1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
|
|
24 | |
24 | #include <assert.h> |
25 | #include <assert.h> |
25 | #include <global.h> |
26 | #include <global.h> |
26 | #include <living.h> |
27 | #include <living.h> |
27 | #include <material.h> |
28 | #include <material.h> |
28 | #include <skills.h> |
29 | #include <skills.h> |
29 | |
|
|
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
|
|
32 | #endif |
|
|
33 | |
|
|
34 | #include <sounds.h> |
30 | #include <sounds.h> |
|
|
31 | #include <sproto.h> |
35 | |
32 | |
36 | typedef struct att_msg_str |
33 | typedef struct att_msg_str |
37 | { |
34 | { |
38 | char *msg1; |
35 | char *msg1; |
39 | char *msg2; |
36 | char *msg2; |
40 | } att_msg; |
37 | } att_msg; |
41 | |
38 | |
42 | /*#define ATTACK_DEBUG*/ |
39 | /*#define ATTACK_DEBUG*/ |
43 | |
|
|
44 | /* cancels object *op. Cancellation basically means an object loses |
|
|
45 | * its magical benefits. |
|
|
46 | */ |
|
|
47 | void |
|
|
48 | cancellation (object *op) |
|
|
49 | { |
|
|
50 | if (op->invisible) |
|
|
51 | return; |
|
|
52 | |
|
|
53 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
54 | { |
|
|
55 | /* Recurse through the inventory */ |
|
|
56 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
57 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
|
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58 | cancellation (tmp); |
|
|
59 | } |
|
|
60 | else if (FABS (op->magic) <= rndm (0, 5)) |
|
|
61 | { |
|
|
62 | /* Nullify this object. This code could probably be more complete */ |
|
|
63 | /* in what abilities it should cancel */ |
|
|
64 | op->magic = 0; |
|
|
65 | |
|
|
66 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
67 | CLEAR_FLAG (op, FLAG_CURSED); |
|
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68 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
|
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69 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
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70 | |
|
|
71 | if (op->env && op->env->type == PLAYER) |
|
|
72 | esrv_send_item (op->env, op); |
|
|
73 | } |
|
|
74 | } |
|
|
75 | |
40 | |
76 | /* did_make_save_item just checks to make sure the item actually |
41 | /* did_make_save_item just checks to make sure the item actually |
77 | * made its saving throw based on the tables. It does not take |
42 | * made its saving throw based on the tables. It does not take |
78 | * any further action (like destroying the item). |
43 | * any further action (like destroying the item). |
79 | */ |
44 | */ |
80 | int |
45 | static int |
81 | did_make_save_item (object *op, int type, object *originator) |
46 | did_make_save_item (object *op, int type, object *originator) |
82 | { |
47 | { |
83 | int i, roll, saves = 0, attacks = 0, number; |
48 | int i, roll, saves = 0, attacks = 0, number; |
84 | materialtype_t *mt; |
49 | materialtype_t *mt = op->material; |
85 | |
50 | |
86 | if (op->materialname == NULL) |
51 | // destroying objects without material has many bad effects |
87 | { |
|
|
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
|
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89 | if (op->material & mt->material) |
|
|
90 | break; |
|
|
91 | } |
|
|
92 | else |
|
|
93 | mt = name_to_material (op->materialname); |
|
|
94 | |
|
|
95 | if (mt == NULL) |
52 | if (mt == MATERIAL_NULL) |
96 | return TRUE; |
53 | return 1; |
97 | |
54 | |
98 | roll = rndm (1, 20); |
55 | roll = rndm (1, 20); |
99 | |
56 | |
100 | /* the attacktypes have no meaning for object saves |
57 | /* the attacktypes have no meaning for object saves |
101 | * If the type is only magic, don't adjust type - basically, if |
58 | * If the type is only magic, don't adjust type - basically, if |
… | |
… | |
108 | if (type != AT_MAGIC) |
65 | if (type != AT_MAGIC) |
109 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
66 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
110 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
67 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
111 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
68 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
112 | |
69 | |
113 | if (type == 0) |
70 | if (type == 0) return TRUE; |
114 | return TRUE; |
71 | |
115 | if (roll == 20) |
72 | if (roll == 20) return TRUE; |
116 | return TRUE; |
73 | if (roll == 1) return FALSE; |
117 | if (roll == 1) |
|
|
118 | return FALSE; |
|
|
119 | |
74 | |
120 | for (number = 0; number < NROFATTACKS; number++) |
75 | for (number = 0; number < NROFATTACKS; number++) |
121 | { |
76 | { |
122 | i = 1 << number; |
77 | i = 1 << number; |
|
|
78 | |
123 | if (!(i & type)) |
79 | if (!(i & type)) |
124 | continue; |
80 | continue; |
|
|
81 | |
125 | attacks++; |
82 | attacks++; |
126 | if (op->resist[number] == 100) |
83 | if (op->resist[number] == 100) |
127 | saves++; |
84 | saves++; |
128 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
85 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
129 | saves++; |
86 | saves++; |
… | |
… | |
138 | return FALSE; |
95 | return FALSE; |
139 | |
96 | |
140 | return TRUE; |
97 | return TRUE; |
141 | } |
98 | } |
142 | |
99 | |
|
|
100 | /* cancels object *op. Cancellation basically means an object loses |
|
|
101 | * its magical benefits. |
|
|
102 | */ |
|
|
103 | void |
|
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104 | cancellation (object *op) |
|
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105 | { |
|
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106 | if (op->invisible) |
|
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107 | return; |
|
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108 | |
|
|
109 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
110 | { |
|
|
111 | /* Recurse through the inventory */ |
|
|
112 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
113 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
|
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114 | cancellation (tmp); |
|
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115 | } |
|
|
116 | else if (fabs (op->magic) <= rndm (0, 5)) |
|
|
117 | { |
|
|
118 | /* Nullify this object. This code could probably be more complete */ |
|
|
119 | /* in what abilities it should cancel */ |
|
|
120 | op->magic = 0; |
|
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121 | |
|
|
122 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
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123 | CLEAR_FLAG (op, FLAG_CURSED); |
|
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124 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
|
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125 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
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126 | |
|
|
127 | if (object *pl = op->visible_to ()) |
|
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128 | esrv_update_item (UPD_FLAGS, pl, op); |
|
|
129 | } |
|
|
130 | } |
|
|
131 | |
143 | /* This function calls did_make_save_item. It then performs the |
132 | /* This function calls did_make_save_item. It then performs the |
144 | * appropriate actions to the item (such as burning the item up, |
133 | * appropriate actions to the item (such as burning the item up, |
145 | * calling cancellation, etc.) |
134 | * calling cancellation, etc.) |
146 | */ |
135 | */ |
147 | void |
136 | void |
… | |
… | |
152 | object *env = op->env; |
141 | object *env = op->env; |
153 | int x = op->x, y = op->y; |
142 | int x = op->x, y = op->y; |
154 | maptile *m = op->map; |
143 | maptile *m = op->map; |
155 | |
144 | |
156 | op = stop_item (op); |
145 | op = stop_item (op); |
157 | if (op == NULL) |
146 | if (!op) |
158 | return; |
147 | return; |
159 | |
148 | |
160 | /* Hacked the following so that type LIGHTER will work. |
149 | /* Hacked the following so that type LIGHTER will work. |
161 | * Also, objects which are potenital "lights" that are hit by |
150 | * Also, objects which are potential "lights" that are hit by |
162 | * flame/elect attacks will be set to glow. "lights" are any |
151 | * flame/elect attacks will be set to glow. "lights" are any |
163 | * object with +/- glow_radius and an "other_arch" to change to. |
152 | * object with +/- glow_radius and an "other_arch" to change to. |
164 | * (and please note that we cant fail our save and reach this |
153 | * (and please note that we cant fail our save and reach this |
165 | * function if the object doesnt contain a material that can burn. |
154 | * function if the object doesnt contain a material that can burn. |
166 | * So forget lighting magical swords on fire with this!) -b.t. |
155 | * So forget lighting magical swords on fire with this!) -b.t. |
167 | */ |
156 | */ |
168 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
157 | if (type & (AT_FIRE | AT_ELECTRICITY) |
|
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158 | && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE) |
|
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159 | || op->type == LAMP |
|
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160 | || op->type == TORCH |
169 | { |
161 | )) |
170 | const char *arch = op->other_arch->name; |
162 | { |
171 | |
163 | switch (op->type) |
172 | op = decrease_ob_nr (op, 1); |
|
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173 | |
|
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174 | if (op) |
|
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175 | fix_stopped_item (op, m, originator); |
|
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176 | |
|
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177 | if ((op = get_archetype (arch)) != NULL) |
|
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178 | { |
164 | { |
179 | if (env) |
165 | case LAMP: |
|
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166 | case TORCH: |
|
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167 | // turn on a lamp |
|
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168 | apply_lamp (op, true); |
|
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169 | break; |
|
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170 | |
|
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171 | default: |
|
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172 | // for instance icecubes: |
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173 | if (op->other_arch) |
180 | { |
174 | { |
181 | op->x = env->x, op->y = env->y; |
175 | const char *arch = op->other_arch->archname; |
182 | insert_ob_in_ob (op, env); |
176 | |
|
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177 | if (op->decrease ()) |
|
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178 | fix_stopped_item (op, m, originator); |
|
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179 | |
|
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180 | if ((op = archetype::get (arch))) |
|
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181 | { |
183 | if (env->contr) |
182 | if (env) |
184 | esrv_send_item (env, op); |
183 | env->insert (op); |
|
|
184 | else |
|
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185 | m->insert (op, x, y, originator); |
|
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186 | } |
185 | } |
187 | } |
186 | else |
|
|
187 | { |
|
|
188 | op->x = x, op->y = y; |
|
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189 | insert_ob_in_map (op, m, originator, 0); |
|
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190 | } |
|
|
191 | } |
188 | } |
192 | |
189 | |
193 | return; |
190 | return; |
194 | } |
191 | } |
195 | |
192 | |
196 | if (type & AT_CANCELLATION) |
193 | if (type & AT_CANCELLATION) |
197 | { /* Cancellation. */ |
194 | { /* Cancellation. */ |
198 | cancellation (op); |
195 | cancellation (op); |
199 | fix_stopped_item (op, m, originator); |
196 | fix_stopped_item (op, m, originator); |
|
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197 | |
200 | return; |
198 | return; |
201 | } |
|
|
202 | |
|
|
203 | if (op->nrof > 1) |
|
|
204 | { |
|
|
205 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
|
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206 | |
|
|
207 | if (op) |
|
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208 | fix_stopped_item (op, m, originator); |
|
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209 | } |
|
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210 | else |
|
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211 | { |
|
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212 | if (op->env) |
|
|
213 | { |
|
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214 | object *tmp = op->in_player (); |
|
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215 | |
|
|
216 | if (tmp) |
|
|
217 | esrv_del_item (tmp->contr, op->count); |
|
|
218 | } |
|
|
219 | |
|
|
220 | op->destroy (); |
|
|
221 | } |
199 | } |
222 | |
200 | |
223 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
201 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
224 | if (env) |
202 | if (env) |
225 | { |
203 | { |
226 | op = get_archetype ("burnout"); |
204 | op = archetype::get (shstr_burnout); |
227 | op->x = env->x, op->y = env->y; |
205 | op->x = env->x, op->y = env->y; |
228 | insert_ob_in_ob (op, env); |
206 | env->insert (op); |
229 | } |
207 | } |
230 | else |
208 | else |
231 | replace_insert_ob_in_map ("burnout", originator); |
209 | replace_insert_ob_in_map (shstr_burnout, originator); |
|
|
210 | |
|
|
211 | if (op->nrof > 1) |
|
|
212 | { |
|
|
213 | if (op->decrease (rndm (0, op->nrof - 1))) |
|
|
214 | fix_stopped_item (op, m, originator); |
|
|
215 | } |
|
|
216 | else |
|
|
217 | { |
|
|
218 | // drop everything to the ground, if possible |
|
|
219 | op->insert_at (originator); |
|
|
220 | op->drop_and_destroy (); |
|
|
221 | } |
232 | |
222 | |
233 | return; |
223 | return; |
234 | } |
224 | } |
235 | |
225 | |
236 | /* The value of 50 is arbitrary. */ |
226 | /* The value of 50 is arbitrary. */ |
237 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
227 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) |
238 | { |
228 | { |
239 | object *tmp; |
|
|
240 | archetype *at = archetype::find ("icecube"); |
229 | archetype *at = archetype::find (shstr_icecube); |
241 | |
230 | |
242 | if (at == NULL) |
231 | if (at == NULL) |
243 | return; |
232 | return; |
244 | |
233 | |
245 | op = stop_item (op); |
234 | op = stop_item (op); |
246 | if (op == NULL) |
235 | if (op == NULL) |
247 | return; |
236 | return; |
248 | |
237 | |
249 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
238 | object *tmp = present_arch (at, op->map, op->x, op->y); |
|
|
239 | if (!tmp) |
250 | { |
240 | { |
251 | tmp = arch_to_object (at); |
241 | tmp = arch_to_object (at); |
252 | tmp->x = op->x, tmp->y = op->y; |
242 | tmp->x = op->x, tmp->y = op->y; |
253 | /* This was in the old (pre new movement code) - |
243 | /* This was in the old (pre new movement code) - |
254 | * icecubes have slow_move set to 1 - don't want |
244 | * icecubes have slow_move set to 1 - don't want |
… | |
… | |
257 | tmp->move_slow_penalty = 0; |
247 | tmp->move_slow_penalty = 0; |
258 | tmp->move_slow = 0; |
248 | tmp->move_slow = 0; |
259 | insert_ob_in_map (tmp, op->map, originator, 0); |
249 | insert_ob_in_map (tmp, op->map, originator, 0); |
260 | } |
250 | } |
261 | |
251 | |
262 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
252 | tmp->insert (op); |
263 | op->remove (); |
|
|
264 | |
|
|
265 | insert_ob_in_ob (op, tmp); |
|
|
266 | return; |
253 | return; |
267 | } |
254 | } |
268 | } |
255 | } |
269 | |
256 | |
270 | /* Object op is hitting the map. |
257 | /* Object op is hitting the map. |
271 | * op is going in direction 'dir' |
258 | * op is going in direction 'dir' |
272 | * type is the attacktype of the object. |
259 | * type is the attacktype of the object. |
273 | * full_hit is set if monster area does not matter. |
260 | * full_hit is set if monster area does not matter. |
274 | * returns 1 if it hits something, 0 otherwise. |
261 | * returns 1 if it hits something, 0 otherwise. |
275 | */ |
262 | */ |
276 | |
|
|
277 | int |
263 | int |
278 | hit_map (object *op, int dir, int type, int full_hit) |
264 | hit_map (object *op, int dir, int type, int full_hit) |
279 | { |
265 | { |
280 | maptile *map; |
266 | maptile *map; |
281 | sint16 x, y; |
267 | sint16 x, y; |
… | |
… | |
287 | return 0; |
273 | return 0; |
288 | } |
274 | } |
289 | |
275 | |
290 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
276 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
291 | { |
277 | { |
292 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
278 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
293 | return 0; |
279 | return 0; |
294 | } |
280 | } |
295 | |
281 | |
296 | if (!op->map) |
282 | if (!op->map) |
297 | { |
283 | { |
… | |
… | |
300 | } |
286 | } |
301 | |
287 | |
302 | if (op->head) |
288 | if (op->head) |
303 | op = op->head; |
289 | op = op->head; |
304 | |
290 | |
305 | map = op->map; |
291 | mapxy pos (op); |
306 | x = op->x + freearr_x[dir]; |
292 | pos.move (dir); |
307 | y = op->y + freearr_y[dir]; |
|
|
308 | |
293 | |
309 | if (!xy_normalise (map, x, y)) |
294 | if (!pos.normalise ()) |
310 | return 0; |
295 | return 0; |
311 | |
296 | |
312 | // elmex: a safe map tile can't be hit! |
297 | // elmex: a safe map tile can't be hit! |
313 | // this should prevent most harmful effects on items and players there. |
298 | // this should prevent most harmful effects on items and players there. |
314 | mapspace &ms = map->at (x, y); |
299 | mapspace &ms = pos.ms (); |
315 | |
300 | |
316 | if (ms.flags () & P_SAFE) |
301 | if (ms.flags () & P_SAFE) |
317 | return 0; |
302 | return 0; |
318 | |
303 | |
319 | /* peterm: a few special cases for special attacktypes --counterspell |
304 | /* peterm: a few special cases for special attacktypes --counterspell |
320 | * must be out here because it strikes things which are not alive |
305 | * must be out here because it strikes things which are not alive |
321 | */ |
306 | */ |
322 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
307 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
323 | { |
308 | { |
324 | if (type & AT_COUNTERSPELL) |
309 | if (type & AT_COUNTERSPELL) |
… | |
… | |
357 | |
342 | |
358 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
343 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
359 | * For example, 'tmp' was put in an icecube. |
344 | * For example, 'tmp' was put in an icecube. |
360 | * This is one of the few cases where on_same_map should not be used. |
345 | * This is one of the few cases where on_same_map should not be used. |
361 | */ |
346 | */ |
362 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
347 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
363 | continue; |
348 | continue; |
364 | |
349 | |
365 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
350 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
366 | { |
351 | { |
367 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
352 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
… | |
… | |
374 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
359 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
375 | * that weak walls have is_alive set, which prevent objects from |
360 | * that weak walls have is_alive set, which prevent objects from |
376 | * passing over/through them. We don't care what type of movement |
361 | * passing over/through them. We don't care what type of movement |
377 | * the wall blocks - if it blocks any type of movement, can't be |
362 | * the wall blocks - if it blocks any type of movement, can't be |
378 | * destroyed right now. |
363 | * destroyed right now. |
|
|
364 | * Without the material check the server completely fails to work, |
|
|
365 | * objects detsroy themselves, floors get destroyed etc. etc. |
379 | */ |
366 | */ |
380 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
367 | else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL) |
381 | { |
368 | { |
382 | save_throw_object (tmp, type, op); |
369 | save_throw_object (tmp, type, op); |
383 | |
370 | |
384 | if (op->destroyed ()) |
371 | if (op->destroyed ()) |
385 | break; |
372 | break; |
… | |
… | |
387 | } |
374 | } |
388 | |
375 | |
389 | return 0; |
376 | return 0; |
390 | } |
377 | } |
391 | |
378 | |
392 | void |
379 | static void |
393 | attack_message (int dam, int type, object *op, object *hitter) |
380 | attack_message (int dam, int type, object *op, object *hitter) |
394 | { |
381 | { |
395 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
382 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
396 | int i, found = 0; |
383 | int i, found = 0; |
397 | maptile *map; |
384 | maptile *map; |
… | |
… | |
399 | |
386 | |
400 | /* put in a few special messages for some of the common attacktypes |
387 | /* put in a few special messages for some of the common attacktypes |
401 | * a player might have. For example, fire, electric, cold, etc |
388 | * a player might have. For example, fire, electric, cold, etc |
402 | * [garbled 20010919] |
389 | * [garbled 20010919] |
403 | */ |
390 | */ |
404 | |
|
|
405 | if (dam == 9998 && op->type == DOOR) |
391 | if (dam == 9998 && op->type == DOOR) |
406 | { |
392 | { |
407 | sprintf (buf1, "unlock %s", &op->name); |
393 | sprintf (buf1, "unlock %s", &op->name); |
408 | sprintf (buf2, " unlocks"); |
394 | sprintf (buf2, " unlocks"); |
409 | found++; |
395 | found++; |
410 | } |
396 | } |
411 | if (dam < 0) |
397 | else if (dam < 0) |
412 | { |
398 | { |
413 | sprintf (buf1, "hit %s", &op->name); |
399 | sprintf (buf1, "hit %s", &op->name); |
414 | sprintf (buf2, " hits"); |
400 | sprintf (buf2, " hits"); |
415 | found++; |
401 | found++; |
416 | } |
402 | } |
… | |
… | |
538 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
524 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
539 | found++; |
525 | found++; |
540 | break; |
526 | break; |
541 | } |
527 | } |
542 | } |
528 | } |
543 | else if (hitter->current_weapon != NULL) |
529 | else if (hitter->current_weapon) |
544 | { |
530 | { |
545 | int mtype; |
531 | int mtype; |
546 | |
532 | |
547 | switch (hitter->current_weapon->weapontype) |
533 | switch (hitter->current_weapon->weapontype) |
548 | { |
534 | { |
549 | case WEAP_HIT: |
535 | case WEAP_HIT: |
550 | mtype = ATM_BASIC; |
536 | mtype = ATM_BASIC; |
551 | break; |
537 | break; |
552 | case WEAP_SLASH: |
538 | case WEAP_SLASH: |
553 | mtype = ATM_SLASH; |
539 | mtype = ATM_SLASH; |
554 | break; |
540 | break; |
555 | case WEAP_PIERCE: |
541 | case WEAP_PIERCE: |
556 | mtype = ATM_PIERCE; |
542 | mtype = ATM_PIERCE; |
557 | break; |
543 | break; |
558 | case WEAP_CLEAVE: |
544 | case WEAP_CLEAVE: |
559 | mtype = ATM_CLEAVE; |
545 | mtype = ATM_CLEAVE; |
560 | break; |
546 | break; |
561 | case WEAP_SLICE: |
547 | case WEAP_SLICE: |
562 | mtype = ATM_SLICE; |
548 | mtype = ATM_SLICE; |
563 | break; |
549 | break; |
564 | case WEAP_STAB: |
550 | case WEAP_STAB: |
565 | mtype = ATM_STAB; |
551 | mtype = ATM_STAB; |
566 | break; |
552 | break; |
567 | case WEAP_WHIP: |
553 | case WEAP_WHIP: |
568 | mtype = ATM_WHIP; |
554 | mtype = ATM_WHIP; |
569 | break; |
555 | break; |
570 | case WEAP_CRUSH: |
556 | case WEAP_CRUSH: |
571 | mtype = ATM_CRUSH; |
557 | mtype = ATM_CRUSH; |
572 | break; |
558 | break; |
573 | case WEAP_BLUD: |
559 | case WEAP_BLUD: |
574 | mtype = ATM_BLUD; |
560 | mtype = ATM_BLUD; |
575 | break; |
561 | break; |
576 | default: |
562 | default: |
577 | mtype = ATM_BASIC; |
563 | mtype = ATM_BASIC; |
578 | break; |
564 | break; |
579 | } |
565 | } |
|
|
566 | |
580 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
567 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
581 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
568 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
582 | { |
569 | { |
583 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
570 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
584 | strcpy (buf2, attack_mess[mtype][i].buf3); |
571 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
618 | if (hitter->owner != NULL) |
605 | if (hitter->owner != NULL) |
619 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
606 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
620 | else |
607 | else |
621 | { |
608 | { |
622 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
609 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
610 | |
623 | if (dam != 0) |
611 | if (dam != 0) |
624 | { |
612 | { |
625 | if (dam < 10) |
613 | if (dam < 10) |
626 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
614 | op->contr->play_sound (sound_find ("player_is_hit1")); |
627 | else if (dam < 20) |
615 | else if (dam < 20) |
628 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
616 | op->contr->play_sound (sound_find ("player_is_hit2")); |
629 | else |
617 | else |
630 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
618 | op->contr->play_sound (sound_find ("player_is_hit3")); |
631 | } |
619 | } |
632 | } |
620 | } |
|
|
621 | |
633 | new_draw_info (NDI_BLACK, 0, op, buf); |
622 | new_draw_info (NDI_BLACK, 0, op, buf); |
634 | } /* end of player hitting player */ |
623 | } /* end of player hitting player */ |
635 | |
624 | |
636 | if (hitter->type == PLAYER) |
625 | if (hitter->type == PLAYER) |
637 | { |
626 | { |
638 | sprintf (buf, "You %s.", buf1); |
627 | sprintf (buf, "You %s.", buf1); |
|
|
628 | |
639 | if (dam != 0) |
629 | if (dam != 0) |
640 | { |
630 | { |
641 | if (dam < 10) |
631 | if (dam < 10) |
642 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
632 | op->play_sound (sound_find ("player_hits1")); |
643 | else if (dam < 20) |
633 | else if (dam < 20) |
644 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
634 | op->play_sound (sound_find ("player_hits2")); |
645 | else |
635 | else |
646 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
636 | op->play_sound (sound_find ("player_hits3")); |
647 | } |
637 | } |
|
|
638 | |
648 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
639 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
649 | } |
640 | } |
650 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
641 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
651 | { |
642 | { |
652 | /* look for stacked spells and start reducing the message chances */ |
643 | /* look for stacked spells and start reducing the message chances */ |
… | |
… | |
654 | { |
645 | { |
655 | i = 4; |
646 | i = 4; |
656 | map = hitter->map; |
647 | map = hitter->map; |
657 | if (out_of_map (map, hitter->x, hitter->y)) |
648 | if (out_of_map (map, hitter->x, hitter->y)) |
658 | return; |
649 | return; |
|
|
650 | |
659 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
651 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
660 | if (next) |
652 | if (next) |
661 | while (next) |
653 | while (next) |
662 | { |
654 | { |
663 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
655 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
664 | i *= 3; |
656 | i *= 3; |
|
|
657 | |
665 | tmp = next; |
658 | tmp = next; |
666 | next = tmp->above; |
659 | next = tmp->above; |
667 | } |
660 | } |
|
|
661 | |
668 | if (i < 0) |
662 | if (i < 0) |
669 | return; |
663 | return; |
|
|
664 | |
670 | if (rndm (0, i) != 0) |
665 | if (rndm (0, i) != 0) |
671 | return; |
666 | return; |
672 | } |
667 | } |
673 | else if (rndm (0, 5) != 0) |
668 | else if (rndm (0, 5) != 0) |
674 | return; |
669 | return; |
|
|
670 | |
675 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
671 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
676 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
672 | op->play_sound (sound_find ("player_hits4")); |
677 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
673 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
678 | } |
674 | } |
679 | } |
675 | } |
680 | |
|
|
681 | |
676 | |
682 | static int |
677 | static int |
683 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
678 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
684 | { |
679 | { |
685 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
680 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
686 | { |
681 | { |
687 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
682 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
688 | return 1; |
683 | return 1; |
689 | } |
684 | } |
690 | if ((*target)->head) |
685 | |
691 | *target = (*target)->head; |
686 | *target = (*target)->head_ (); |
692 | if ((*hitter)->head) |
|
|
693 | *hitter = (*hitter)->head; |
687 | *hitter = (*hitter)->head_ (); |
|
|
688 | |
|
|
689 | if ((*target)->type == LOCKED_DOOR) |
|
|
690 | return 1; // locked doors cannot be hit |
|
|
691 | |
694 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
692 | if ((*hitter)->env || (*target)->env) |
695 | { |
693 | { |
696 | *simple_attack = 1; |
694 | *simple_attack = 1; |
697 | return 0; |
695 | return 0; |
698 | } |
696 | } |
|
|
697 | |
699 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
698 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
700 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
699 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
700 | || !(*hitter)->map |
|
|
701 | || !on_same_map (*hitter, *target)) |
701 | { |
702 | { |
702 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
703 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
704 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
703 | return 1; |
705 | return 1; |
704 | } |
706 | } |
|
|
707 | |
705 | *simple_attack = 0; |
708 | *simple_attack = 0; |
706 | return 0; |
709 | return 0; |
707 | } |
710 | } |
708 | |
711 | |
709 | static int |
712 | static int |
710 | abort_attack (object *target, object *hitter, int simple_attack) |
713 | abort_attack (object *target, object *hitter, int simple_attack) |
711 | { |
714 | { |
712 | |
|
|
713 | /* Check if target and hitter are still in a relation similar to the one |
715 | /* Check if target and hitter are still in a relation similar to the one |
714 | * determined by get_attack_mode(). Returns true if the relation has changed. |
716 | * determined by get_attack_mode(). Returns true if the relation has changed. |
715 | */ |
717 | */ |
716 | int new_mode; |
718 | int new_mode; |
717 | |
719 | |
718 | if (hitter->env == target || target->env == hitter) |
720 | if (hitter->env == target || target->env == hitter) |
719 | new_mode = 1; |
721 | new_mode = 1; |
720 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
722 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) |
|
|
723 | || hitter->map == NULL || !on_same_map (hitter, target)) |
721 | return 1; |
724 | return 1; |
722 | else |
725 | else |
723 | new_mode = 0; |
726 | new_mode = 0; |
|
|
727 | |
724 | return new_mode != simple_attack; |
728 | return new_mode != simple_attack; |
725 | } |
729 | } |
726 | |
730 | |
|
|
731 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
732 | * items (like attacking living creatures--a potion thrown at a |
|
|
733 | * monster). |
|
|
734 | */ |
|
|
735 | static void |
727 | static void thrown_item_effect (object *, object *); |
736 | thrown_item_effect (object *hitter, object *victim) |
|
|
737 | { |
|
|
738 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
739 | { |
|
|
740 | /* May not need a switch for just 2 types, but this makes it |
|
|
741 | * easier for expansion. |
|
|
742 | */ |
|
|
743 | switch (hitter->type) |
|
|
744 | { |
|
|
745 | case POTION: |
|
|
746 | /* should player get a save throw instead of checking magic protection? */ |
|
|
747 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
748 | (void) apply_potion (victim, hitter); |
|
|
749 | break; |
|
|
750 | |
|
|
751 | case POISON: /* poison drinks */ |
|
|
752 | /* As with potions, should monster get a save? */ |
|
|
753 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
|
|
754 | apply_poison (victim, hitter); |
|
|
755 | break; |
|
|
756 | |
|
|
757 | /* Removed case statements that did nothing. |
|
|
758 | * food may be poisonous, but monster must be willing to eat it, |
|
|
759 | * so we don't handle it here. |
|
|
760 | * Containers should perhaps break open, but that code was disabled. |
|
|
761 | */ |
|
|
762 | } |
|
|
763 | } |
|
|
764 | } |
|
|
765 | |
|
|
766 | /* determine if the object is an 'aimed' missile */ |
|
|
767 | static int |
|
|
768 | is_aimed_missile (object *op) |
|
|
769 | { |
|
|
770 | |
|
|
771 | /* I broke what used to be one big if into a few nested |
|
|
772 | * ones so that figuring out the logic is at least possible. |
|
|
773 | */ |
|
|
774 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
775 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
776 | return 1; |
|
|
777 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
778 | return 1; |
|
|
779 | |
|
|
780 | return 0; |
|
|
781 | } |
|
|
782 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
783 | static int |
|
|
784 | adj_attackroll (object *hitter, object *target) |
|
|
785 | { |
|
|
786 | object *attacker = hitter; |
|
|
787 | int adjust = 0; |
|
|
788 | |
|
|
789 | /* safety */ |
|
|
790 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
791 | { |
|
|
792 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
793 | return 0; |
|
|
794 | } |
|
|
795 | |
|
|
796 | /* aimed missiles use the owning object's sight */ |
|
|
797 | if (is_aimed_missile (hitter)) |
|
|
798 | { |
|
|
799 | if ((attacker = hitter->owner) == NULL) |
|
|
800 | attacker = hitter; |
|
|
801 | /* A player who saves but hasn't quit still could have objects |
|
|
802 | * owned by him - need to handle that case to avoid crashes. |
|
|
803 | */ |
|
|
804 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
805 | attacker = hitter; |
|
|
806 | } |
|
|
807 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
808 | return 0; |
|
|
809 | |
|
|
810 | /* determine the condtions under which we make an attack. |
|
|
811 | * Add more cases, as the need occurs. */ |
|
|
812 | |
|
|
813 | if (!can_see_enemy (attacker, target)) |
|
|
814 | { |
|
|
815 | /* target is unseen */ |
|
|
816 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
817 | adjust -= 10; |
|
|
818 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
819 | else if (!stand_in_light (target)) |
|
|
820 | adjust -= target->map->darklevel (); |
|
|
821 | } |
|
|
822 | |
|
|
823 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
824 | adjust -= 3; |
|
|
825 | |
|
|
826 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
827 | adjust += 1; |
|
|
828 | |
|
|
829 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
830 | adjust += 1; |
|
|
831 | |
|
|
832 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
833 | adjust -= 3; |
|
|
834 | |
|
|
835 | /* if we attack at a different 'altitude' its harder */ |
|
|
836 | if ((attacker->move_type & target->move_type) == 0) |
|
|
837 | adjust -= 2; |
|
|
838 | |
|
|
839 | #if 0 |
|
|
840 | /* slower attacks are less likely to succeed. We should use a |
|
|
841 | * comparison between attacker/target speeds BUT, players have |
|
|
842 | * a generally faster speed, so this will wind up being a HUGE |
|
|
843 | * disadantage for the monsters! Too bad, because missiles which |
|
|
844 | * fly fast should have a better chance of hitting a slower target. |
|
|
845 | */ |
|
|
846 | if (hitter->speed < target->speed) |
|
|
847 | adjust += ((float) hitter->speed - target->speed); |
|
|
848 | #endif |
|
|
849 | |
|
|
850 | #if 0 |
|
|
851 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
852 | #endif |
|
|
853 | |
|
|
854 | return adjust; |
|
|
855 | } |
728 | |
856 | |
729 | static int |
857 | static int |
730 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
858 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
731 | { |
859 | { |
732 | int simple_attack, roll, dam = 0; |
860 | int simple_attack, roll, dam = 0; |
… | |
… | |
745 | |
873 | |
746 | /* |
874 | /* |
747 | * A little check to make it more difficult to dance forward and back |
875 | * A little check to make it more difficult to dance forward and back |
748 | * to avoid ever being hit by monsters. |
876 | * to avoid ever being hit by monsters. |
749 | */ |
877 | */ |
750 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
878 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
751 | { |
879 | { |
752 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
880 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
753 | * infinite loop occurs, with process_object calling move_monster, |
881 | * infinite loop occurs, with process_object calling move_monster, |
754 | * which then gets here again. By decreasing the speed before |
882 | * which then gets here again. By decreasing the speed before |
755 | * we call process_object, the 'if' statement above will fail. |
883 | * we call process_object, the 'if' statement above will fail. |
756 | */ |
884 | */ |
757 | op->speed_left--; |
885 | --op->speed_left; |
758 | process_object (op); |
886 | process_object (op); |
759 | |
887 | |
760 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
888 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
761 | goto error; |
889 | goto error; |
762 | } |
890 | } |
… | |
… | |
772 | /* See if we hit the creature */ |
900 | /* See if we hit the creature */ |
773 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
901 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
774 | { |
902 | { |
775 | int hitdam = base_dam; |
903 | int hitdam = base_dam; |
776 | |
904 | |
777 | if (settings.casting_time == TRUE) |
|
|
778 | { |
|
|
779 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
780 | { |
|
|
781 | hitter->casting_time = -1; |
|
|
782 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
|
|
783 | } |
|
|
784 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
785 | { |
|
|
786 | op->casting_time = -1; |
|
|
787 | if (op->type == PLAYER) |
|
|
788 | { |
|
|
789 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
|
|
790 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
791 | } |
|
|
792 | } |
|
|
793 | } |
|
|
794 | if (!simple_attack) |
905 | if (!simple_attack) |
795 | { |
906 | { |
796 | /* If you hit something, the victim should *always* wake up. |
907 | /* If you hit something, the victim should *always* wake up. |
797 | * Before, invisible hitters could avoid doing this. |
908 | * Before, invisible hitters could avoid doing this. |
798 | * -b.t. */ |
909 | * -b.t. */ |
… | |
… | |
803 | * for help. */ |
914 | * for help. */ |
804 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
915 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
805 | npc_call_help (op); |
916 | npc_call_help (op); |
806 | |
917 | |
807 | /* if you were hidden and hit by a creature, you are discovered */ |
918 | /* if you were hidden and hit by a creature, you are discovered */ |
808 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
919 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
809 | { |
920 | { |
810 | make_visible (op); |
921 | make_visible (op); |
|
|
922 | |
811 | if (op->type == PLAYER) |
923 | if (op->type == PLAYER) |
812 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
924 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
813 | } |
925 | } |
814 | |
926 | |
815 | /* thrown items (hitter) will have various effects |
927 | /* thrown items (hitter) will have various effects |
816 | * when they hit the victim. For things like thrown daggers, |
928 | * when they hit the victim. For things like thrown daggers, |
817 | * this sets 'hitter' to the actual dagger, and not the |
929 | * this sets 'hitter' to the actual dagger, and not the |
… | |
… | |
829 | if (hitdam <= 0) |
941 | if (hitdam <= 0) |
830 | hitdam = 1; |
942 | hitdam = 1; |
831 | |
943 | |
832 | type = hitter->attacktype; |
944 | type = hitter->attacktype; |
833 | |
945 | |
|
|
946 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
947 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
948 | * This check is important for the most simple monsters out there in the |
|
|
949 | * game content (maps, archs). For example orcs: They would have |
|
|
950 | * no attacktype at all. |
|
|
951 | * |
|
|
952 | * Some time in the future someone should just go into the game data |
|
|
953 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
954 | * more trees in the african rain forests with this check. |
|
|
955 | */ |
834 | if (!type) |
956 | if (!type) |
835 | type = AT_PHYSICAL; |
957 | type = AT_PHYSICAL; |
836 | |
958 | |
837 | /* Handle monsters that hit back */ |
959 | /* Handle monsters that hit back */ |
838 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
960 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
… | |
… | |
869 | } |
991 | } |
870 | |
992 | |
871 | int |
993 | int |
872 | attack_ob (object *op, object *hitter) |
994 | attack_ob (object *op, object *hitter) |
873 | { |
995 | { |
874 | |
|
|
875 | if (hitter->head) |
|
|
876 | hitter = hitter->head; |
996 | hitter = hitter->head_ (); |
|
|
997 | |
877 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
998 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
878 | } |
999 | } |
879 | |
1000 | |
880 | /* op is the arrow, tmp is what is stopping the arrow. |
1001 | /* op is the arrow, tmp is what is stopping the arrow. |
881 | * |
1002 | * |
… | |
… | |
890 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
1011 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
891 | * stick around. |
1012 | * stick around. |
892 | */ |
1013 | */ |
893 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
1014 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
894 | { |
1015 | { |
895 | if (tmp->head != NULL) |
1016 | tmp->head_ ()->insert (op); |
896 | tmp = tmp->head; |
|
|
897 | |
|
|
898 | op->remove (); |
|
|
899 | op = insert_ob_in_ob (op, tmp); |
|
|
900 | |
|
|
901 | if (tmp->type == PLAYER) |
|
|
902 | esrv_send_item (tmp, op); |
|
|
903 | |
|
|
904 | return 1; |
1017 | return 1; |
905 | } |
1018 | } |
906 | else |
1019 | else |
907 | return 0; |
1020 | return 0; |
908 | } |
1021 | } |
… | |
… | |
922 | /* Disassemble missile */ |
1035 | /* Disassemble missile */ |
923 | if (op->inv) |
1036 | if (op->inv) |
924 | { |
1037 | { |
925 | container = op; |
1038 | container = op; |
926 | hitter = op->inv; |
1039 | hitter = op->inv; |
927 | hitter->remove (); |
|
|
928 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
1040 | hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
929 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
1041 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
930 | * might be called until this THROWN_OBJ is either reassembled or |
1042 | * might be called until this THROWN_OBJ is either reassembled or |
931 | * removed at the end of this function must be able to deal with empty |
1043 | * removed at the end of this function must be able to deal with empty |
932 | * THROWN_OBJs. */ |
1044 | * THROWN_OBJs. */ |
933 | } |
1045 | } |
… | |
… | |
947 | * other places as well!) |
1059 | * other places as well!) |
948 | */ |
1060 | */ |
949 | if (hitter->destroyed () || hitter->env != NULL) |
1061 | if (hitter->destroyed () || hitter->env != NULL) |
950 | { |
1062 | { |
951 | if (container) |
1063 | if (container) |
952 | { |
|
|
953 | container->remove (); |
|
|
954 | container->destroy (); |
1064 | container->destroy (); |
955 | } |
|
|
956 | |
1065 | |
957 | return 0; |
1066 | return 0; |
958 | } |
1067 | } |
959 | |
1068 | |
960 | /* Missile hit victim */ |
1069 | /* Missile hit victim */ |
… | |
… | |
984 | * can fly over but not otherwise move over. What is the correct |
1093 | * can fly over but not otherwise move over. What is the correct |
985 | * way to handle those otherwise? |
1094 | * way to handle those otherwise? |
986 | */ |
1095 | */ |
987 | if (victim->x != hitter->x || victim->y != hitter->y) |
1096 | if (victim->x != hitter->x || victim->y != hitter->y) |
988 | { |
1097 | { |
|
|
1098 | if (victim->destroyed ()) |
|
|
1099 | hitter->destroy (); |
|
|
1100 | else |
|
|
1101 | { |
989 | hitter->remove (); |
1102 | hitter->remove (); |
990 | hitter->x = victim->x; |
1103 | hitter->x = victim->x; |
991 | hitter->y = victim->y; |
1104 | hitter->y = victim->y; |
992 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1105 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1106 | } |
993 | } |
1107 | } |
994 | else |
1108 | else |
995 | /* Else leave arrow where it is */ |
1109 | /* Else leave arrow where it is */ |
996 | merge_ob (hitter, NULL); |
1110 | merge_ob (hitter, NULL); |
997 | |
1111 | |
… | |
… | |
1009 | } |
1123 | } |
1010 | |
1124 | |
1011 | return op; |
1125 | return op; |
1012 | } |
1126 | } |
1013 | |
1127 | |
1014 | |
1128 | static void |
1015 | void |
|
|
1016 | tear_down_wall (object *op) |
1129 | tear_down_wall (object *op) |
1017 | { |
1130 | { |
1018 | int perc = 0; |
|
|
1019 | |
|
|
1020 | if (!op->stats.maxhp) |
1131 | if (!op->stats.maxhp) |
1021 | { |
|
|
1022 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1132 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1023 | perc = 1; |
1133 | else if (!op->has_anim ()) |
1024 | } |
|
|
1025 | else if (!GET_ANIM_ID (op)) |
|
|
1026 | { |
1134 | { |
1027 | /* Object has been called - no animations, so remove it */ |
1135 | /* Object has been called - no animations, so remove it */ |
1028 | if (op->stats.hp < 0) |
1136 | if (op->stats.hp < 0) |
1029 | op->destroy (); |
1137 | op->destroy (); |
1030 | |
1138 | |
1031 | return; /* no animations, so nothing more to do */ |
1139 | return; /* no animations, so nothing more to do */ |
1032 | } |
1140 | } |
1033 | |
1141 | |
1034 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1142 | // we use frames 1..num-2 as intermediate frames, so |
|
|
1143 | // the last frame is used only when hp < 0. |
|
|
1144 | int perc = clamp ( |
|
|
1145 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
|
|
1146 | 0, op->anim_frames () - 1 |
|
|
1147 | ); |
1035 | |
1148 | |
1036 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1149 | op->set_anim_frame (perc); |
1037 | perc = NUM_ANIMATIONS (op) - 1; |
|
|
1038 | else if (perc < 1) |
|
|
1039 | perc = 1; |
|
|
1040 | |
|
|
1041 | SET_ANIMATION (op, perc); |
|
|
1042 | update_object (op, UP_OBJ_FACE); |
1150 | update_object (op, UP_OBJ_FACE); |
1043 | |
1151 | |
1044 | if (perc == NUM_ANIMATIONS (op) - 1) |
1152 | if (op->stats.hp < 0) |
1045 | { /* Reached the last animation */ |
1153 | { /* Reached the last animation */ |
1046 | if (op->face == blank_face) |
1154 | if (op->face == blank_face) |
1047 | /* If the last face is blank, remove the ob */ |
1155 | /* If the last face is blank, remove the ob */ |
1048 | op->destroy (); |
1156 | op->destroy (); |
1049 | else |
1157 | else |
1050 | { /* The last face was not blank, leave an image */ |
1158 | { /* The last face was not blank, leave an image */ |
1051 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1159 | op->flag [FLAG_BLOCKSVIEW] = false; |
1052 | update_all_los (op->map, op->x, op->y); |
1160 | update_all_los (op->map, op->x, op->y); |
1053 | op->move_block = 0; |
1161 | op->move_block = 0; |
1054 | CLEAR_FLAG (op, FLAG_ALIVE); |
1162 | op->flag [FLAG_ALIVE] = false; |
1055 | } |
1163 | } |
1056 | } |
1164 | } |
1057 | } |
1165 | } |
1058 | |
1166 | |
1059 | void |
1167 | static void |
1060 | scare_creature (object *target, object *hitter) |
1168 | scare_creature (object *target, object *hitter) |
1061 | { |
1169 | { |
1062 | object *owner = hitter->owner; |
1170 | target->flag [FLAG_SCARED] = true; |
1063 | |
1171 | |
|
|
1172 | if (!target->enemy) |
|
|
1173 | target->enemy = hitter->outer_owner (); |
|
|
1174 | } |
|
|
1175 | |
|
|
1176 | /* GROS: This code comes from hit_player. It has been made external to |
|
|
1177 | * allow script procedures to "kill" objects in a combat-like fashion. |
|
|
1178 | * It was initially used by (kill-object) developed for the Collector's |
|
|
1179 | * Sword. Note that nothing has been changed from the original version |
|
|
1180 | * of the following code. |
|
|
1181 | * op is what is being killed. |
|
|
1182 | * dam is the damage done to it. |
|
|
1183 | * hitter is what is hitting it. |
|
|
1184 | * type is the attacktype. |
|
|
1185 | * |
|
|
1186 | * This function was a bit of a mess with hitter getting changed, |
|
|
1187 | * values being stored away but not used, etc. I've cleaned it up |
|
|
1188 | * a bit - I think it should be functionally equivalant. |
|
|
1189 | * MSW 2002-07-17 |
|
|
1190 | */ |
|
|
1191 | int |
|
|
1192 | kill_object (object *op, int dam, object *hitter, int type) |
|
|
1193 | { |
|
|
1194 | char buf[MAX_BUF]; |
|
|
1195 | shstr skill; |
|
|
1196 | int maxdam = 0; |
|
|
1197 | int battleg = 0; /* true if op standing on battleground */ |
|
|
1198 | int pk = 0; /* true if op and what controls hitter are both players */ |
|
|
1199 | object *owner = 0; |
|
|
1200 | object *skop = 0; |
|
|
1201 | |
|
|
1202 | if (op->stats.hp >= 0) |
|
|
1203 | return -1; |
|
|
1204 | |
|
|
1205 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
|
|
1206 | return 0; |
|
|
1207 | |
|
|
1208 | /* maxdam needs to be the amount of damage it took to kill |
|
|
1209 | * this creature. The function(s) that call us have already |
|
|
1210 | * adjusted the creatures HP total, so that is negative. |
|
|
1211 | */ |
|
|
1212 | maxdam = dam + op->stats.hp + 1; |
|
|
1213 | |
|
|
1214 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
|
|
1215 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
|
|
1216 | |
|
|
1217 | if (op->type == DOOR) |
|
|
1218 | { |
|
|
1219 | op->set_speed (0.1f); |
|
|
1220 | op->speed_left = -0.05f; |
|
|
1221 | return maxdam; |
|
|
1222 | } |
|
|
1223 | |
|
|
1224 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
|
|
1225 | { |
|
|
1226 | op->drop_and_destroy (); |
|
|
1227 | return maxdam; |
|
|
1228 | } |
|
|
1229 | |
|
|
1230 | /* Now lets start dealing with experience we get for killing something */ |
|
|
1231 | |
|
|
1232 | owner = hitter->outer_owner (); |
1064 | if (!owner) |
1233 | if (!owner) |
1065 | owner = hitter; |
1234 | owner = hitter; |
1066 | |
1235 | |
|
|
1236 | /* is the victim (op) standing on battleground? */ |
|
|
1237 | if (op_on_battleground (op, NULL, NULL)) |
|
|
1238 | battleg = 1; |
|
|
1239 | |
|
|
1240 | /* is this player killing? */ |
|
|
1241 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1242 | pk = 1; |
|
|
1243 | |
|
|
1244 | /* Player killed something */ |
|
|
1245 | if (owner->type == PLAYER) |
|
|
1246 | { |
|
|
1247 | /* Log players killing other players - makes it easier to detect |
|
|
1248 | * and filter out malicious player killers - that is why the |
|
|
1249 | * ip address is included. |
|
|
1250 | */ |
|
|
1251 | if (op->type == PLAYER && !battleg) |
|
|
1252 | { |
|
|
1253 | time_t t = time (NULL); |
|
|
1254 | struct tm *tmv; |
|
|
1255 | char buf[256]; |
|
|
1256 | |
|
|
1257 | tmv = localtime (&t); |
|
|
1258 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
|
|
1259 | |
|
|
1260 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
|
|
1261 | } |
|
|
1262 | |
|
|
1263 | /* try to filter some things out - basically, if you are |
|
|
1264 | * killing a level 1 creature and your level 20, you |
|
|
1265 | * probably don't want to see that. |
|
|
1266 | */ |
|
|
1267 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1268 | { |
|
|
1269 | if (owner != hitter) |
|
|
1270 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
|
|
1271 | else |
|
|
1272 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
|
|
1273 | |
|
|
1274 | /* Only play sounds for melee kills */ |
|
|
1275 | if (hitter->type == PLAYER) |
|
|
1276 | owner->play_sound (sound_find ("player_kills")); |
|
|
1277 | } |
|
|
1278 | |
|
|
1279 | /* If a player kills another player, not on |
|
|
1280 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1281 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1282 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1283 | * player that the object belonged to - so if you killed another player |
|
|
1284 | * with spells, pets, whatever, there was no penalty. |
|
|
1285 | * Changed to make luck penalty configurable in settings. |
|
|
1286 | */ |
|
|
1287 | if (op->type == PLAYER && owner != op && !battleg) |
|
|
1288 | owner->change_luck (-settings.pk_luck_penalty); |
|
|
1289 | |
|
|
1290 | /* This code below deals with finding the appropriate skill |
|
|
1291 | * to credit exp to. This is a bit problematic - we should |
|
|
1292 | * probably never really have to look at current_weapon->skill |
|
|
1293 | */ |
|
|
1294 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1295 | skill = hitter->skill; |
|
|
1296 | else if (owner->chosen_skill) |
|
|
1297 | { |
|
|
1298 | skop = owner->chosen_skill; |
|
|
1299 | skill = skop->skill; |
|
|
1300 | } |
|
|
1301 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
|
|
1302 | skill = owner->current_weapon->skill; |
|
|
1303 | else |
|
|
1304 | { |
|
|
1305 | LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1306 | "op: %s\n" "hitter: %s\n" "owner: %s\n", |
|
|
1307 | owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1308 | skill = 0; |
|
|
1309 | } |
|
|
1310 | |
|
|
1311 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1312 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1313 | */ |
|
|
1314 | skop = owner->contr->find_skill (skill); |
|
|
1315 | } /* Was it a player that hit somethign */ |
|
|
1316 | else |
|
|
1317 | skill = 0; |
|
|
1318 | |
|
|
1319 | /* These may have been set in the player code section above */ |
|
|
1320 | if (!skop) |
|
|
1321 | skop = hitter->chosen_skill; |
|
|
1322 | |
|
|
1323 | if (!skill && skop) |
|
|
1324 | skill = skop->skill; |
|
|
1325 | |
|
|
1326 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1327 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1328 | { |
|
|
1329 | int exp; |
|
|
1330 | |
|
|
1331 | /* Really don't give much experience for killing other players */ |
|
|
1332 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
|
|
1333 | if (battleg) |
|
|
1334 | { |
|
|
1335 | if (op->is_player ()) |
|
|
1336 | { |
|
|
1337 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1338 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
|
|
1339 | } |
|
|
1340 | |
|
|
1341 | exp = 0; |
|
|
1342 | } |
|
|
1343 | else if (op->is_player ()) |
|
|
1344 | exp = op->stats.exp / 1000; |
|
|
1345 | else |
|
|
1346 | exp = calc_skill_exp (owner, op, skop); |
|
|
1347 | |
|
|
1348 | /* Don't know why this is set this way - doesn't make |
|
|
1349 | * sense to just divide everything by two for no reason. |
|
|
1350 | */ |
|
|
1351 | |
|
|
1352 | if (!settings.simple_exp) |
|
|
1353 | exp = exp / 2; |
|
|
1354 | |
|
|
1355 | if (owner->type != PLAYER || owner->contr->party == NULL) |
|
|
1356 | change_exp (owner, exp, skill, 0); |
|
|
1357 | else |
|
|
1358 | { |
|
|
1359 | int shares = 0, count = 0; |
|
|
1360 | partylist *party = owner->contr->party; |
|
|
1361 | |
|
|
1362 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
|
|
1363 | |
|
|
1364 | for_all_players (pl) |
|
|
1365 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1366 | { |
|
|
1367 | count++; |
|
|
1368 | shares += (pl->ob->level + 4); |
|
|
1369 | } |
|
|
1370 | |
|
|
1371 | if (count == 1 || shares > exp || !shares) |
|
|
1372 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1373 | else |
|
|
1374 | { |
|
|
1375 | int share = exp / shares, given = 0, nexp; |
|
|
1376 | |
|
|
1377 | for_all_players (pl) |
|
|
1378 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1379 | { |
|
|
1380 | nexp = (pl->ob->level + 4) * share; |
|
|
1381 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1382 | given += nexp; |
|
|
1383 | } |
|
|
1384 | |
|
|
1385 | exp -= given; |
|
|
1386 | /* give any remainder to the player */ |
|
|
1387 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
|
|
1388 | } |
|
|
1389 | } /* else part of a party */ |
|
|
1390 | } /* end if person didn't kill himself */ |
|
|
1391 | |
|
|
1392 | if (op->type != PLAYER) |
|
|
1393 | { |
|
|
1394 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
|
|
1395 | { |
|
|
1396 | object *owner1 = op->owner; |
|
|
1397 | |
|
|
1398 | if (owner1 && owner1->type == PLAYER) |
|
|
1399 | { |
|
|
1400 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
|
|
1401 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1402 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
|
|
1403 | } |
|
|
1404 | |
|
|
1405 | remove_friendly_object (op); |
|
|
1406 | } |
|
|
1407 | |
|
|
1408 | op->drop_and_destroy (); |
|
|
1409 | } |
|
|
1410 | else |
|
|
1411 | /* Player has been killed! */ |
|
|
1412 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
|
|
1413 | |
|
|
1414 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
|
|
1415 | * continues in the calling function. |
|
|
1416 | */ |
|
|
1417 | return maxdam; |
|
|
1418 | } |
|
|
1419 | |
|
|
1420 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
|
|
1421 | * Returns 0 this is not friendly fire |
|
|
1422 | */ |
|
|
1423 | int |
|
|
1424 | friendly_fire (object *op, object *hitter) |
|
|
1425 | { |
|
|
1426 | object *owner; |
|
|
1427 | int friendlyfire; |
|
|
1428 | |
|
|
1429 | if (hitter->head) |
|
|
1430 | hitter = hitter->head; |
|
|
1431 | |
|
|
1432 | friendlyfire = 0; |
|
|
1433 | |
|
|
1434 | if (op->type == PLAYER) |
|
|
1435 | { |
|
|
1436 | if (op_on_battleground (hitter, 0, 0)) |
|
|
1437 | return 0; |
|
|
1438 | |
|
|
1439 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
|
|
1440 | return 1; |
|
|
1441 | |
|
|
1442 | if ((owner = hitter->owner) != NULL) |
|
|
1443 | { |
|
|
1444 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
|
|
1445 | friendlyfire = 2; |
|
|
1446 | } |
|
|
1447 | |
|
|
1448 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1449 | friendlyfire = 0; |
|
|
1450 | } |
|
|
1451 | |
|
|
1452 | return friendlyfire; |
|
|
1453 | } |
|
|
1454 | |
|
|
1455 | /* This isn't used just for players, but in fact most objects. |
|
|
1456 | * op is the object to be hit, dam is the amount of damage, hitter |
|
|
1457 | * is what is hitting the object, type is the attacktype, and |
|
|
1458 | * full_hit is set if monster area does not matter. |
|
|
1459 | * dam is base damage - protections/vulnerabilities/slaying matches can |
|
|
1460 | * modify it. |
|
|
1461 | */ |
|
|
1462 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
|
|
1463 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
|
|
1464 | int |
|
|
1465 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
|
|
1466 | { |
|
|
1467 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
|
|
1468 | int maxattacktype, attacknum; |
|
|
1469 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1470 | int simple_attack; |
|
|
1471 | int rtn_kill = 0; |
|
|
1472 | int friendlyfire; |
|
|
1473 | |
|
|
1474 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1475 | return 0; |
|
|
1476 | |
|
|
1477 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1478 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1479 | return 0; |
|
|
1480 | |
|
|
1481 | // only allow pk for hostile players |
|
|
1482 | if (op->type == PLAYER) |
|
|
1483 | { |
|
|
1484 | object *owner = hitter->owner; |
|
|
1485 | |
|
|
1486 | if (!owner) |
|
|
1487 | owner = hitter; |
|
|
1488 | |
|
|
1489 | if (owner->type == PLAYER |
|
|
1490 | && (!op_on_battleground (op, 0, 0) |
|
|
1491 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1492 | && op != owner) |
|
|
1493 | return 0; |
|
|
1494 | } |
|
|
1495 | |
|
|
1496 | if (body_attack) |
|
|
1497 | { |
|
|
1498 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1499 | * return - we still need to process other attacks the spell still |
|
|
1500 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1501 | * and keep on processing if we have other attacktypes. |
|
|
1502 | * return if only magic or nothing is left - under normal code |
|
|
1503 | * we don't attack with pure magic if there is another attacktype. |
|
|
1504 | * Only do processing if the initial attacktype includes one of those |
|
|
1505 | * attack so we don't cancel out things like magic bullet. |
|
|
1506 | */ |
|
|
1507 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1508 | { |
|
|
1509 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1510 | |
|
|
1511 | if (!type || type == AT_MAGIC) |
|
|
1512 | return 0; |
|
|
1513 | } |
|
|
1514 | } |
|
|
1515 | |
|
|
1516 | if (!simple_attack && op->type == DOOR) |
|
|
1517 | { |
|
|
1518 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1519 | if (tmp->type == RUNE || tmp->type == TRAP) |
|
|
1520 | { |
|
|
1521 | spring_trap (tmp, hitter); |
|
|
1522 | |
|
|
1523 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
1524 | return 0; |
|
|
1525 | |
|
|
1526 | break; |
|
|
1527 | } |
|
|
1528 | } |
|
|
1529 | |
|
|
1530 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
|
|
1531 | { |
|
|
1532 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1533 | * destroyed() check above doesn't return, and might get here. |
|
|
1534 | */ |
|
|
1535 | |
|
|
1536 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1537 | gets it's speed_left raised on each mover-tick. |
|
|
1538 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1539 | and waiting for that to run out. |
|
|
1540 | */ |
|
|
1541 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
|
|
1542 | return 0; |
|
|
1543 | } |
|
|
1544 | |
|
|
1545 | #ifdef ATTACK_DEBUG |
|
|
1546 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1547 | #endif |
|
|
1548 | |
|
|
1549 | if (magic) |
|
|
1550 | { |
|
|
1551 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1552 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1553 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
|
|
1554 | if (dam >= 100) |
|
|
1555 | dam /= 100; |
|
|
1556 | else |
|
|
1557 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
|
|
1558 | } |
|
|
1559 | |
|
|
1560 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
|
|
1561 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
|
|
1562 | */ |
|
|
1563 | if (type & AT_CHAOS) |
|
|
1564 | { |
|
|
1565 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
|
|
1566 | update_object (op, UP_OBJ_FACE); |
|
|
1567 | type &= ~AT_CHAOS; |
|
|
1568 | } |
|
|
1569 | |
|
|
1570 | /* Holyword is really an attacktype modifier (like magic is). If |
|
|
1571 | * holyword is part of an attacktype, then make sure the creature is |
|
|
1572 | * a proper match, otherwise no damage. |
|
|
1573 | */ |
|
|
1574 | if (type & AT_HOLYWORD) |
|
|
1575 | { |
|
|
1576 | object *god; |
|
|
1577 | |
|
|
1578 | if ((!hitter->slaying |
|
|
1579 | || (!(op->race && hitter->slaying.contains (op->race)) |
|
|
1580 | && !(op->name && hitter->slaying.contains (op->name)))) |
|
|
1581 | && (!QUERY_FLAG (op, FLAG_UNDEAD) |
|
|
1582 | || (hitter->title |
|
|
1583 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1584 | && god->race.contains (shstr_undead)))) |
|
|
1585 | return 0; |
|
|
1586 | } |
|
|
1587 | |
|
|
1588 | maxattacktype = type; /* initialise this to something */ |
|
|
1589 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
|
|
1590 | { |
|
|
1591 | /* Magic isn't really a true attack type - it gets combined with other |
|
|
1592 | * attack types. As such, skip it over. However, if magic is |
|
|
1593 | * the only attacktype in the group, then still attack with it |
|
|
1594 | */ |
|
|
1595 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1596 | continue; |
|
|
1597 | |
|
|
1598 | /* Go through and hit the player with each attacktype, one by one. |
|
|
1599 | * hit_player_attacktype only figures out the damage, doesn't inflict |
|
|
1600 | * it. It will do the appropriate action for attacktypes with |
|
|
1601 | * effects (slow, paralization, etc. |
|
|
1602 | */ |
|
|
1603 | if (type & attacktype) |
|
|
1604 | { |
|
|
1605 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1606 | /* the >= causes us to prefer messages from special attacks, if |
|
|
1607 | * the damage is equal. |
|
|
1608 | */ |
|
|
1609 | if (ndam >= maxdam) |
|
|
1610 | { |
|
|
1611 | maxdam = ndam; |
|
|
1612 | maxattacktype = 1 << attacknum; |
|
|
1613 | } |
|
|
1614 | } |
|
|
1615 | } |
|
|
1616 | |
|
|
1617 | /* if this is friendly fire then do a set % of damage only |
|
|
1618 | * Note - put a check in to make sure this attack is actually |
|
|
1619 | * doing damage - otherwise, the +1 in the code below will make |
|
|
1620 | * an attack do damage before when it otherwise didn't |
|
|
1621 | */ |
|
|
1622 | friendlyfire = friendly_fire (op, hitter); |
|
|
1623 | if (friendlyfire && maxdam) |
|
|
1624 | { |
|
|
1625 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
|
|
1626 | |
|
|
1627 | #ifdef ATTACK_DEBUG |
|
|
1628 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1629 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1630 | #endif |
|
|
1631 | } |
|
|
1632 | |
|
|
1633 | if (!full_hit) |
|
|
1634 | { |
|
|
1635 | int area; |
|
|
1636 | int remainder; |
|
|
1637 | |
|
|
1638 | area = 0; |
|
|
1639 | |
|
|
1640 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
|
|
1641 | area++; |
|
|
1642 | |
|
|
1643 | assert (area > 0); |
|
|
1644 | |
|
|
1645 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1646 | value-effect */ |
|
|
1647 | remainder = 100 * (maxdam % area) / area; |
|
|
1648 | maxdam /= area; |
|
|
1649 | if (rndm (100) < remainder) |
|
|
1650 | maxdam++; |
|
|
1651 | } |
|
|
1652 | |
|
|
1653 | #ifdef ATTACK_DEBUG |
|
|
1654 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
|
|
1655 | #endif |
|
|
1656 | |
|
|
1657 | // for now, only do this for active objects, otherwise they |
|
|
1658 | // keep a refcount for a long time and I see no usefulness |
|
|
1659 | // for an non-active objetc to know its enemy. |
|
|
1660 | if (op->active) |
|
|
1661 | if (hitter->owner) |
|
|
1662 | op->enemy = hitter->owner; |
|
|
1663 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1664 | op->enemy = hitter; |
|
|
1665 | |
|
|
1666 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1667 | { |
|
|
1668 | /* The unaggressives look after themselves 8) */ |
|
|
1669 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1670 | npc_call_help (op); |
|
|
1671 | } |
|
|
1672 | |
|
|
1673 | if (magic && did_make_save (op, op->level, 0)) |
|
|
1674 | maxdam = maxdam / 2; |
|
|
1675 | |
|
|
1676 | attack_message (maxdam, maxattacktype, op, hitter); |
|
|
1677 | |
|
|
1678 | op->stats.hp -= maxdam; |
|
|
1679 | |
|
|
1680 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
|
|
1681 | if ((op->stats.hp >= 0) && |
|
|
1682 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1683 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
1684 | { |
|
|
1685 | |
|
|
1686 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
|
|
1687 | SET_FLAG (op, FLAG_RUN_AWAY); |
|
|
1688 | else |
|
|
1689 | scare_creature (op, hitter); |
|
|
1690 | } |
|
|
1691 | |
|
|
1692 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1693 | { |
|
|
1694 | if (maxdam) |
|
|
1695 | tear_down_wall (op); |
|
|
1696 | |
|
|
1697 | return maxdam; /* nothing more to do for wall */ |
|
|
1698 | } |
|
|
1699 | |
|
|
1700 | /* See if the creature has been killed */ |
|
|
1701 | rtn_kill = kill_object (op, maxdam, hitter, type); |
|
|
1702 | if (rtn_kill != -1) |
|
|
1703 | return rtn_kill; |
|
|
1704 | |
|
|
1705 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
|
|
1706 | * that before if the player was immune to ghosthit, the monster |
|
|
1707 | * remained - that is no longer the case. |
|
|
1708 | */ |
|
|
1709 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
|
|
1710 | hitter->drop_and_destroy (); |
|
|
1711 | /* Lets handle creatures that are splitting now */ |
|
|
1712 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
|
|
1713 | { |
|
|
1714 | int i; |
|
|
1715 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
|
|
1716 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1717 | object *owner = op->owner; |
|
|
1718 | |
|
|
1719 | if (!op->other_arch) |
|
|
1720 | { |
|
|
1721 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
|
|
1722 | return maxdam; |
|
|
1723 | } |
|
|
1724 | |
|
|
1725 | op->remove (); |
|
|
1726 | |
|
|
1727 | for (i = 0; i < op->stats.food; i++) |
|
|
1728 | { /* This doesn't handle op->more yet */ |
|
|
1729 | object *tmp = arch_to_object (op->other_arch); |
|
|
1730 | int j; |
|
|
1731 | |
|
|
1732 | tmp->stats.hp = op->stats.hp; |
|
|
1733 | |
|
|
1734 | if (friendly) |
|
|
1735 | { |
|
|
1736 | add_friendly_object (tmp); |
|
|
1737 | tmp->attack_movement = PETMOVE; |
|
|
1738 | |
|
|
1739 | if (owner) |
|
|
1740 | tmp->set_owner (owner); |
|
|
1741 | } |
|
|
1742 | |
|
|
1743 | if (unaggressive) |
|
|
1744 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1745 | |
|
|
1746 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1747 | |
|
|
1748 | if (j == -1) /* No spot to put this monster */ |
|
|
1749 | tmp->destroy (); |
|
|
1750 | else |
|
|
1751 | { |
|
|
1752 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
|
|
1753 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
1754 | } |
|
|
1755 | } |
|
|
1756 | |
|
|
1757 | op->destroy (); |
|
|
1758 | } |
|
|
1759 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
|
|
1760 | hitter->drop_and_destroy (); |
|
|
1761 | |
|
|
1762 | return maxdam; |
|
|
1763 | } |
|
|
1764 | |
|
|
1765 | static void |
|
|
1766 | poison_player (object *op, object *hitter, int dam) |
|
|
1767 | { |
|
|
1768 | archetype *at = archetype::find (shstr_poisoning); |
|
|
1769 | object *tmp = present_arch_in_ob (at, op); |
|
|
1770 | |
|
|
1771 | if (tmp == NULL) |
|
|
1772 | { |
|
|
1773 | if ((tmp = arch_to_object (at)) == NULL) |
|
|
1774 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
|
|
1775 | else |
|
|
1776 | { |
|
|
1777 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1778 | /* peterm: give poisoning some teeth. It should |
|
|
1779 | * be able to kill things better than it does: |
|
|
1780 | * damage should be dependent something--I choose to |
|
|
1781 | * do this: if it's a monster, the damage from the |
|
|
1782 | * poisoning goes as the level of the monster/2. |
|
|
1783 | * If anything else, goes as damage. |
|
|
1784 | */ |
|
|
1785 | |
|
|
1786 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1787 | tmp->stats.dam += hitter->level / 2; |
|
|
1788 | else |
|
|
1789 | tmp->stats.dam = dam; |
|
|
1790 | |
|
|
1791 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
|
|
1792 | if (hitter->skill && hitter->skill != tmp->skill) |
|
|
1793 | { |
|
|
1794 | tmp->skill = hitter->skill; |
|
|
1795 | } |
|
|
1796 | |
|
|
1797 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
|
|
1798 | |
|
|
1799 | if (op->type == PLAYER) |
|
|
1800 | { |
|
|
1801 | /* player looses stats, maximum is -10 of each */ |
|
|
1802 | tmp->stats.Con = max (-(dam / 4 + 1), -10); |
|
|
1803 | tmp->stats.Str = max (-(dam / 3 + 2), -10); |
|
|
1804 | tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
|
|
1805 | tmp->stats.Int = max (-(dam / 7 ), -10); |
|
|
1806 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
1807 | op->update_stats (); |
|
|
1808 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
1809 | op->play_sound (tmp->sound); |
|
|
1810 | } |
|
|
1811 | |
|
|
1812 | if (hitter->type == PLAYER) |
|
|
1813 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
|
|
1814 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
1815 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
|
|
1816 | } |
|
|
1817 | |
|
|
1818 | tmp->speed_left = 0; |
|
|
1819 | } |
|
|
1820 | else |
|
|
1821 | tmp->stats.food++; |
|
|
1822 | } |
|
|
1823 | |
|
|
1824 | static void |
|
|
1825 | slow_player (object *op, object *hitter, int dam) |
|
|
1826 | { |
|
|
1827 | archetype *at = archetype::find (shstr_slowness); |
|
|
1828 | object *tmp; |
|
|
1829 | |
|
|
1830 | if (at == NULL) |
|
|
1831 | LOG (llevError, "Can't find slowness archetype.\n"); |
|
|
1832 | |
|
|
1833 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
1834 | { |
|
|
1835 | tmp = arch_to_object (at); |
|
|
1836 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1837 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
1838 | } |
|
|
1839 | else |
|
|
1840 | tmp->stats.food++; |
|
|
1841 | |
1067 | SET_FLAG (target, FLAG_SCARED); |
1842 | SET_FLAG (tmp, FLAG_APPLIED); |
1068 | if (!target->enemy) |
1843 | tmp->speed_left = 0; |
1069 | target->enemy = owner; |
1844 | op->update_stats (); |
1070 | } |
1845 | } |
1071 | |
1846 | |
|
|
1847 | void |
|
|
1848 | confuse_player (object *op, object *hitter, int dam) |
|
|
1849 | { |
|
|
1850 | object *tmp; |
|
|
1851 | int maxduration; |
|
|
1852 | |
|
|
1853 | tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
|
|
1854 | if (!tmp) |
|
|
1855 | { |
|
|
1856 | tmp = get_archetype (FORCE_NAME); |
|
|
1857 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1858 | } |
|
|
1859 | |
|
|
1860 | /* Duration added per hit and max. duration of confusion both depend |
|
|
1861 | * on the player's resistance |
|
|
1862 | */ |
|
|
1863 | tmp->speed = 0.05; |
|
|
1864 | tmp->subtype = FORCE_CONFUSION; |
|
|
1865 | tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1866 | tmp->name = shstr_confusion; |
|
|
1867 | maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1868 | |
|
|
1869 | if (tmp->duration > maxduration) |
|
|
1870 | tmp->duration = maxduration; |
|
|
1871 | |
|
|
1872 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1873 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
1874 | |
|
|
1875 | SET_FLAG (op, FLAG_CONFUSED); |
|
|
1876 | } |
|
|
1877 | |
|
|
1878 | void |
|
|
1879 | blind_player (object *op, object *hitter, int dam) |
|
|
1880 | { |
|
|
1881 | object *tmp, *owner; |
|
|
1882 | |
|
|
1883 | /* Save some work if we know it isn't going to affect the player */ |
|
|
1884 | if (op->resist[ATNR_BLIND] == 100) |
|
|
1885 | return; |
|
|
1886 | |
|
|
1887 | tmp = present_in_ob (BLINDNESS, op); |
|
|
1888 | if (!tmp) |
|
|
1889 | { |
|
|
1890 | tmp = get_archetype (shstr_blindness); |
|
|
1891 | SET_FLAG (tmp, FLAG_BLIND); |
|
|
1892 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
1893 | /* use floats so we don't lose too much precision due to rounding errors. |
|
|
1894 | * speed is a float anyways. |
|
|
1895 | */ |
|
|
1896 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
1897 | |
|
|
1898 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1899 | change_abil (op, tmp); /* Mostly to display any messages */ |
|
|
1900 | op->update_stats (); /* This takes care of some other stuff */ |
|
|
1901 | |
|
|
1902 | if (hitter->owner) |
|
|
1903 | owner = hitter->owner; |
|
|
1904 | else |
|
|
1905 | owner = hitter; |
|
|
1906 | |
|
|
1907 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
|
|
1908 | } |
|
|
1909 | tmp->stats.food += dam; |
|
|
1910 | if (tmp->stats.food > 10) |
|
|
1911 | tmp->stats.food = 10; |
|
|
1912 | } |
|
|
1913 | |
|
|
1914 | void |
|
|
1915 | paralyze_player (object *op, object *hitter, int dam) |
|
|
1916 | { |
|
|
1917 | /* This is strange stuff... someone knows for what this is |
|
|
1918 | * written? Well, i think this can and should be removed |
|
|
1919 | */ |
|
|
1920 | |
|
|
1921 | /* |
|
|
1922 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
|
|
1923 | tmp=clone_arch(PARAIMAGE); |
|
|
1924 | tmp->x=op->x,tmp->y=op->y; |
|
|
1925 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
1926 | } |
|
|
1927 | */ |
|
|
1928 | |
|
|
1929 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
|
|
1930 | float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; |
|
|
1931 | |
|
|
1932 | op->speed_left -= fabs (op->speed) * effect; |
|
|
1933 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
|
|
1934 | |
|
|
1935 | /* max number of ticks to be affected for. */ |
|
|
1936 | float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
1937 | |
|
|
1938 | if (op->speed_left < -(fabs (op->speed) * max)) |
|
|
1939 | op->speed_left = -(fabs (op->speed) * max); |
|
|
1940 | |
|
|
1941 | /* tmp->stats.food = (signed short) (max / fabs (op->speed)); */ |
|
|
1942 | } |
|
|
1943 | |
|
|
1944 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
|
|
1945 | * the computed damaged. |
|
|
1946 | */ |
|
|
1947 | static void |
|
|
1948 | deathstrike_player (object *op, object *hitter, int *dam) |
|
|
1949 | { |
|
|
1950 | /* The intention of a death attack is to kill outright things |
|
|
1951 | ** that are a lot weaker than the attacker, have a chance of killing |
|
|
1952 | ** things somewhat weaker than the caster, and no chance of |
|
|
1953 | ** killing something equal or stronger than the attacker. |
|
|
1954 | ** Also, if a deathstrike attack has a slaying, any monster |
|
|
1955 | ** whose name or race matches a comma-delimited list in the slaying |
|
|
1956 | ** field of the deathstriking object */ |
|
|
1957 | |
|
|
1958 | int atk_lev, def_lev, kill_lev; |
|
|
1959 | |
|
|
1960 | if (hitter->slaying) |
|
|
1961 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) |
|
|
1962 | || (op->race && hitter->slaying.contains (op->race)))) |
|
|
1963 | return; |
|
|
1964 | |
|
|
1965 | def_lev = op->level; |
|
|
1966 | if (def_lev < 1) |
|
|
1967 | { |
|
|
1968 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
|
|
1969 | def_lev = 1; |
|
|
1970 | } |
|
|
1971 | |
|
|
1972 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
|
|
1973 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
|
|
1974 | atk_lev, def_lev); */ |
|
|
1975 | |
|
|
1976 | if (atk_lev >= def_lev) |
|
|
1977 | { |
|
|
1978 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
|
|
1979 | |
|
|
1980 | /* Note that the below effectively means the ratio of the atk vs |
|
|
1981 | * defener level is important - if level 52 character has very little |
|
|
1982 | * chance of killing a level 50 monster. This should probably be |
|
|
1983 | * redone. |
|
|
1984 | */ |
|
|
1985 | if (kill_lev >= def_lev) |
|
|
1986 | { |
|
|
1987 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
|
|
1988 | /* I think this doesn't really do much. Because of |
|
|
1989 | * integer rounding, this only makes any difference if the |
|
|
1990 | * attack level is double the defender level. |
|
|
1991 | */ |
|
|
1992 | *dam *= kill_lev / def_lev; |
|
|
1993 | } |
|
|
1994 | } |
|
|
1995 | else |
|
|
1996 | *dam = 0; /* no harm done */ |
|
|
1997 | } |
1072 | |
1998 | |
1073 | /* This returns the amount of damage hitter does to op with the |
1999 | /* This returns the amount of damage hitter does to op with the |
1074 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
2000 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1075 | * This doesn't damage the player, but returns how much it should |
2001 | * This doesn't damage the player, but returns how much it should |
1076 | * take. However, it will do other effects (paralyzation, slow, etc.) |
2002 | * take. However, it will do other effects (paralyzation, slow, etc.) |
… | |
… | |
1088 | return 0; |
2014 | return 0; |
1089 | } |
2015 | } |
1090 | |
2016 | |
1091 | if (dam < 0) |
2017 | if (dam < 0) |
1092 | { |
2018 | { |
1093 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); |
2019 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
2020 | dam, hitter->debug_desc (), op->debug_desc ()); |
1094 | return 0; |
2021 | return 0; |
1095 | } |
2022 | } |
1096 | |
2023 | |
1097 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
2024 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1098 | * people can't mess with that or it otherwise get confused. */ |
2025 | * people can't mess with that or it otherwise get confused. */ |
1099 | if (attacknum == ATNR_INTERNAL) |
2026 | if (attacknum == ATNR_INTERNAL) |
1100 | return dam; |
2027 | return dam; |
1101 | |
2028 | |
1102 | if (hitter->slaying) |
2029 | if (hitter->slaying) |
1103 | { |
2030 | { |
1104 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
2031 | if ((op->race && hitter->slaying.contains (op->race)) |
1105 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
2032 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
1106 | { |
2033 | { |
1107 | doesnt_slay = 0; |
2034 | doesnt_slay = 0; |
1108 | dam *= 3; |
2035 | dam *= 3; |
1109 | } |
2036 | } |
1110 | } |
2037 | } |
… | |
… | |
1124 | /* Special hack. By default, if immune to something, you |
2051 | /* Special hack. By default, if immune to something, you |
1125 | * shouldn't need to worry. However, acid is an exception, since |
2052 | * shouldn't need to worry. However, acid is an exception, since |
1126 | * it can still damage your items. Only include attacktypes if |
2053 | * it can still damage your items. Only include attacktypes if |
1127 | * special processing is needed */ |
2054 | * special processing is needed */ |
1128 | |
2055 | |
1129 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
2056 | if (op->resist[attacknum] >= 100 |
|
|
2057 | && doesnt_slay |
|
|
2058 | && attacknum != ATNR_ACID) |
1130 | return 0; |
2059 | return 0; |
1131 | |
2060 | |
1132 | /* Keep this in order - makes things easier to find */ |
2061 | /* Keep this in order - makes things easier to find */ |
1133 | |
2062 | |
1134 | switch (attacknum) |
2063 | switch (attacknum) |
… | |
… | |
1154 | case ATNR_BLIND: |
2083 | case ATNR_BLIND: |
1155 | { |
2084 | { |
1156 | /* chance for inflicting a special attack depends on the |
2085 | /* chance for inflicting a special attack depends on the |
1157 | * difference between attacker's and defender's level |
2086 | * difference between attacker's and defender's level |
1158 | */ |
2087 | */ |
1159 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
2088 | int level_diff = min (110, max (0, op->level - hitter->level)); |
1160 | |
2089 | |
1161 | /* First, only creatures/players with speed can be affected. |
2090 | /* First, only creatures/players with speed can be affected. |
1162 | * Second, just getting hit doesn't mean it always affects |
2091 | * Second, just getting hit doesn't mean it always affects |
1163 | * you. Third, you still get a saving through against the |
2092 | * you. Third, you still get a saving through against the |
1164 | * effect. |
2093 | * effect. |
1165 | */ |
2094 | */ |
1166 | if (op->speed && |
2095 | if (op->has_active_speed () |
1167 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
2096 | && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
|
|
2097 | && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) |
1168 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
2098 | && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1169 | { |
2099 | { |
1170 | |
2100 | |
1171 | /* Player has been hit by something */ |
2101 | /* Player has been hit by something */ |
1172 | if (attacknum == ATNR_CONFUSION) |
2102 | if (attacknum == ATNR_CONFUSION) |
1173 | confuse_player (op, hitter, dam); |
2103 | confuse_player (op, hitter, dam); |
… | |
… | |
1184 | else if (attacknum == ATNR_DEPLETE) |
2114 | else if (attacknum == ATNR_DEPLETE) |
1185 | op->drain_stat (); |
2115 | op->drain_stat (); |
1186 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
2116 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1187 | blind_player (op, hitter, dam); |
2117 | blind_player (op, hitter, dam); |
1188 | } |
2118 | } |
|
|
2119 | |
1189 | dam = 0; /* These are all effects and don't do real damage */ |
2120 | dam = 0; /* These are all effects and don't do real damage */ |
1190 | } |
2121 | } |
1191 | break; |
2122 | break; |
1192 | |
2123 | |
1193 | case ATNR_ACID: |
2124 | case ATNR_ACID: |
… | |
… | |
1203 | if (tmp->invisible) |
2134 | if (tmp->invisible) |
1204 | continue; |
2135 | continue; |
1205 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
2136 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1206 | /* >= 10% acid res. on items will protect these */ |
2137 | /* >= 10% acid res. on items will protect these */ |
1207 | continue; |
2138 | continue; |
1208 | if (!(tmp->material & M_IRON)) |
2139 | if (!(tmp->materials & M_IRON)) |
1209 | continue; |
2140 | continue; |
1210 | if (tmp->magic < -4) /* Let's stop at -5 */ |
2141 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1211 | continue; |
2142 | continue; |
1212 | if (tmp->type == RING |
2143 | if (tmp->type == RING |
1213 | /* removed boots and gloves from exclusion list in PR */ |
2144 | /* removed boots and gloves from exclusion list in PR */ |
… | |
… | |
1220 | |
2151 | |
1221 | /* High damage acid has better chance of corroding |
2152 | /* High damage acid has better chance of corroding |
1222 | objects */ |
2153 | objects */ |
1223 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
2154 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1224 | { |
2155 | { |
1225 | if (op->type == PLAYER) |
|
|
1226 | /* Make this more visible */ |
|
|
1227 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
|
|
1228 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1229 | flag = 1; |
2156 | flag = 1; |
1230 | tmp->magic--; |
2157 | tmp->magic--; |
1231 | if (op->type == PLAYER) |
2158 | |
1232 | esrv_send_item (op, tmp); |
2159 | if (object *pl = tmp->visible_to ()) |
|
|
2160 | { |
|
|
2161 | /* Make this more visible */ |
|
|
2162 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
|
|
2163 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
2164 | |
|
|
2165 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
|
|
2166 | } |
1233 | } |
2167 | } |
1234 | } |
2168 | } |
1235 | |
2169 | |
1236 | if (flag) |
2170 | if (flag) |
1237 | op->update_stats (); /* Something was corroded */ |
2171 | op->update_stats (); /* Something was corroded */ |
… | |
… | |
1271 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
2205 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1272 | * nothing happens. |
2206 | * nothing happens. |
1273 | * Try to credit the owner. We try to display player -> player drain |
2207 | * Try to credit the owner. We try to display player -> player drain |
1274 | * attacks, hence all the != PLAYER checks. |
2208 | * attacks, hence all the != PLAYER checks. |
1275 | */ |
2209 | */ |
1276 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
2210 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1277 | { |
2211 | { |
1278 | object *owner = hitter->owner; |
2212 | object *owner = hitter->owner; |
1279 | |
2213 | |
1280 | if (owner && owner != hitter) |
2214 | if (owner && owner != hitter) |
1281 | { |
2215 | { |
1282 | if (op->type != PLAYER || owner->type != PLAYER) |
2216 | if (op->type != PLAYER || owner->type != PLAYER) |
1283 | change_exp (owner, op->stats.exp / (rate * 2), |
2217 | change_exp (owner, op->stats.exp / (rate * 2), |
1284 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
2218 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1285 | } |
2219 | } |
1286 | else if (op->type != PLAYER || hitter->type != PLAYER) |
2220 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1287 | { |
|
|
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
2221 | change_exp (hitter, op->stats.exp / (rate * 2), |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
2222 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1290 | } |
2223 | |
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
2224 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1292 | } |
2225 | } |
1293 | |
2226 | |
1294 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
2227 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1295 | * drain attack, you won't know that you are actually sucking out EXP, |
2228 | * drain attack, you won't know that you are actually sucking out EXP, |
… | |
… | |
1307 | object *god = find_god (determine_god (owner)); |
2240 | object *god = find_god (determine_god (owner)); |
1308 | int div = 1; |
2241 | int div = 1; |
1309 | |
2242 | |
1310 | /* if undead are not an enemy of your god, you turn them |
2243 | /* if undead are not an enemy of your god, you turn them |
1311 | * at half strength */ |
2244 | * at half strength */ |
1312 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
2245 | if (!god || !god->slaying.contains (shstr_undead)) |
1313 | div = 2; |
2246 | div = 2; |
|
|
2247 | |
1314 | /* Give a bonus if you resist turn undead */ |
2248 | /* Give a bonus if you resist turn undead */ |
1315 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2249 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1316 | scare_creature (op, owner); |
2250 | scare_creature (op, owner); |
1317 | } |
2251 | } |
1318 | else |
2252 | else |
… | |
… | |
1324 | case ATNR_DEATH: |
2258 | case ATNR_DEATH: |
1325 | deathstrike_player (op, hitter, &dam); |
2259 | deathstrike_player (op, hitter, &dam); |
1326 | break; |
2260 | break; |
1327 | |
2261 | |
1328 | case ATNR_CHAOS: |
2262 | case ATNR_CHAOS: |
1329 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
2263 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1330 | dam = 0; |
2264 | dam = 0; |
1331 | break; |
2265 | break; |
1332 | |
2266 | |
1333 | case ATNR_COUNTERSPELL: |
2267 | case ATNR_COUNTERSPELL: |
1334 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
2268 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1335 | dam = 0; |
2269 | dam = 0; |
1336 | /* This should never happen. Counterspell is handled |
2270 | /* This should never happen. Counterspell is handled |
1337 | * seperately and filtered out. If this does happen, |
2271 | * seperately and filtered out. If this does happen, |
1338 | * Counterspell has no effect on anything but spells, so it |
2272 | * Counterspell has no effect on anything but spells, so it |
1339 | * does no damage. */ |
2273 | * does no damage. */ |
… | |
… | |
1388 | } |
2322 | } |
1389 | |
2323 | |
1390 | return dam; |
2324 | return dam; |
1391 | } |
2325 | } |
1392 | |
2326 | |
1393 | /* GROS: This code comes from hit_player. It has been made external to |
|
|
1394 | * allow script procedures to "kill" objects in a combat-like fashion. |
|
|
1395 | * It was initially used by (kill-object) developed for the Collector's |
|
|
1396 | * Sword. Note that nothing has been changed from the original version |
|
|
1397 | * of the following code. |
|
|
1398 | * op is what is being killed. |
|
|
1399 | * dam is the damage done to it. |
|
|
1400 | * hitter is what is hitting it. |
|
|
1401 | * type is the attacktype. |
|
|
1402 | * |
|
|
1403 | * This function was a bit of a mess with hitter getting changed, |
|
|
1404 | * values being stored away but not used, etc. I've cleaned it up |
|
|
1405 | * a bit - I think it should be functionally equivalant. |
|
|
1406 | * MSW 2002-07-17 |
|
|
1407 | */ |
|
|
1408 | int |
|
|
1409 | kill_object (object *op, int dam, object *hitter, int type) |
|
|
1410 | { |
|
|
1411 | char buf[MAX_BUF]; |
|
|
1412 | const char *skill; |
|
|
1413 | int maxdam = 0; |
|
|
1414 | int battleg = 0; /* true if op standing on battleground */ |
|
|
1415 | int pk = 0; /* true if op and what controls hitter are both players */ |
|
|
1416 | object *owner = NULL; |
|
|
1417 | object *skop = NULL; |
|
|
1418 | |
|
|
1419 | if (op->stats.hp >= 0) |
|
|
1420 | return -1; |
|
|
1421 | |
|
|
1422 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
|
|
1423 | return 0; |
|
|
1424 | |
|
|
1425 | /* maxdam needs to be the amount of damage it took to kill |
|
|
1426 | * this creature. The function(s) that call us have already |
|
|
1427 | * adjusted the creatures HP total, so that is negative. |
|
|
1428 | */ |
|
|
1429 | maxdam = dam + op->stats.hp + 1; |
|
|
1430 | |
|
|
1431 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
|
|
1432 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
|
|
1433 | |
|
|
1434 | if (op->type == DOOR) |
|
|
1435 | { |
|
|
1436 | op->set_speed (0.1); |
|
|
1437 | op->speed_left = -0.05; |
|
|
1438 | return maxdam; |
|
|
1439 | } |
|
|
1440 | |
|
|
1441 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
|
|
1442 | { |
|
|
1443 | remove_friendly_object (op); |
|
|
1444 | |
|
|
1445 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1446 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1447 | |
|
|
1448 | op->destroy (); |
|
|
1449 | return maxdam; |
|
|
1450 | } |
|
|
1451 | |
|
|
1452 | /* Now lets start dealing with experience we get for killing something */ |
|
|
1453 | |
|
|
1454 | owner = hitter->owner; |
|
|
1455 | if (!owner) |
|
|
1456 | owner = hitter; |
|
|
1457 | |
|
|
1458 | /* is the victim (op) standing on battleground? */ |
|
|
1459 | if (op_on_battleground (op, NULL, NULL)) |
|
|
1460 | battleg = 1; |
|
|
1461 | |
|
|
1462 | /* is this player killing? */ |
|
|
1463 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1464 | pk = 1; |
|
|
1465 | |
|
|
1466 | /* Player killed something */ |
|
|
1467 | if (owner->type == PLAYER) |
|
|
1468 | { |
|
|
1469 | Log_Kill (owner->name, |
|
|
1470 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1471 | |
|
|
1472 | /* Log players killing other players - makes it easier to detect |
|
|
1473 | * and filter out malicious player killers - that is why the |
|
|
1474 | * ip address is included. |
|
|
1475 | */ |
|
|
1476 | if (op->type == PLAYER && !battleg) |
|
|
1477 | { |
|
|
1478 | time_t t = time (NULL); |
|
|
1479 | struct tm *tmv; |
|
|
1480 | char buf[256]; |
|
|
1481 | |
|
|
1482 | tmv = localtime (&t); |
|
|
1483 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
|
|
1484 | |
|
|
1485 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
|
|
1486 | } |
|
|
1487 | |
|
|
1488 | /* try to filter some things out - basically, if you are |
|
|
1489 | * killing a level 1 creature and your level 20, you |
|
|
1490 | * probably don't want to see that. |
|
|
1491 | */ |
|
|
1492 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1493 | { |
|
|
1494 | if (owner != hitter) |
|
|
1495 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
|
|
1496 | else |
|
|
1497 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
|
|
1498 | |
|
|
1499 | /* Only play sounds for melee kills */ |
|
|
1500 | if (hitter->type == PLAYER) |
|
|
1501 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
|
|
1502 | } |
|
|
1503 | |
|
|
1504 | /* If a player kills another player, not on |
|
|
1505 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1506 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1507 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1508 | * player that the object belonged to - so if you killed another player |
|
|
1509 | * with spells, pets, whatever, there was no penalty. |
|
|
1510 | * Changed to make luck penalty configurable in settings. |
|
|
1511 | */ |
|
|
1512 | if (op->type == PLAYER && owner != op && !battleg) |
|
|
1513 | owner->change_luck (-settings.pk_luck_penalty); |
|
|
1514 | |
|
|
1515 | /* This code below deals with finding the appropriate skill |
|
|
1516 | * to credit exp to. This is a bit problematic - we should |
|
|
1517 | * probably never really have to look at current_weapon->skill |
|
|
1518 | */ |
|
|
1519 | skill = 0; |
|
|
1520 | |
|
|
1521 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1522 | skill = hitter->skill; |
|
|
1523 | else if (owner->chosen_skill) |
|
|
1524 | { |
|
|
1525 | skill = owner->chosen_skill->skill; |
|
|
1526 | skop = owner->chosen_skill; |
|
|
1527 | } |
|
|
1528 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
|
|
1529 | skill = owner->current_weapon->skill; |
|
|
1530 | else |
|
|
1531 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
|
|
1532 | |
|
|
1533 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1534 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1535 | */ |
|
|
1536 | if ((!skop || skop->type != SKILL) && skill) |
|
|
1537 | { |
|
|
1538 | int i; |
|
|
1539 | |
|
|
1540 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1541 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1542 | { |
|
|
1543 | skop = owner->contr->last_skill_ob[i]; |
|
|
1544 | break; |
|
|
1545 | } |
|
|
1546 | } |
|
|
1547 | } /* Was it a player that hit somethign */ |
|
|
1548 | else |
|
|
1549 | skill = 0; |
|
|
1550 | |
|
|
1551 | /* Pet (or spell) killed something. */ |
|
|
1552 | if (owner != hitter) |
|
|
1553 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1554 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1555 | else |
|
|
1556 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1557 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1558 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1559 | |
|
|
1560 | /* These may have been set in the player code section above */ |
|
|
1561 | if (!skop) |
|
|
1562 | skop = hitter->chosen_skill; |
|
|
1563 | |
|
|
1564 | if (!skill && skop) |
|
|
1565 | skill = skop->skill; |
|
|
1566 | |
|
|
1567 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1568 | |
|
|
1569 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1570 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1571 | { |
|
|
1572 | int exp; |
|
|
1573 | |
|
|
1574 | /* Really don't give much experience for killing other players */ |
|
|
1575 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
|
|
1576 | if (op->type == PLAYER) |
|
|
1577 | { |
|
|
1578 | if (battleg) |
|
|
1579 | { |
|
|
1580 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1581 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
|
|
1582 | } |
|
|
1583 | else |
|
|
1584 | exp = op->stats.exp / 1000; |
|
|
1585 | } |
|
|
1586 | else |
|
|
1587 | exp = calc_skill_exp (owner, op, skop); |
|
|
1588 | |
|
|
1589 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1590 | * exp by killing him |
|
|
1591 | */ |
|
|
1592 | if (battleg) |
|
|
1593 | exp = 0; |
|
|
1594 | |
|
|
1595 | /* Don't know why this is set this way - doesn't make |
|
|
1596 | * sense to just divide everything by two for no reason. |
|
|
1597 | */ |
|
|
1598 | |
|
|
1599 | if (!settings.simple_exp) |
|
|
1600 | exp = exp / 2; |
|
|
1601 | |
|
|
1602 | if (owner->type != PLAYER || owner->contr->party == NULL) |
|
|
1603 | change_exp (owner, exp, skill, 0); |
|
|
1604 | else |
|
|
1605 | { |
|
|
1606 | int shares = 0, count = 0; |
|
|
1607 | player *pl; |
|
|
1608 | partylist *party = owner->contr->party; |
|
|
1609 | |
|
|
1610 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
|
|
1611 | |
|
|
1612 | for_all_players (pl) |
|
|
1613 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1614 | { |
|
|
1615 | count++; |
|
|
1616 | shares += (pl->ob->level + 4); |
|
|
1617 | } |
|
|
1618 | |
|
|
1619 | if (count == 1 || shares > exp || !shares) |
|
|
1620 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1621 | else |
|
|
1622 | { |
|
|
1623 | int share = exp / shares, given = 0, nexp; |
|
|
1624 | |
|
|
1625 | for_all_players (pl) |
|
|
1626 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1627 | { |
|
|
1628 | nexp = (pl->ob->level + 4) * share; |
|
|
1629 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1630 | given += nexp; |
|
|
1631 | } |
|
|
1632 | |
|
|
1633 | exp -= given; |
|
|
1634 | /* give any remainder to the player */ |
|
|
1635 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
|
|
1636 | } |
|
|
1637 | } /* else part of a party */ |
|
|
1638 | } /* end if person didn't kill himself */ |
|
|
1639 | |
|
|
1640 | if (op->type != PLAYER) |
|
|
1641 | { |
|
|
1642 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
|
|
1643 | { |
|
|
1644 | object *owner1 = op->owner; |
|
|
1645 | |
|
|
1646 | if (owner1 && owner1->type == PLAYER) |
|
|
1647 | { |
|
|
1648 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
|
|
1649 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1650 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
|
|
1651 | } |
|
|
1652 | |
|
|
1653 | remove_friendly_object (op); |
|
|
1654 | } |
|
|
1655 | |
|
|
1656 | op->destroy (); |
|
|
1657 | } |
|
|
1658 | else |
|
|
1659 | { |
|
|
1660 | /* Player has been killed! */ |
|
|
1661 | if (owner->type == PLAYER) |
|
|
1662 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
|
|
1663 | else |
|
|
1664 | assign (op->contr->killer, hitter->name); |
|
|
1665 | } |
|
|
1666 | |
|
|
1667 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
|
|
1668 | * continues in the calling function. |
|
|
1669 | */ |
|
|
1670 | return maxdam; |
|
|
1671 | } |
|
|
1672 | |
|
|
1673 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
|
|
1674 | * Returns 0 this is not friendly fire |
|
|
1675 | */ |
|
|
1676 | |
|
|
1677 | int |
|
|
1678 | friendly_fire (object *op, object *hitter) |
|
|
1679 | { |
|
|
1680 | object *owner; |
|
|
1681 | int friendlyfire; |
|
|
1682 | |
|
|
1683 | if (hitter->head) |
|
|
1684 | hitter = hitter->head; |
|
|
1685 | |
|
|
1686 | friendlyfire = 0; |
|
|
1687 | |
|
|
1688 | if (op->type == PLAYER) |
|
|
1689 | { |
|
|
1690 | if (op_on_battleground (hitter, 0, 0)) |
|
|
1691 | return 0; |
|
|
1692 | |
|
|
1693 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
|
|
1694 | return 1; |
|
|
1695 | |
|
|
1696 | if ((owner = hitter->owner) != NULL) |
|
|
1697 | { |
|
|
1698 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
|
|
1699 | friendlyfire = 2; |
|
|
1700 | } |
|
|
1701 | |
|
|
1702 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1703 | friendlyfire = 0; |
|
|
1704 | } |
|
|
1705 | return friendlyfire; |
|
|
1706 | } |
|
|
1707 | |
|
|
1708 | |
|
|
1709 | /* This isn't used just for players, but in fact most objects. |
|
|
1710 | * op is the object to be hit, dam is the amount of damage, hitter |
|
|
1711 | * is what is hitting the object, type is the attacktype, and |
|
|
1712 | * full_hit is set if monster area does not matter. |
|
|
1713 | * dam is base damage - protections/vulnerabilities/slaying matches can |
|
|
1714 | * modify it. |
|
|
1715 | */ |
|
|
1716 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
|
|
1717 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
|
|
1718 | int |
|
|
1719 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
|
|
1720 | { |
|
|
1721 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
|
|
1722 | int maxattacktype, attacknum; |
|
|
1723 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1724 | int simple_attack; |
|
|
1725 | int rtn_kill = 0; |
|
|
1726 | int friendlyfire; |
|
|
1727 | |
|
|
1728 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1729 | return 0; |
|
|
1730 | |
|
|
1731 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1732 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1733 | return 0; |
|
|
1734 | |
|
|
1735 | #ifdef PROHIBIT_PLAYERKILL |
|
|
1736 | if (op->type == PLAYER) |
|
|
1737 | { |
|
|
1738 | object *owner = hitter->owner; |
|
|
1739 | |
|
|
1740 | if (!owner) |
|
|
1741 | owner = hitter; |
|
|
1742 | |
|
|
1743 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
|
|
1744 | return 0; |
|
|
1745 | } |
|
|
1746 | #endif |
|
|
1747 | |
|
|
1748 | if (body_attack) |
|
|
1749 | { |
|
|
1750 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1751 | * return - we still need to process other attacks the spell still |
|
|
1752 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1753 | * and keep on processing if we have other attacktypes. |
|
|
1754 | * return if only magic or nothing is left - under normal code |
|
|
1755 | * we don't attack with pure magic if there is another attacktype. |
|
|
1756 | * Only do processing if the initial attacktype includes one of those |
|
|
1757 | * attack so we don't cancel out things like magic bullet. |
|
|
1758 | */ |
|
|
1759 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1760 | { |
|
|
1761 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1762 | |
|
|
1763 | if (!type || type == AT_MAGIC) |
|
|
1764 | return 0; |
|
|
1765 | } |
|
|
1766 | } |
|
|
1767 | |
|
|
1768 | if (!simple_attack && op->type == DOOR) |
|
|
1769 | { |
|
|
1770 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1771 | if (tmp->type == RUNE || tmp->type == TRAP) |
|
|
1772 | { |
|
|
1773 | spring_trap (tmp, hitter); |
|
|
1774 | |
|
|
1775 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
1776 | return 0; |
|
|
1777 | |
|
|
1778 | break; |
|
|
1779 | } |
|
|
1780 | } |
|
|
1781 | |
|
|
1782 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
|
|
1783 | { |
|
|
1784 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1785 | * destroyed() check above doesn't return, and might get here. |
|
|
1786 | */ |
|
|
1787 | LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); |
|
|
1788 | return 0; |
|
|
1789 | } |
|
|
1790 | |
|
|
1791 | #ifdef ATTACK_DEBUG |
|
|
1792 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1793 | #endif |
|
|
1794 | |
|
|
1795 | if (magic) |
|
|
1796 | { |
|
|
1797 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1798 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1799 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
|
|
1800 | if (dam >= 100) |
|
|
1801 | dam /= 100; |
|
|
1802 | else |
|
|
1803 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
|
|
1804 | } |
|
|
1805 | |
|
|
1806 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
|
|
1807 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
|
|
1808 | */ |
|
|
1809 | if (type & AT_CHAOS) |
|
|
1810 | { |
|
|
1811 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
|
|
1812 | update_object (op, UP_OBJ_FACE); |
|
|
1813 | type &= ~AT_CHAOS; |
|
|
1814 | } |
|
|
1815 | |
|
|
1816 | /* Holyword is really an attacktype modifier (like magic is). If |
|
|
1817 | * holyword is part of an attacktype, then make sure the creature is |
|
|
1818 | * a proper match, otherwise no damage. |
|
|
1819 | */ |
|
|
1820 | if (type & AT_HOLYWORD) |
|
|
1821 | { |
|
|
1822 | object *god; |
|
|
1823 | |
|
|
1824 | if ((!hitter->slaying || |
|
|
1825 | (!(op->race && strstr (hitter->slaying, op->race)) && |
|
|
1826 | !(op->name && strstr (hitter->slaying, op->name)))) && |
|
|
1827 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
|
|
1828 | (hitter->title != NULL |
|
|
1829 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
|
|
1830 | return 0; |
|
|
1831 | } |
|
|
1832 | |
|
|
1833 | maxattacktype = type; /* initialise this to something */ |
|
|
1834 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
|
|
1835 | { |
|
|
1836 | /* Magic isn't really a true attack type - it gets combined with other |
|
|
1837 | * attack types. As such, skip it over. However, if magic is |
|
|
1838 | * the only attacktype in the group, then still attack with it |
|
|
1839 | */ |
|
|
1840 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1841 | continue; |
|
|
1842 | |
|
|
1843 | /* Go through and hit the player with each attacktype, one by one. |
|
|
1844 | * hit_player_attacktype only figures out the damage, doesn't inflict |
|
|
1845 | * it. It will do the appropriate action for attacktypes with |
|
|
1846 | * effects (slow, paralization, etc. |
|
|
1847 | */ |
|
|
1848 | if (type & attacktype) |
|
|
1849 | { |
|
|
1850 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1851 | /* the >= causes us to prefer messages from special attacks, if |
|
|
1852 | * the damage is equal. |
|
|
1853 | */ |
|
|
1854 | if (ndam >= maxdam) |
|
|
1855 | { |
|
|
1856 | maxdam = ndam; |
|
|
1857 | maxattacktype = 1 << attacknum; |
|
|
1858 | } |
|
|
1859 | } |
|
|
1860 | } |
|
|
1861 | |
|
|
1862 | /* if this is friendly fire then do a set % of damage only |
|
|
1863 | * Note - put a check in to make sure this attack is actually |
|
|
1864 | * doing damage - otherwise, the +1 in the code below will make |
|
|
1865 | * an attack do damage before when it otherwise didn't |
|
|
1866 | */ |
|
|
1867 | friendlyfire = friendly_fire (op, hitter); |
|
|
1868 | if (friendlyfire && maxdam) |
|
|
1869 | { |
|
|
1870 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
|
|
1871 | #ifndef COZY_SERVER |
|
|
1872 | maxdam++; |
|
|
1873 | #endif |
|
|
1874 | |
|
|
1875 | #ifdef ATTACK_DEBUG |
|
|
1876 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1877 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1878 | #endif |
|
|
1879 | } |
|
|
1880 | |
|
|
1881 | if (!full_hit) |
|
|
1882 | { |
|
|
1883 | archetype *at; |
|
|
1884 | int area; |
|
|
1885 | int remainder; |
|
|
1886 | |
|
|
1887 | area = 0; |
|
|
1888 | for (at = op->arch; at != NULL; at = at->more) |
|
|
1889 | area++; |
|
|
1890 | assert (area > 0); |
|
|
1891 | |
|
|
1892 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1893 | value-effect */ |
|
|
1894 | remainder = 100 * (maxdam % area) / area; |
|
|
1895 | maxdam /= area; |
|
|
1896 | if (rndm (100) < remainder) |
|
|
1897 | maxdam++; |
|
|
1898 | } |
|
|
1899 | |
|
|
1900 | #ifdef ATTACK_DEBUG |
|
|
1901 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
|
|
1902 | #endif |
|
|
1903 | |
|
|
1904 | if (hitter->owner) |
|
|
1905 | op->enemy = hitter->owner; |
|
|
1906 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1907 | op->enemy = hitter; |
|
|
1908 | |
|
|
1909 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1910 | { |
|
|
1911 | /* The unaggressives look after themselves 8) */ |
|
|
1912 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1913 | npc_call_help (op); |
|
|
1914 | } |
|
|
1915 | |
|
|
1916 | if (magic && did_make_save (op, op->level, 0)) |
|
|
1917 | maxdam = maxdam / 2; |
|
|
1918 | |
|
|
1919 | attack_message (maxdam, maxattacktype, op, hitter); |
|
|
1920 | |
|
|
1921 | op->stats.hp -= maxdam; |
|
|
1922 | |
|
|
1923 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
|
|
1924 | if ((op->stats.hp >= 0) && |
|
|
1925 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1926 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
1927 | { |
|
|
1928 | |
|
|
1929 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
|
|
1930 | SET_FLAG (op, FLAG_RUN_AWAY); |
|
|
1931 | else |
|
|
1932 | scare_creature (op, hitter); |
|
|
1933 | } |
|
|
1934 | |
|
|
1935 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1936 | { |
|
|
1937 | if (maxdam) |
|
|
1938 | tear_down_wall (op); |
|
|
1939 | |
|
|
1940 | return maxdam; /* nothing more to do for wall */ |
|
|
1941 | } |
|
|
1942 | |
|
|
1943 | /* See if the creature has been killed */ |
|
|
1944 | rtn_kill = kill_object (op, maxdam, hitter, type); |
|
|
1945 | if (rtn_kill != -1) |
|
|
1946 | return rtn_kill; |
|
|
1947 | |
|
|
1948 | |
|
|
1949 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
|
|
1950 | * that before if the player was immune to ghosthit, the monster |
|
|
1951 | * remained - that is no longer the case. |
|
|
1952 | */ |
|
|
1953 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
|
|
1954 | { |
|
|
1955 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1956 | remove_friendly_object (hitter); |
|
|
1957 | |
|
|
1958 | hitter->destroy (); |
|
|
1959 | } |
|
|
1960 | /* Lets handle creatures that are splitting now */ |
|
|
1961 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
|
|
1962 | { |
|
|
1963 | int i; |
|
|
1964 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
|
|
1965 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1966 | object *owner = op->owner; |
|
|
1967 | |
|
|
1968 | if (!op->other_arch) |
|
|
1969 | { |
|
|
1970 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
|
|
1971 | return maxdam; |
|
|
1972 | } |
|
|
1973 | |
|
|
1974 | op->remove (); |
|
|
1975 | |
|
|
1976 | for (i = 0; i < NROFNEWOBJS (op); i++) |
|
|
1977 | { /* This doesn't handle op->more yet */ |
|
|
1978 | object *tmp = arch_to_object (op->other_arch); |
|
|
1979 | int j; |
|
|
1980 | |
|
|
1981 | tmp->stats.hp = op->stats.hp; |
|
|
1982 | |
|
|
1983 | if (friendly) |
|
|
1984 | { |
|
|
1985 | add_friendly_object (tmp); |
|
|
1986 | tmp->attack_movement = PETMOVE; |
|
|
1987 | |
|
|
1988 | if (owner) |
|
|
1989 | tmp->set_owner (owner); |
|
|
1990 | } |
|
|
1991 | |
|
|
1992 | if (unaggressive) |
|
|
1993 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1994 | |
|
|
1995 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1996 | |
|
|
1997 | if (j == -1) /* No spot to put this monster */ |
|
|
1998 | tmp->destroy (); |
|
|
1999 | else |
|
|
2000 | { |
|
|
2001 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
|
|
2002 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
2003 | } |
|
|
2004 | } |
|
|
2005 | |
|
|
2006 | op->destroy (); |
|
|
2007 | } |
|
|
2008 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
|
|
2009 | hitter->destroy (); |
|
|
2010 | |
|
|
2011 | return maxdam; |
|
|
2012 | } |
|
|
2013 | |
|
|
2014 | |
|
|
2015 | void |
|
|
2016 | poison_player (object *op, object *hitter, int dam) |
|
|
2017 | { |
|
|
2018 | archetype *at = archetype::find ("poisoning"); |
|
|
2019 | object *tmp = present_arch_in_ob (at, op); |
|
|
2020 | |
|
|
2021 | if (tmp == NULL) |
|
|
2022 | { |
|
|
2023 | if ((tmp = arch_to_object (at)) == NULL) |
|
|
2024 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
|
|
2025 | else |
|
|
2026 | { |
|
|
2027 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2028 | /* peterm: give poisoning some teeth. It should |
|
|
2029 | * be able to kill things better than it does: |
|
|
2030 | * damage should be dependent something--I choose to |
|
|
2031 | * do this: if it's a monster, the damage from the |
|
|
2032 | * poisoning goes as the level of the monster/2. |
|
|
2033 | * If anything else, goes as damage. |
|
|
2034 | */ |
|
|
2035 | |
|
|
2036 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2037 | tmp->stats.dam += hitter->level / 2; |
|
|
2038 | else |
|
|
2039 | tmp->stats.dam = dam; |
|
|
2040 | |
|
|
2041 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
|
|
2042 | if (hitter->skill && hitter->skill != tmp->skill) |
|
|
2043 | { |
|
|
2044 | tmp->skill = hitter->skill; |
|
|
2045 | } |
|
|
2046 | |
|
|
2047 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
|
|
2048 | |
|
|
2049 | if (op->type == PLAYER) |
|
|
2050 | { |
|
|
2051 | /* player looses stats, maximum is -10 of each */ |
|
|
2052 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
|
|
2053 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
|
|
2054 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
|
|
2055 | tmp->stats.Int = MAX (-dam / 7, -10); |
|
|
2056 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2057 | op->update_stats (); |
|
|
2058 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2059 | } |
|
|
2060 | if (hitter->type == PLAYER) |
|
|
2061 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
|
|
2062 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
2063 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
|
|
2064 | } |
|
|
2065 | tmp->speed_left = 0; |
|
|
2066 | } |
|
|
2067 | else |
|
|
2068 | tmp->stats.food++; |
|
|
2069 | } |
|
|
2070 | |
|
|
2071 | void |
|
|
2072 | slow_player (object *op, object *hitter, int dam) |
|
|
2073 | { |
|
|
2074 | archetype *at = archetype::find ("slowness"); |
|
|
2075 | object *tmp; |
|
|
2076 | |
|
|
2077 | if (at == NULL) |
|
|
2078 | { |
|
|
2079 | LOG (llevError, "Can't find slowness archetype.\n"); |
|
|
2080 | } |
|
|
2081 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
2082 | { |
|
|
2083 | tmp = arch_to_object (at); |
|
|
2084 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2085 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
2086 | } |
|
|
2087 | else |
|
|
2088 | tmp->stats.food++; |
|
|
2089 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2090 | tmp->speed_left = 0; |
|
|
2091 | op->update_stats (); |
|
|
2092 | } |
|
|
2093 | |
|
|
2094 | void |
|
|
2095 | confuse_player (object *op, object *hitter, int dam) |
|
|
2096 | { |
|
|
2097 | object *tmp; |
|
|
2098 | int maxduration; |
|
|
2099 | |
|
|
2100 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
|
|
2101 | if (!tmp) |
|
|
2102 | { |
|
|
2103 | tmp = get_archetype (FORCE_NAME); |
|
|
2104 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2105 | } |
|
|
2106 | |
|
|
2107 | /* Duration added per hit and max. duration of confusion both depend |
|
|
2108 | * on the player's resistance |
|
|
2109 | */ |
|
|
2110 | tmp->speed = 0.05; |
|
|
2111 | tmp->subtype = FORCE_CONFUSION; |
|
|
2112 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2113 | tmp->name = "confusion"; |
|
|
2114 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2115 | if (tmp->duration > maxduration) |
|
|
2116 | tmp->duration = maxduration; |
|
|
2117 | |
|
|
2118 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
2119 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2120 | SET_FLAG (op, FLAG_CONFUSED); |
|
|
2121 | } |
|
|
2122 | |
|
|
2123 | void |
|
|
2124 | blind_player (object *op, object *hitter, int dam) |
|
|
2125 | { |
|
|
2126 | object *tmp, *owner; |
|
|
2127 | |
|
|
2128 | /* Save some work if we know it isn't going to affect the player */ |
|
|
2129 | if (op->resist[ATNR_BLIND] == 100) |
|
|
2130 | return; |
|
|
2131 | |
|
|
2132 | tmp = present_in_ob (BLINDNESS, op); |
|
|
2133 | if (!tmp) |
|
|
2134 | { |
|
|
2135 | tmp = get_archetype ("blindness"); |
|
|
2136 | SET_FLAG (tmp, FLAG_BLIND); |
|
|
2137 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2138 | /* use floats so we don't lose too much precision due to rounding errors. |
|
|
2139 | * speed is a float anyways. |
|
|
2140 | */ |
|
|
2141 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
2142 | |
|
|
2143 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2144 | change_abil (op, tmp); /* Mostly to display any messages */ |
|
|
2145 | op->update_stats (); /* This takes care of some other stuff */ |
|
|
2146 | |
|
|
2147 | if (hitter->owner) |
|
|
2148 | owner = hitter->owner; |
|
|
2149 | else |
|
|
2150 | owner = hitter; |
|
|
2151 | |
|
|
2152 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
|
|
2153 | } |
|
|
2154 | tmp->stats.food += dam; |
|
|
2155 | if (tmp->stats.food > 10) |
|
|
2156 | tmp->stats.food = 10; |
|
|
2157 | } |
|
|
2158 | |
|
|
2159 | void |
|
|
2160 | paralyze_player (object *op, object *hitter, int dam) |
|
|
2161 | { |
|
|
2162 | float effect, max; |
|
|
2163 | |
|
|
2164 | /* object *tmp; */ |
|
|
2165 | |
|
|
2166 | /* This is strange stuff... someone knows for what this is |
|
|
2167 | * written? Well, i think this can and should be removed |
|
|
2168 | */ |
|
|
2169 | |
|
|
2170 | /* |
|
|
2171 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
|
|
2172 | tmp=clone_arch(PARAIMAGE); |
|
|
2173 | tmp->x=op->x,tmp->y=op->y; |
|
|
2174 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
2175 | } |
|
|
2176 | */ |
|
|
2177 | |
|
|
2178 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
|
|
2179 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
|
|
2180 | |
|
|
2181 | if (effect == 0) |
|
|
2182 | return; |
|
|
2183 | |
|
|
2184 | op->speed_left -= FABS (op->speed) * effect; |
|
|
2185 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
|
|
2186 | |
|
|
2187 | /* max number of ticks to be affected for. */ |
|
|
2188 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
2189 | if (op->speed_left < -(FABS (op->speed) * max)) |
|
|
2190 | op->speed_left = (float) -(FABS (op->speed) * max); |
|
|
2191 | |
|
|
2192 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
|
|
2193 | } |
|
|
2194 | |
|
|
2195 | |
|
|
2196 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
|
|
2197 | * the computed damaged. |
|
|
2198 | */ |
|
|
2199 | void |
|
|
2200 | deathstrike_player (object *op, object *hitter, int *dam) |
|
|
2201 | { |
|
|
2202 | /* The intention of a death attack is to kill outright things |
|
|
2203 | ** that are a lot weaker than the attacker, have a chance of killing |
|
|
2204 | ** things somewhat weaker than the caster, and no chance of |
|
|
2205 | ** killing something equal or stronger than the attacker. |
|
|
2206 | ** Also, if a deathstrike attack has a slaying, any monster |
|
|
2207 | ** whose name or race matches a comma-delimited list in the slaying |
|
|
2208 | ** field of the deathstriking object */ |
|
|
2209 | |
|
|
2210 | int atk_lev, def_lev, kill_lev; |
|
|
2211 | |
|
|
2212 | if (hitter->slaying) |
|
|
2213 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
|
|
2214 | return; |
|
|
2215 | |
|
|
2216 | def_lev = op->level; |
|
|
2217 | if (def_lev < 1) |
|
|
2218 | { |
|
|
2219 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
|
|
2220 | def_lev = 1; |
|
|
2221 | } |
|
|
2222 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
|
|
2223 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
|
|
2224 | atk_lev, def_lev); */ |
|
|
2225 | |
|
|
2226 | if (atk_lev >= def_lev) |
|
|
2227 | { |
|
|
2228 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
|
|
2229 | |
|
|
2230 | /* Note that the below effectively means the ratio of the atk vs |
|
|
2231 | * defener level is important - if level 52 character has very little |
|
|
2232 | * chance of killing a level 50 monster. This should probably be |
|
|
2233 | * redone. |
|
|
2234 | */ |
|
|
2235 | if (kill_lev >= def_lev) |
|
|
2236 | { |
|
|
2237 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
|
|
2238 | /* I think this doesn't really do much. Because of |
|
|
2239 | * integer rounding, this only makes any difference if the |
|
|
2240 | * attack level is double the defender level. |
|
|
2241 | */ |
|
|
2242 | *dam *= kill_lev / def_lev; |
|
|
2243 | } |
|
|
2244 | } |
|
|
2245 | else |
|
|
2246 | { |
|
|
2247 | *dam = 0; /* no harm done */ |
|
|
2248 | } |
|
|
2249 | } |
|
|
2250 | |
|
|
2251 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
2252 | * items (like attacking living creatures--a potion thrown at a |
|
|
2253 | * monster). |
|
|
2254 | */ |
|
|
2255 | static void |
|
|
2256 | thrown_item_effect (object *hitter, object *victim) |
|
|
2257 | { |
|
|
2258 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2259 | { |
|
|
2260 | /* May not need a switch for just 2 types, but this makes it |
|
|
2261 | * easier for expansion. |
|
|
2262 | */ |
|
|
2263 | switch (hitter->type) |
|
|
2264 | { |
|
|
2265 | case POTION: |
|
|
2266 | /* should player get a save throw instead of checking magic protection? */ |
|
|
2267 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
2268 | (void) apply_potion (victim, hitter); |
|
|
2269 | break; |
|
|
2270 | |
|
|
2271 | case POISON: /* poison drinks */ |
|
|
2272 | /* As with potions, should monster get a save? */ |
|
|
2273 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
|
|
2274 | apply_poison (victim, hitter); |
|
|
2275 | break; |
|
|
2276 | |
|
|
2277 | /* Removed case statements that did nothing. |
|
|
2278 | * food may be poisonous, but monster must be willing to eat it, |
|
|
2279 | * so we don't handle it here. |
|
|
2280 | * Containers should perhaps break open, but that code was disabled. |
|
|
2281 | */ |
|
|
2282 | } |
|
|
2283 | } |
|
|
2284 | } |
|
|
2285 | |
|
|
2286 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
2287 | |
|
|
2288 | int |
|
|
2289 | adj_attackroll (object *hitter, object *target) |
|
|
2290 | { |
|
|
2291 | object *attacker = hitter; |
|
|
2292 | int adjust = 0; |
|
|
2293 | |
|
|
2294 | /* safety */ |
|
|
2295 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
2296 | { |
|
|
2297 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
2298 | return 0; |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | /* aimed missiles use the owning object's sight */ |
|
|
2302 | if (is_aimed_missile (hitter)) |
|
|
2303 | { |
|
|
2304 | if ((attacker = hitter->owner) == NULL) |
|
|
2305 | attacker = hitter; |
|
|
2306 | /* A player who saves but hasn't quit still could have objects |
|
|
2307 | * owned by him - need to handle that case to avoid crashes. |
|
|
2308 | */ |
|
|
2309 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
2310 | attacker = hitter; |
|
|
2311 | } |
|
|
2312 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2313 | return 0; |
|
|
2314 | |
|
|
2315 | /* determine the condtions under which we make an attack. |
|
|
2316 | * Add more cases, as the need occurs. */ |
|
|
2317 | |
|
|
2318 | if (!can_see_enemy (attacker, target)) |
|
|
2319 | { |
|
|
2320 | /* target is unseen */ |
|
|
2321 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
2322 | adjust -= 10; |
|
|
2323 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
2324 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
|
|
2325 | adjust -= target->map->darkness; |
|
|
2326 | } |
|
|
2327 | |
|
|
2328 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
2329 | adjust -= 3; |
|
|
2330 | |
|
|
2331 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
2332 | adjust += 1; |
|
|
2333 | |
|
|
2334 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
2335 | adjust += 1; |
|
|
2336 | |
|
|
2337 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
2338 | adjust -= 3; |
|
|
2339 | |
|
|
2340 | /* if we attack at a different 'altitude' its harder */ |
|
|
2341 | if ((attacker->move_type & target->move_type) == 0) |
|
|
2342 | adjust -= 2; |
|
|
2343 | |
|
|
2344 | #if 0 |
|
|
2345 | /* slower attacks are less likely to succeed. We should use a |
|
|
2346 | * comparison between attacker/target speeds BUT, players have |
|
|
2347 | * a generally faster speed, so this will wind up being a HUGE |
|
|
2348 | * disadantage for the monsters! Too bad, because missiles which |
|
|
2349 | * fly fast should have a better chance of hitting a slower target. |
|
|
2350 | */ |
|
|
2351 | if (hitter->speed < target->speed) |
|
|
2352 | adjust += ((float) hitter->speed - target->speed); |
|
|
2353 | #endif |
|
|
2354 | |
|
|
2355 | #if 0 |
|
|
2356 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
2357 | #endif |
|
|
2358 | |
|
|
2359 | return adjust; |
|
|
2360 | } |
|
|
2361 | |
|
|
2362 | |
|
|
2363 | /* determine if the object is an 'aimed' missile */ |
|
|
2364 | int |
|
|
2365 | is_aimed_missile (object *op) |
|
|
2366 | { |
|
|
2367 | |
|
|
2368 | /* I broke what used to be one big if into a few nested |
|
|
2369 | * ones so that figuring out the logic is at least possible. |
|
|
2370 | */ |
|
|
2371 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2372 | { |
|
|
2373 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
2374 | return 1; |
|
|
2375 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
2376 | return 1; |
|
|
2377 | } |
|
|
2378 | return 0; |
|
|
2379 | } |
|
|