_to_object (op->other_arch); |
1852 | int j; |
1929 | int j; |
1853 | |
1930 | |
1854 | tmp->stats.hp=op->stats.hp; |
1931 | tmp->stats.hp = op->stats.hp; |
|
|
1932 | |
1855 | if (friendly) { |
1933 | if (friendly) |
1856 | SET_FLAG(tmp, FLAG_FRIENDLY); |
1934 | { |
1857 | add_friendly_object(tmp); |
1935 | add_friendly_object (tmp); |
1858 | tmp->attack_movement = PETMOVE; |
1936 | tmp->attack_movement = PETMOVE; |
1859 | if (owner!=NULL) |
1937 | |
1860 | set_owner(tmp,owner); |
1938 | if (owner) |
|
|
1939 | tmp->set_owner (owner); |
|
|
1940 | } |
|
|
1941 | |
|
|
1942 | if (unaggressive) |
|
|
1943 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1944 | |
|
|
1945 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1946 | |
|
|
1947 | if (j == -1) /* No spot to put this monster */ |
|
|
1948 | tmp->destroy (); |
|
|
1949 | else |
|
|
1950 | { |
|
|
1951 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
|
|
1952 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
1953 | } |
|
|
1954 | } |
|
|
1955 | |
|
|
1956 | op->destroy (); |
1861 | } |
1957 | } |
1862 | if (unaggressive) |
|
|
1863 | SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
|
|
1864 | j=find_first_free_spot(tmp,op->map,op->x,op->y); |
|
|
1865 | if (j==-1) /* No spot to put this monster */ |
|
|
1866 | free_object(tmp); |
|
|
1867 | else { |
|
|
1868 | tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; |
|
|
1869 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
1870 | } |
|
|
1871 | } |
|
|
1872 | if(friendly) |
|
|
1873 | remove_friendly_object(op); |
|
|
1874 | free_object(op); |
|
|
1875 | } |
|
|
1876 | else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { |
1958 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1877 | remove_ob(hitter); |
1959 | hitter->destroy (); |
1878 | free_object(hitter); |
1960 | |
1879 | } |
|
|
1880 | return maxdam; |
1961 | return maxdam; |
1881 | } |
1962 | } |
1882 | |
1963 | |
1883 | |
1964 | void |
1884 | void poison_player(object *op, object *hitter, int dam) |
1965 | poison_player (object *op, object *hitter, int dam) |
1885 | { |
1966 | { |
1886 | archetype *at = find_archetype("poisoning"); |
1967 | archetype *at = archetype::find ("poisoning"); |
1887 | object *tmp=present_arch_in_ob(at,op); |
1968 | object *tmp = present_arch_in_ob (at, op); |
1888 | |
1969 | |
1889 | if(tmp==NULL) { |
1970 | if (tmp == NULL) |
|
|
1971 | { |
1890 | if((tmp=arch_to_object(at))==NULL) |
1972 | if ((tmp = arch_to_object (at)) == NULL) |
1891 | LOG(llevError,"Failed to clone arch poisoning.\n"); |
1973 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
1892 | else { |
1974 | else |
|
|
1975 | { |
1893 | tmp = insert_ob_in_ob(tmp,op); |
1976 | tmp = insert_ob_in_ob (tmp, op); |
1894 | /* peterm: give poisoning some teeth. It should |
1977 | /* peterm: give poisoning some teeth. It should |
1895 | * be able to kill things better than it does: |
1978 | * be able to kill things better than it does: |
1896 | * damage should be dependent something--I choose to |
1979 | * damage should be dependent something--I choose to |
1897 | * do this: if it's a monster, the damage from the |
1980 | * do this: if it's a monster, the damage from the |
1898 | * poisoning goes as the level of the monster/2. |
1981 | * poisoning goes as the level of the monster/2. |
1899 | * If anything else, goes as damage. |
1982 | * If anything else, goes as damage. |
1900 | */ |
1983 | */ |
1901 | |
1984 | |
1902 | if(QUERY_FLAG(hitter,FLAG_ALIVE)) |
1985 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1903 | tmp->stats.dam += hitter->level/2; |
1986 | tmp->stats.dam += hitter->level / 2; |
1904 | else |
1987 | else |
1905 | tmp->stats.dam = dam; |
1988 | tmp->stats.dam = dam; |
1906 | |
1989 | |
1907 | copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ |
1990 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
1908 | if(hitter->skill && hitter->skill != tmp->skill) { |
1991 | if (hitter->skill && hitter->skill != tmp->skill) |
1909 | if (tmp->skill) free_string(tmp->skill); |
1992 | { |
1910 | tmp->skill = add_refcount(hitter->skill); |
1993 | tmp->skill = hitter->skill; |
|
|
1994 | } |
|
|
1995 | |
|
|
1996 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
|
|
1997 | |
|
|
1998 | if (op->type == PLAYER) |
|
|
1999 | { |
|
|
2000 | /* player looses stats, maximum is -10 of each */ |
|
|
2001 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
|
|
2002 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
|
|
2003 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
|
|
2004 | tmp->stats.Int = MAX (-dam / 7, -10); |
|
|
2005 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2006 | op->update_stats (); |
|
|
2007 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2008 | op->play_sound (tmp->sound); |
|
|
2009 | } |
|
|
2010 | |
|
|
2011 | if (hitter->type == PLAYER) |
|
|
2012 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
|
|
2013 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
2014 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
|
|
2015 | } |
|
|
2016 | |
|
|
2017 | tmp->speed_left = 0; |
1911 | } |
2018 | } |
1912 | |
|
|
1913 | tmp->stats.food+=dam; /* more damage, longer poisoning */ |
|
|
1914 | |
|
|
1915 | if(op->type==PLAYER) { |
|
|
1916 | /* player looses stats, maximum is -10 of each */ |
|
|
1917 | tmp->stats.Con= MAX(-(dam/4+1), -10); |
|
|
1918 | tmp->stats.Str= MAX(-(dam/3+2), -10); |
|
|
1919 | tmp->stats.Dex= MAX(-(dam/6+1), -10); |
|
|
1920 | tmp->stats.Int= MAX(-dam/7, -10); |
|
|
1921 | SET_FLAG(tmp,FLAG_APPLIED); |
|
|
1922 | fix_player(op); |
|
|
1923 | new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); |
|
|
1924 | } |
|
|
1925 | if (hitter->type == PLAYER) |
|
|
1926 | new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", |
|
|
1927 | op->name); |
|
|
1928 | else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) |
|
|
1929 | new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, |
|
|
1930 | "Your %s poisons %s.", hitter->name, op->name); |
|
|
1931 | } |
|
|
1932 | tmp->speed_left=0; |
|
|
1933 | } |
|
|
1934 | else |
2019 | else |
1935 | tmp->stats.food++; |
2020 | tmp->stats.food++; |
1936 | } |
2021 | } |
1937 | |
2022 | |
|
|
2023 | void |
1938 | void slow_player(object *op,object *hitter,int dam) |
2024 | slow_player (object *op, object *hitter, int dam) |
|
|
2025 | { |
1939 | { archetype *at = find_archetype("slowness"); |
2026 | archetype *at = archetype::find ("slowness"); |
1940 | object *tmp; |
2027 | object *tmp; |
|
|
2028 | |
1941 | if(at == NULL) { |
2029 | if (at == NULL) |
1942 | LOG(llevError,"Can't find slowness archetype.\n"); |
2030 | LOG (llevError, "Can't find slowness archetype.\n"); |
1943 | } |
2031 | |
1944 | if((tmp=present_arch_in_ob(at,op)) == NULL) { |
2032 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
2033 | { |
1945 | tmp = arch_to_object(at); |
2034 | tmp = arch_to_object (at); |
1946 | tmp = insert_ob_in_ob(tmp,op); |
2035 | tmp = insert_ob_in_ob (tmp, op); |
1947 | new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); |
2036 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
2037 | } |
1948 | } else |
2038 | else |
1949 | tmp->stats.food++; |
2039 | tmp->stats.food++; |
|
|
2040 | |
1950 | SET_FLAG(tmp, FLAG_APPLIED); |
2041 | SET_FLAG (tmp, FLAG_APPLIED); |
1951 | tmp->speed_left=0; |
2042 | tmp->speed_left = 0; |
1952 | fix_player(op); |
2043 | op->update_stats (); |
1953 | } |
2044 | } |
1954 | |
2045 | |
|
|
2046 | void |
1955 | void confuse_player(object *op, object *hitter, int dam) |
2047 | confuse_player (object *op, object *hitter, int dam) |
1956 | { |
2048 | { |
1957 | object *tmp; |
2049 | object *tmp; |
1958 | int maxduration; |
2050 | int maxduration; |
1959 | |
2051 | |
1960 | tmp = present_in_ob_by_name(FORCE,"confusion", op); |
2052 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
1961 | if(!tmp) { |
2053 | if (!tmp) |
1962 | tmp = get_archetype(FORCE_NAME); |
|
|
1963 | tmp = insert_ob_in_ob(tmp,op); |
|
|
1964 | } |
|
|
1965 | |
2054 | { |
|
|
2055 | tmp = get_archetype (FORCE_NAME); |
|
|
2056 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2057 | } |
|
|
2058 | |
1966 | /* Duration added per hit and max. duration of confusion both depend |
2059 | /* Duration added per hit and max. duration of confusion both depend |
1967 | * on the player's resistance |
2060 | * on the player's resistance |
1968 | */ |
2061 | */ |
1969 | tmp->speed = 0.05; |
2062 | tmp->speed = 0.05; |
1970 | tmp->subtype = FORCE_CONFUSION; |
2063 | tmp->subtype = FORCE_CONFUSION; |
1971 | tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); |
2064 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1972 | if (tmp->name) free_string(tmp->name); |
|
|
1973 | tmp->name = add_string("confusion"); |
2065 | tmp->name = "confusion"; |
1974 | maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); |
2066 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2067 | |
1975 | if( tmp->duration > maxduration) |
2068 | if (tmp->duration > maxduration) |
1976 | tmp->duration = maxduration; |
2069 | tmp->duration = maxduration; |
1977 | |
2070 | |
1978 | if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) |
2071 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
1979 | new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); |
2072 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2073 | |
1980 | SET_FLAG(op, FLAG_CONFUSED); |
2074 | SET_FLAG (op, FLAG_CONFUSED); |
1981 | } |
2075 | } |
1982 | |
2076 | |
|
|
2077 | void |
1983 | void blind_player(object *op, object *hitter, int dam) |
2078 | blind_player (object *op, object *hitter, int dam) |
1984 | { |
2079 | { |
1985 | object *tmp,*owner; |
2080 | object *tmp, *owner; |
1986 | |
2081 | |
1987 | /* Save some work if we know it isn't going to affect the player */ |
2082 | /* Save some work if we know it isn't going to affect the player */ |
1988 | if (op->resist[ATNR_BLIND]==100) return; |
2083 | if (op->resist[ATNR_BLIND] == 100) |
|
|
2084 | return; |
1989 | |
2085 | |
1990 | tmp = present_in_ob(BLINDNESS,op); |
2086 | tmp = present_in_ob (BLINDNESS, op); |
1991 | if(!tmp) { |
2087 | if (!tmp) |
|
|
2088 | { |
1992 | tmp = get_archetype("blindness"); |
2089 | tmp = get_archetype ("blindness"); |
1993 | SET_FLAG(tmp, FLAG_BLIND); |
2090 | SET_FLAG (tmp, FLAG_BLIND); |
1994 | SET_FLAG(tmp, FLAG_APPLIED); |
2091 | SET_FLAG (tmp, FLAG_APPLIED); |
1995 | /* use floats so we don't lose too much precision due to rounding errors. |
2092 | /* use floats so we don't lose too much precision due to rounding errors. |
1996 | * speed is a float anyways. |
2093 | * speed is a float anyways. |
1997 | */ |
2094 | */ |
1998 | tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; |
2095 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
1999 | |
2096 | |
2000 | tmp = insert_ob_in_ob(tmp,op); |
2097 | tmp = insert_ob_in_ob (tmp, op); |
2001 | change_abil(op,tmp); /* Mostly to display any messages */ |
2098 | change_abil (op, tmp); /* Mostly to display any messages */ |
2002 | fix_player(op); /* This takes care of some other stuff */ |
2099 | op->update_stats (); /* This takes care of some other stuff */ |
2003 | |
2100 | |
2004 | if(hitter->owner) owner = get_owner(hitter); |
2101 | if (hitter->owner) |
|
|
2102 | owner = hitter->owner; |
|
|
2103 | else |
2005 | else owner = hitter; |
2104 | owner = hitter; |
2006 | |
2105 | |
2007 | new_draw_info_format(NDI_UNIQUE,0,owner, |
2106 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2008 | "Your attack blinds %s!",query_name(op)); |
|
|
2009 | } |
2107 | } |
2010 | tmp->stats.food += dam; |
2108 | tmp->stats.food += dam; |
2011 | if(tmp->stats.food > 10) tmp->stats.food = 10; |
2109 | if (tmp->stats.food > 10) |
|
|
2110 | tmp->stats.food = 10; |
2012 | } |
2111 | } |
2013 | |
2112 | |
|
|
2113 | void |
2014 | void paralyze_player(object *op, object *hitter, int dam) |
2114 | paralyze_player (object *op, object *hitter, int dam) |
2015 | { |
2115 | { |
2016 | float effect,max; |
2116 | float effect, max; |
|
|
2117 | |
2017 | /* object *tmp; */ |
2118 | /* object *tmp; */ |
2018 | |
2119 | |
2019 | /* This is strange stuff... someone knows for what this is |
2120 | /* This is strange stuff... someone knows for what this is |
2020 | * written? Well, i think this can and should be removed |
2121 | * written? Well, i think this can and should be removed |
2021 | */ |
2122 | */ |
2022 | |
2123 | |
2023 | /* |
2124 | /* |
2024 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2125 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2025 | tmp=clone_arch(PARAIMAGE); |
2126 | tmp=clone_arch(PARAIMAGE); |
2026 | tmp->x=op->x,tmp->y=op->y; |
2127 | tmp->x=op->x,tmp->y=op->y; |
2027 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2128 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2028 | } |
2129 | } |
2029 | */ |
2130 | */ |
2030 | |
2131 | |
2031 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2132 | /* 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; |
2133 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
2033 | |
2134 | |
2034 | if (effect==0) return; |
2135 | if (effect == 0) |
|
|
2136 | return; |
2035 | |
2137 | |
2036 | op->speed_left-=FABS(op->speed)*effect; |
2138 | op->speed_left -= FABS (op->speed) * effect; |
2037 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2139 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2038 | |
2140 | |
2039 | /* max number of ticks to be affected for. */ |
2141 | /* max number of ticks to be affected for. */ |
2040 | max = (100 - op->resist[ATNR_PARALYZE])/ 2; |
2142 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
2041 | if (op->speed_left< -(FABS(op->speed)*max)) |
2143 | if (op->speed_left < -(FABS (op->speed) * max)) |
2042 | op->speed_left = (float) -(FABS(op->speed)*max); |
2144 | op->speed_left = (float) -(FABS (op->speed) * max); |
2043 | |
2145 | |
2044 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2146 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2045 | } |
2147 | } |
2046 | |
|
|
2047 | |
2148 | |
2048 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2149 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2049 | * the computed damaged. |
2150 | * the computed damaged. |
2050 | */ |
2151 | */ |
|
|
2152 | void |
2051 | void deathstrike_player(object *op, object *hitter, int *dam) |
2153 | deathstrike_player (object *op, object *hitter, int *dam) |
2052 | { |
2154 | { |
2053 | /* The intention of a death attack is to kill outright things |
2155 | /* The intention of a death attack is to kill outright things |
2054 | ** that are a lot weaker than the attacker, have a chance of killing |
2156 | ** that are a lot weaker than the attacker, have a chance of killing |
2055 | ** things somewhat weaker than the caster, and no chance of |
2157 | ** things somewhat weaker than the caster, and no chance of |
2056 | ** killing something equal or stronger than the attacker. |
2158 | ** killing something equal or stronger than the attacker. |
2057 | ** Also, if a deathstrike attack has a slaying, any monster |
2159 | ** Also, if a deathstrike attack has a slaying, any monster |
2058 | ** whose name or race matches a comma-delimited list in the slaying |
2160 | ** whose name or race matches a comma-delimited list in the slaying |
2059 | ** field of the deathstriking object */ |
2161 | ** field of the deathstriking object */ |
2060 | |
2162 | |
2061 | int atk_lev, def_lev, kill_lev; |
2163 | int atk_lev, def_lev, kill_lev; |
2062 | |
2164 | |
2063 | if(hitter->slaying) |
2165 | if (hitter->slaying) |
2064 | if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || |
2166 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) |
2065 | (op->race&&strstr(hitter->slaying,op->race)))) return; |
2167 | return; |
2066 | |
2168 | |
2067 | def_lev = op->level; |
2169 | def_lev = op->level; |
2068 | if (def_lev < 1) { |
2170 | if (def_lev < 1) |
2069 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", |
2171 | { |
2070 | op->arch->name, op->name); |
2172 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
2071 | def_lev = 1; |
2173 | def_lev = 1; |
2072 | } |
2174 | } |
|
|
2175 | |
2073 | atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; |
2176 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2074 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2177 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2075 | atk_lev, def_lev); */ |
2178 | atk_lev, def_lev); */ |
2076 | |
2179 | |
2077 | if(atk_lev >= def_lev ){ |
2180 | if (atk_lev >= def_lev) |
|
|
2181 | { |
2078 | kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); |
2182 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
2079 | |
2183 | |
2080 | /* Note that the below effectively means the ratio of the atk vs |
2184 | /* Note that the below effectively means the ratio of the atk vs |
2081 | * defener level is important - if level 52 character has very little |
2185 | * defener level is important - if level 52 character has very little |
2082 | * chance of killing a level 50 monster. This should probably be |
2186 | * chance of killing a level 50 monster. This should probably be |
2083 | * redone. |
2187 | * redone. |
2084 | */ |
2188 | */ |
2085 | if(kill_lev >= def_lev) { |
2189 | if (kill_lev >= def_lev) |
|
|
2190 | { |
2086 | *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ |
2191 | *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 |
2192 | /* I think this doesn't really do much. Because of |
2088 | * integer rounding, this only makes any difference if the |
2193 | * integer rounding, this only makes any difference if the |
2089 | * attack level is double the defender level. |
2194 | * attack level is double the defender level. |
2090 | */ |
2195 | */ |
2091 | *dam *= kill_lev / def_lev; |
2196 | *dam *= kill_lev / def_lev; |
2092 | } |
2197 | } |
2093 | } else { |
2198 | } |
|
|
2199 | else |
2094 | *dam = 0; /* no harm done */ |
2200 | *dam = 0; /* no harm done */ |
2095 | } |
|
|
2096 | } |
2201 | } |
2097 | |
2202 | |
2098 | /* thrown_item_effect() - handles any special effects of thrown |
2203 | /* thrown_item_effect() - handles any special effects of thrown |
2099 | * items (like attacking living creatures--a potion thrown at a |
2204 | * items (like attacking living creatures--a potion thrown at a |
2100 | * monster). |
2205 | * monster). |
2101 | */ |
2206 | */ |
|
|
2207 | static void |
2102 | static void thrown_item_effect (object *hitter, object *victim) |
2208 | thrown_item_effect (object *hitter, object *victim) |
2103 | { |
2209 | { |
2104 | if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { |
2210 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2211 | { |
2105 | /* May not need a switch for just 2 types, but this makes it |
2212 | /* May not need a switch for just 2 types, but this makes it |
2106 | * easier for expansion. |
2213 | * easier for expansion. |
2107 | */ |
2214 | */ |
2108 | switch (hitter->type) { |
2215 | switch (hitter->type) |
|
|
2216 | { |
2109 | case POTION: |
2217 | case POTION: |
2110 | /* should player get a save throw instead of checking magic protection? */ |
2218 | /* should player get a save throw instead of checking magic protection? */ |
2111 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2219 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
2112 | &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); |
2220 | (void) apply_potion (victim, hitter); |
2113 | break; |
2221 | break; |
2114 | |
2222 | |
2115 | case POISON: /* poison drinks */ |
2223 | case POISON: /* poison drinks */ |
2116 | /* As with potions, should monster get a save? */ |
2224 | /* As with potions, should monster get a save? */ |
2117 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2225 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2118 | &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); |
2226 | apply_poison (victim, hitter); |
2119 | break; |
2227 | break; |
2120 | |
2228 | |
2121 | /* Removed case statements that did nothing. |
2229 | /* Removed case statements that did nothing. |
2122 | * food may be poisonous, but monster must be willing to eat it, |
2230 | * food may be poisonous, but monster must be willing to eat it, |
2123 | * so we don't handle it here. |
2231 | * so we don't handle it here. |
2124 | * Containers should perhaps break open, but that code was disabled. |
2232 | * Containers should perhaps break open, but that code was disabled. |
2125 | */ |
2233 | */ |
2126 | } |
2234 | } |
2127 | } |
2235 | } |
2128 | } |
2236 | } |
2129 | |
2237 | |
2130 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2238 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2131 | |
2239 | int |
2132 | int adj_attackroll (object *hitter, object *target) { |
2240 | adj_attackroll (object *hitter, object *target) |
|
|
2241 | { |
2133 | object *attacker = hitter; |
2242 | object *attacker = hitter; |
2134 | int adjust=0; |
2243 | int adjust = 0; |
2135 | |
2244 | |
2136 | /* safety */ |
2245 | /* safety */ |
2137 | if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { |
2246 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
2247 | { |
2138 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " |
2248 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
2139 | "map\n"); |
2249 | return 0; |
|
|
2250 | } |
|
|
2251 | |
|
|
2252 | /* aimed missiles use the owning object's sight */ |
|
|
2253 | if (is_aimed_missile (hitter)) |
|
|
2254 | { |
|
|
2255 | if ((attacker = hitter->owner) == NULL) |
|
|
2256 | attacker = hitter; |
|
|
2257 | /* A player who saves but hasn't quit still could have objects |
|
|
2258 | * owned by him - need to handle that case to avoid crashes. |
|
|
2259 | */ |
|
|
2260 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
2261 | attacker = hitter; |
|
|
2262 | } |
|
|
2263 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
2140 | return 0; |
2264 | return 0; |
2141 | } |
|
|
2142 | |
2265 | |
2143 | /* aimed missiles use the owning object's sight */ |
|
|
2144 | if(is_aimed_missile(hitter)) { |
|
|
2145 | if ((attacker = get_owner(hitter))==NULL) attacker = hitter; |
|
|
2146 | /* A player who saves but hasn't quit still could have objects |
|
|
2147 | * owned by him - need to handle that case to avoid crashes. |
|
|
2148 | */ |
|
|
2149 | if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter; |
|
|
2150 | } |
|
|
2151 | else if(!QUERY_FLAG(hitter,FLAG_ALIVE)) |
|
|
2152 | return 0; |
|
|
2153 | |
|
|
2154 | /* determine the condtions under which we make an attack. |
2266 | /* determine the condtions under which we make an attack. |
2155 | * Add more cases, as the need occurs. */ |
2267 | * Add more cases, as the need occurs. */ |
2156 | |
2268 | |
2157 | if(!can_see_enemy(attacker,target)) { |
2269 | if (!can_see_enemy (attacker, target)) |
|
|
2270 | { |
2158 | /* target is unseen */ |
2271 | /* target is unseen */ |
2159 | if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) |
2272 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2160 | adjust -= 10; |
2273 | adjust -= 10; |
2161 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2274 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2162 | else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) |
2275 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
2163 | adjust -= target->map->darkness; |
2276 | adjust -= target->map->darkness; |
2164 | } |
2277 | } |
2165 | |
2278 | |
2166 | if(QUERY_FLAG(attacker,FLAG_SCARED)) |
2279 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2167 | adjust -= 3; |
2280 | adjust -= 3; |
2168 | |
2281 | |
2169 | if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) |
2282 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
2170 | adjust += 1; |
2283 | adjust += 1; |
2171 | |
2284 | |
2172 | if(QUERY_FLAG(target,FLAG_SCARED)) |
2285 | if (QUERY_FLAG (target, FLAG_SCARED)) |
2173 | adjust += 1; |
2286 | adjust += 1; |
2174 | |
2287 | |
2175 | if(QUERY_FLAG(attacker,FLAG_CONFUSED)) |
2288 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
2176 | adjust -= 3; |
2289 | adjust -= 3; |
2177 | |
2290 | |
2178 | /* if we attack at a different 'altitude' its harder */ |
2291 | /* if we attack at a different 'altitude' its harder */ |
2179 | if((attacker->move_type & target->move_type)==0) |
2292 | if ((attacker->move_type & target->move_type) == 0) |
2180 | adjust -= 2; |
2293 | adjust -= 2; |
2181 | |
2294 | |
2182 | #if 0 |
2295 | #if 0 |
2183 | /* slower attacks are less likely to succeed. We should use a |
2296 | /* slower attacks are less likely to succeed. We should use a |
2184 | * comparison between attacker/target speeds BUT, players have |
2297 | * comparison between attacker/target speeds BUT, players have |
2185 | * a generally faster speed, so this will wind up being a HUGE |
2298 | * a generally faster speed, so this will wind up being a HUGE |
2186 | * disadantage for the monsters! Too bad, because missiles which |
2299 | * disadantage for the monsters! Too bad, because missiles which |
2187 | * fly fast should have a better chance of hitting a slower target. |
2300 | * fly fast should have a better chance of hitting a slower target. |
2188 | */ |
2301 | */ |
2189 | if(hitter->speed<target->speed) |
2302 | if (hitter->speed < target->speed) |
2190 | adjust += ((float) hitter->speed-target->speed); |
2303 | adjust += ((float) hitter->speed - target->speed); |
2191 | #endif |
2304 | #endif |
2192 | |
2305 | |
2193 | #if 0 |
2306 | #if 0 |
2194 | LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); |
2307 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
2195 | #endif |
2308 | #endif |
2196 | |
2309 | |
2197 | return adjust; |
2310 | return adjust; |
2198 | } |
2311 | } |
2199 | |
|
|
2200 | |
2312 | |
2201 | /* determine if the object is an 'aimed' missile */ |
2313 | /* determine if the object is an 'aimed' missile */ |
|
|
2314 | int |
2202 | int is_aimed_missile ( object *op) { |
2315 | is_aimed_missile (object *op) |
|
|
2316 | { |
2203 | |
2317 | |
2204 | /* I broke what used to be one big if into a few nested |
2318 | /* 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. |
2319 | * ones so that figuring out the logic is at least possible. |
2206 | */ |
2320 | */ |
2207 | if (op && (op->move_type & MOVE_FLYING)) { |
2321 | if (op && (op->move_type & MOVE_FLYING)) |
2208 | if (op->type==ARROW || op->type==THROWN_OBJ) |
2322 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2209 | return 1; |
2323 | return 1; |
2210 | else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || |
2324 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2211 | op->subtype == SP_EXPLOSION)) |
|
|
2212 | return 1; |
2325 | return 1; |
2213 | } |
2326 | |
2214 | return 0; |
2327 | return 0; |
2215 | } |
2328 | } |
2216 | |
|
|