1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * |
7 | * |
… | |
… | |
24 | #include <assert.h> |
24 | #include <assert.h> |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <living.h> |
26 | #include <living.h> |
27 | #include <material.h> |
27 | #include <material.h> |
28 | #include <skills.h> |
28 | #include <skills.h> |
29 | |
|
|
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
|
|
32 | #endif |
|
|
33 | |
|
|
34 | #include <sounds.h> |
29 | #include <sounds.h> |
|
|
30 | #include <sproto.h> |
35 | |
31 | |
36 | typedef struct att_msg_str |
32 | typedef struct att_msg_str |
37 | { |
33 | { |
38 | char *msg1; |
34 | char *msg1; |
39 | char *msg2; |
35 | char *msg2; |
… | |
… | |
84 | materialtype_t *mt; |
80 | materialtype_t *mt; |
85 | |
81 | |
86 | if (op->materialname == NULL) |
82 | if (op->materialname == NULL) |
87 | { |
83 | { |
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
84 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
89 | if (op->material & mt->material) |
85 | if (op->materials & mt->material) |
90 | break; |
86 | break; |
91 | } |
87 | } |
92 | else |
88 | else |
93 | mt = name_to_material (op->materialname); |
89 | mt = name_to_material (op->materialname); |
94 | |
90 | |
… | |
… | |
271 | * op is going in direction 'dir' |
267 | * op is going in direction 'dir' |
272 | * type is the attacktype of the object. |
268 | * type is the attacktype of the object. |
273 | * full_hit is set if monster area does not matter. |
269 | * full_hit is set if monster area does not matter. |
274 | * returns 1 if it hits something, 0 otherwise. |
270 | * returns 1 if it hits something, 0 otherwise. |
275 | */ |
271 | */ |
276 | |
|
|
277 | int |
272 | int |
278 | hit_map (object *op, int dir, int type, int full_hit) |
273 | hit_map (object *op, int dir, int type, int full_hit) |
279 | { |
274 | { |
280 | maptile *map; |
275 | maptile *map; |
281 | sint16 x, y; |
276 | sint16 x, y; |
… | |
… | |
314 | mapspace &ms = map->at (x, y); |
309 | mapspace &ms = map->at (x, y); |
315 | |
310 | |
316 | if (ms.flags () & P_SAFE) |
311 | if (ms.flags () & P_SAFE) |
317 | return 0; |
312 | return 0; |
318 | |
313 | |
319 | /* peterm: a few special cases for special attacktypes --counterspell |
314 | /* peterm: a few special cases for special attacktypes --counterspell |
320 | * must be out here because it strikes things which are not alive |
315 | * must be out here because it strikes things which are not alive |
321 | */ |
316 | */ |
322 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
317 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
323 | { |
318 | { |
324 | if (type & AT_COUNTERSPELL) |
319 | if (type & AT_COUNTERSPELL) |
… | |
… | |
375 | * that weak walls have is_alive set, which prevent objects from |
370 | * that weak walls have is_alive set, which prevent objects from |
376 | * passing over/through them. We don't care what type of movement |
371 | * 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 |
372 | * the wall blocks - if it blocks any type of movement, can't be |
378 | * destroyed right now. |
373 | * destroyed right now. |
379 | */ |
374 | */ |
380 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
375 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
381 | { |
376 | { |
382 | save_throw_object (tmp, type, op); |
377 | save_throw_object (tmp, type, op); |
383 | |
378 | |
384 | if (op->destroyed ()) |
379 | if (op->destroyed ()) |
385 | break; |
380 | break; |
… | |
… | |
654 | { |
649 | { |
655 | i = 4; |
650 | i = 4; |
656 | map = hitter->map; |
651 | map = hitter->map; |
657 | if (out_of_map (map, hitter->x, hitter->y)) |
652 | if (out_of_map (map, hitter->x, hitter->y)) |
658 | return; |
653 | return; |
|
|
654 | |
659 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
655 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
660 | if (next) |
656 | if (next) |
661 | while (next) |
657 | while (next) |
662 | { |
658 | { |
663 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
659 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
664 | i *= 3; |
660 | i *= 3; |
665 | tmp = next; |
661 | tmp = next; |
666 | next = tmp->above; |
662 | next = tmp->above; |
667 | } |
663 | } |
|
|
664 | |
668 | if (i < 0) |
665 | if (i < 0) |
669 | return; |
666 | return; |
|
|
667 | |
670 | if (rndm (0, i) != 0) |
668 | if (rndm (0, i) != 0) |
671 | return; |
669 | return; |
672 | } |
670 | } |
673 | else if (rndm (0, 5) != 0) |
671 | else if (rndm (0, 5) != 0) |
674 | return; |
672 | return; |
|
|
673 | |
675 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
674 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
676 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
675 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
677 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
676 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
678 | } |
677 | } |
679 | } |
678 | } |
… | |
… | |
774 | { |
773 | { |
775 | int hitdam = base_dam; |
774 | int hitdam = base_dam; |
776 | |
775 | |
777 | if (settings.casting_time == TRUE) |
776 | if (settings.casting_time == TRUE) |
778 | { |
777 | { |
779 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
778 | if (hitter->type == PLAYER && hitter->casting_time > -1) |
780 | { |
779 | { |
781 | hitter->casting_time = -1; |
780 | hitter->casting_time = -1; |
782 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
781 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
783 | } |
782 | } |
|
|
783 | |
784 | if ((op->casting_time > -1) && (hitdam > 0)) |
784 | if (op->casting_time > -1 && hitdam > 0) |
785 | { |
785 | { |
786 | op->casting_time = -1; |
786 | op->casting_time = -1; |
787 | if (op->type == PLAYER) |
787 | if (op->type == PLAYER) |
788 | { |
788 | { |
789 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
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); |
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 | } |
791 | } |
792 | } |
792 | } |
793 | } |
793 | } |
|
|
794 | |
794 | if (!simple_attack) |
795 | if (!simple_attack) |
795 | { |
796 | { |
796 | /* If you hit something, the victim should *always* wake up. |
797 | /* If you hit something, the victim should *always* wake up. |
797 | * Before, invisible hitters could avoid doing this. |
798 | * Before, invisible hitters could avoid doing this. |
798 | * -b.t. */ |
799 | * -b.t. */ |
… | |
… | |
806 | |
807 | |
807 | /* if you were hidden and hit by a creature, you are discovered */ |
808 | /* if you were hidden and hit by a creature, you are discovered */ |
808 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
809 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
809 | { |
810 | { |
810 | make_visible (op); |
811 | make_visible (op); |
|
|
812 | |
811 | if (op->type == PLAYER) |
813 | if (op->type == PLAYER) |
812 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
814 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
813 | } |
815 | } |
814 | |
816 | |
815 | /* thrown items (hitter) will have various effects |
817 | /* thrown items (hitter) will have various effects |
… | |
… | |
869 | } |
871 | } |
870 | |
872 | |
871 | int |
873 | int |
872 | attack_ob (object *op, object *hitter) |
874 | attack_ob (object *op, object *hitter) |
873 | { |
875 | { |
874 | |
|
|
875 | if (hitter->head) |
|
|
876 | hitter = hitter->head; |
876 | hitter = hitter->head_ (); |
|
|
877 | |
877 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
878 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
878 | } |
879 | } |
879 | |
880 | |
880 | /* op is the arrow, tmp is what is stopping the arrow. |
881 | /* op is the arrow, tmp is what is stopping the arrow. |
881 | * |
882 | * |
… | |
… | |
890 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
891 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
891 | * stick around. |
892 | * stick around. |
892 | */ |
893 | */ |
893 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
894 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
894 | { |
895 | { |
895 | if (tmp->head != NULL) |
|
|
896 | tmp = tmp->head; |
896 | tmp = tmp->head_ (); |
897 | |
897 | |
898 | op->remove (); |
898 | op->remove (); |
899 | op = insert_ob_in_ob (op, tmp); |
899 | op = insert_ob_in_ob (op, tmp); |
900 | |
900 | |
901 | if (tmp->type == PLAYER) |
901 | if (tmp->type == PLAYER) |
… | |
… | |
1008 | insert_ob_in_ob (hitter, container); |
1008 | insert_ob_in_ob (hitter, container); |
1009 | } |
1009 | } |
1010 | |
1010 | |
1011 | return op; |
1011 | return op; |
1012 | } |
1012 | } |
1013 | |
|
|
1014 | |
1013 | |
1015 | void |
1014 | void |
1016 | tear_down_wall (object *op) |
1015 | tear_down_wall (object *op) |
1017 | { |
1016 | { |
1018 | int perc = 0; |
1017 | int perc = 0; |
… | |
… | |
1067 | SET_FLAG (target, FLAG_SCARED); |
1066 | SET_FLAG (target, FLAG_SCARED); |
1068 | if (!target->enemy) |
1067 | if (!target->enemy) |
1069 | target->enemy = owner; |
1068 | target->enemy = owner; |
1070 | } |
1069 | } |
1071 | |
1070 | |
1072 | |
|
|
1073 | /* This returns the amount of damage hitter does to op with the |
1071 | /* This returns the amount of damage hitter does to op with the |
1074 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1072 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1075 | * This doesn't damage the player, but returns how much it should |
1073 | * This doesn't damage the player, but returns how much it should |
1076 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1074 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1077 | * Note - changed for PR code - we now pass the attack number and not |
1075 | * Note - changed for PR code - we now pass the attack number and not |
… | |
… | |
1088 | return 0; |
1086 | return 0; |
1089 | } |
1087 | } |
1090 | |
1088 | |
1091 | if (dam < 0) |
1089 | if (dam < 0) |
1092 | { |
1090 | { |
1093 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); |
1091 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1092 | dam, hitter->debug_desc (), op->debug_desc ()); |
1094 | return 0; |
1093 | return 0; |
1095 | } |
1094 | } |
1096 | |
1095 | |
1097 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1096 | /* 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. */ |
1097 | * people can't mess with that or it otherwise get confused. */ |
1099 | if (attacknum == ATNR_INTERNAL) |
1098 | if (attacknum == ATNR_INTERNAL) |
1100 | return dam; |
1099 | return dam; |
1101 | |
1100 | |
1102 | if (hitter->slaying) |
1101 | if (hitter->slaying) |
1103 | { |
1102 | { |
1104 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1103 | if ((op->race && strstr (hitter->slaying, op->race)) |
1105 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1104 | || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) |
1106 | { |
1105 | { |
1107 | doesnt_slay = 0; |
1106 | doesnt_slay = 0; |
1108 | dam *= 3; |
1107 | dam *= 3; |
1109 | } |
1108 | } |
1110 | } |
1109 | } |
… | |
… | |
1124 | /* Special hack. By default, if immune to something, you |
1123 | /* Special hack. By default, if immune to something, you |
1125 | * shouldn't need to worry. However, acid is an exception, since |
1124 | * shouldn't need to worry. However, acid is an exception, since |
1126 | * it can still damage your items. Only include attacktypes if |
1125 | * it can still damage your items. Only include attacktypes if |
1127 | * special processing is needed */ |
1126 | * special processing is needed */ |
1128 | |
1127 | |
1129 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1128 | if (op->resist[attacknum] >= 100 |
|
|
1129 | && doesnt_slay |
|
|
1130 | && attacknum != ATNR_ACID) |
1130 | return 0; |
1131 | return 0; |
1131 | |
1132 | |
1132 | /* Keep this in order - makes things easier to find */ |
1133 | /* Keep this in order - makes things easier to find */ |
1133 | |
1134 | |
1134 | switch (attacknum) |
1135 | switch (attacknum) |
… | |
… | |
1184 | else if (attacknum == ATNR_DEPLETE) |
1185 | else if (attacknum == ATNR_DEPLETE) |
1185 | op->drain_stat (); |
1186 | op->drain_stat (); |
1186 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1187 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1187 | blind_player (op, hitter, dam); |
1188 | blind_player (op, hitter, dam); |
1188 | } |
1189 | } |
|
|
1190 | |
1189 | dam = 0; /* These are all effects and don't do real damage */ |
1191 | dam = 0; /* These are all effects and don't do real damage */ |
1190 | } |
1192 | } |
1191 | break; |
1193 | break; |
1192 | |
1194 | |
1193 | case ATNR_ACID: |
1195 | case ATNR_ACID: |
… | |
… | |
1203 | if (tmp->invisible) |
1205 | if (tmp->invisible) |
1204 | continue; |
1206 | continue; |
1205 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1207 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1206 | /* >= 10% acid res. on items will protect these */ |
1208 | /* >= 10% acid res. on items will protect these */ |
1207 | continue; |
1209 | continue; |
1208 | if (!(tmp->material & M_IRON)) |
1210 | if (!(tmp->materials & M_IRON)) |
1209 | continue; |
1211 | continue; |
1210 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1212 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1211 | continue; |
1213 | continue; |
1212 | if (tmp->type == RING |
1214 | if (tmp->type == RING |
1213 | /* removed boots and gloves from exclusion list in PR */ |
1215 | /* removed boots and gloves from exclusion list in PR */ |
… | |
… | |
1282 | if (op->type != PLAYER || owner->type != PLAYER) |
1284 | if (op->type != PLAYER || owner->type != PLAYER) |
1283 | change_exp (owner, op->stats.exp / (rate * 2), |
1285 | change_exp (owner, op->stats.exp / (rate * 2), |
1284 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1286 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1285 | } |
1287 | } |
1286 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1288 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1287 | { |
|
|
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
1289 | change_exp (hitter, op->stats.exp / (rate * 2), |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1290 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1290 | } |
1291 | |
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1292 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1292 | } |
1293 | } |
1293 | |
1294 | |
1294 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1295 | 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, |
1296 | * drain attack, you won't know that you are actually sucking out EXP, |
… | |
… | |
1309 | |
1310 | |
1310 | /* if undead are not an enemy of your god, you turn them |
1311 | /* if undead are not an enemy of your god, you turn them |
1311 | * at half strength */ |
1312 | * at half strength */ |
1312 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1313 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1313 | div = 2; |
1314 | div = 2; |
|
|
1315 | |
1314 | /* Give a bonus if you resist turn undead */ |
1316 | /* 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))) |
1317 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1316 | scare_creature (op, owner); |
1318 | scare_creature (op, owner); |
1317 | } |
1319 | } |
1318 | else |
1320 | else |
… | |
… | |
1324 | case ATNR_DEATH: |
1326 | case ATNR_DEATH: |
1325 | deathstrike_player (op, hitter, &dam); |
1327 | deathstrike_player (op, hitter, &dam); |
1326 | break; |
1328 | break; |
1327 | |
1329 | |
1328 | case ATNR_CHAOS: |
1330 | case ATNR_CHAOS: |
1329 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1331 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1330 | dam = 0; |
1332 | dam = 0; |
1331 | break; |
1333 | break; |
1332 | |
1334 | |
1333 | case ATNR_COUNTERSPELL: |
1335 | case ATNR_COUNTERSPELL: |
1334 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1336 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1335 | dam = 0; |
1337 | dam = 0; |
1336 | /* This should never happen. Counterspell is handled |
1338 | /* This should never happen. Counterspell is handled |
1337 | * seperately and filtered out. If this does happen, |
1339 | * seperately and filtered out. If this does happen, |
1338 | * Counterspell has no effect on anything but spells, so it |
1340 | * Counterspell has no effect on anything but spells, so it |
1339 | * does no damage. */ |
1341 | * does no damage. */ |
… | |
… | |
1411 | char buf[MAX_BUF]; |
1413 | char buf[MAX_BUF]; |
1412 | const char *skill; |
1414 | const char *skill; |
1413 | int maxdam = 0; |
1415 | int maxdam = 0; |
1414 | int battleg = 0; /* true if op standing on battleground */ |
1416 | int battleg = 0; /* true if op standing on battleground */ |
1415 | int pk = 0; /* true if op and what controls hitter are both players */ |
1417 | int pk = 0; /* true if op and what controls hitter are both players */ |
1416 | object *owner = NULL; |
1418 | object *owner = 0; |
1417 | object *skop = NULL; |
1419 | object *skop = 0; |
1418 | |
1420 | |
1419 | if (op->stats.hp >= 0) |
1421 | if (op->stats.hp >= 0) |
1420 | return -1; |
1422 | return -1; |
1421 | |
1423 | |
1422 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1424 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1438 | return maxdam; |
1440 | return maxdam; |
1439 | } |
1441 | } |
1440 | |
1442 | |
1441 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1443 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1442 | { |
1444 | { |
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 (); |
1445 | op->destroy (); |
1449 | return maxdam; |
1446 | return maxdam; |
1450 | } |
1447 | } |
1451 | |
1448 | |
1452 | /* Now lets start dealing with experience we get for killing something */ |
1449 | /* Now lets start dealing with experience we get for killing something */ |
… | |
… | |
1511 | */ |
1508 | */ |
1512 | if (op->type == PLAYER && owner != op && !battleg) |
1509 | if (op->type == PLAYER && owner != op && !battleg) |
1513 | owner->change_luck (-settings.pk_luck_penalty); |
1510 | owner->change_luck (-settings.pk_luck_penalty); |
1514 | |
1511 | |
1515 | /* This code below deals with finding the appropriate skill |
1512 | /* This code below deals with finding the appropriate skill |
1516 | * to credit exp to. This is a bit problematic - we should |
1513 | * to credit exp to. This is a bit problematic - we should |
1517 | * probably never really have to look at current_weapon->skill |
1514 | * probably never really have to look at current_weapon->skill |
1518 | */ |
1515 | */ |
1519 | skill = 0; |
1516 | skill = 0; |
1520 | |
1517 | |
1521 | if (hitter->skill && hitter->type != PLAYER) |
1518 | if (hitter->skill && hitter->type != PLAYER) |
1522 | skill = hitter->skill; |
1519 | skill = hitter->skill; |
1523 | else if (owner->chosen_skill) |
1520 | else if (owner->chosen_skill) |
1524 | { |
1521 | { |
1525 | skill = owner->chosen_skill->skill; |
|
|
1526 | skop = owner->chosen_skill; |
1522 | skop = owner->chosen_skill; |
|
|
1523 | skill = skop->skill; |
1527 | } |
1524 | } |
1528 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1525 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1529 | skill = owner->current_weapon->skill; |
1526 | skill = owner->current_weapon->skill; |
1530 | else |
1527 | else |
1531 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1528 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1532 | |
1529 | |
1533 | /* We have the skill we want to credit to - now find the object this goes |
1530 | /* 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! |
1531 | * to. Make sure skop is an actual skill, and not a skill tool! |
1535 | */ |
1532 | */ |
1536 | if ((!skop || skop->type != SKILL) && skill) |
1533 | if ((!skop || skop->type != SKILL) && skill) |
1537 | { |
1534 | { |
1538 | int i; |
1535 | int i; |
1539 | |
1536 | |
… | |
… | |
1602 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1599 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1603 | change_exp (owner, exp, skill, 0); |
1600 | change_exp (owner, exp, skill, 0); |
1604 | else |
1601 | else |
1605 | { |
1602 | { |
1606 | int shares = 0, count = 0; |
1603 | int shares = 0, count = 0; |
1607 | player *pl; |
|
|
1608 | partylist *party = owner->contr->party; |
1604 | partylist *party = owner->contr->party; |
1609 | |
1605 | |
1610 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1606 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1611 | |
1607 | |
1612 | for_all_players (pl) |
1608 | for_all_players (pl) |
… | |
… | |
1671 | } |
1667 | } |
1672 | |
1668 | |
1673 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1669 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1674 | * Returns 0 this is not friendly fire |
1670 | * Returns 0 this is not friendly fire |
1675 | */ |
1671 | */ |
1676 | |
|
|
1677 | int |
1672 | int |
1678 | friendly_fire (object *op, object *hitter) |
1673 | friendly_fire (object *op, object *hitter) |
1679 | { |
1674 | { |
1680 | object *owner; |
1675 | object *owner; |
1681 | int friendlyfire; |
1676 | int friendlyfire; |
… | |
… | |
1700 | } |
1695 | } |
1701 | |
1696 | |
1702 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1697 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1703 | friendlyfire = 0; |
1698 | friendlyfire = 0; |
1704 | } |
1699 | } |
|
|
1700 | |
1705 | return friendlyfire; |
1701 | return friendlyfire; |
1706 | } |
1702 | } |
1707 | |
1703 | |
1708 | |
1704 | |
1709 | /* This isn't used just for players, but in fact most objects. |
1705 | /* This isn't used just for players, but in fact most objects. |
… | |
… | |
1738 | object *owner = hitter->owner; |
1734 | object *owner = hitter->owner; |
1739 | |
1735 | |
1740 | if (!owner) |
1736 | if (!owner) |
1741 | owner = hitter; |
1737 | owner = hitter; |
1742 | |
1738 | |
1743 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1739 | if (owner->type == PLAYER |
|
|
1740 | && (!op_on_battleground (op, 0, 0) |
|
|
1741 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1742 | && op != owner) |
1744 | return 0; |
1743 | return 0; |
1745 | } |
1744 | } |
1746 | #endif |
1745 | #endif |
1747 | |
1746 | |
1748 | if (body_attack) |
1747 | if (body_attack) |
… | |
… | |
1782 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1781 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1783 | { |
1782 | { |
1784 | /* FIXME: If a player is killed by a rune in a door, the |
1783 | /* FIXME: If a player is killed by a rune in a door, the |
1785 | * destroyed() check above doesn't return, and might get here. |
1784 | * destroyed() check above doesn't return, and might get here. |
1786 | */ |
1785 | */ |
|
|
1786 | |
|
|
1787 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1788 | gets it's speed_left raised on each mover-tick. |
|
|
1789 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1790 | and waiting for that to run out. |
|
|
1791 | */ |
1787 | LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); |
1792 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1788 | return 0; |
1793 | return 0; |
1789 | } |
1794 | } |
1790 | |
1795 | |
1791 | #ifdef ATTACK_DEBUG |
1796 | #ifdef ATTACK_DEBUG |
1792 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1797 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1899 | |
1904 | |
1900 | #ifdef ATTACK_DEBUG |
1905 | #ifdef ATTACK_DEBUG |
1901 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1906 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1902 | #endif |
1907 | #endif |
1903 | |
1908 | |
|
|
1909 | // for now, only do this for active objects, otherwise they |
|
|
1910 | // keep a refcount for a long time and I see no usefulness |
|
|
1911 | // for an non-active objetc to know its enemy. |
|
|
1912 | if (op->active) |
1904 | if (hitter->owner) |
1913 | if (hitter->owner) |
1905 | op->enemy = hitter->owner; |
1914 | op->enemy = hitter->owner; |
1906 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1915 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1907 | op->enemy = hitter; |
1916 | op->enemy = hitter; |
1908 | |
1917 | |
1909 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1918 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1910 | { |
1919 | { |
1911 | /* The unaggressives look after themselves 8) */ |
1920 | /* The unaggressives look after themselves 8) */ |
1912 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1921 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1949 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1958 | /* 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 |
1959 | * that before if the player was immune to ghosthit, the monster |
1951 | * remained - that is no longer the case. |
1960 | * remained - that is no longer the case. |
1952 | */ |
1961 | */ |
1953 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1962 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1954 | { |
|
|
1955 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1956 | remove_friendly_object (hitter); |
|
|
1957 | |
|
|
1958 | hitter->destroy (); |
1963 | hitter->destroy (); |
1959 | } |
1964 | |
1960 | /* Lets handle creatures that are splitting now */ |
1965 | /* Lets handle creatures that are splitting now */ |
1961 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1966 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1962 | { |
1967 | { |
1963 | int i; |
1968 | int i; |
1964 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1969 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
2008 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2013 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2009 | hitter->destroy (); |
2014 | hitter->destroy (); |
2010 | |
2015 | |
2011 | return maxdam; |
2016 | return maxdam; |
2012 | } |
2017 | } |
2013 | |
|
|
2014 | |
2018 | |
2015 | void |
2019 | void |
2016 | poison_player (object *op, object *hitter, int dam) |
2020 | poison_player (object *op, object *hitter, int dam) |
2017 | { |
2021 | { |
2018 | archetype *at = archetype::find ("poisoning"); |
2022 | archetype *at = archetype::find ("poisoning"); |
… | |
… | |
2073 | { |
2077 | { |
2074 | archetype *at = archetype::find ("slowness"); |
2078 | archetype *at = archetype::find ("slowness"); |
2075 | object *tmp; |
2079 | object *tmp; |
2076 | |
2080 | |
2077 | if (at == NULL) |
2081 | if (at == NULL) |
2078 | { |
|
|
2079 | LOG (llevError, "Can't find slowness archetype.\n"); |
2082 | LOG (llevError, "Can't find slowness archetype.\n"); |
2080 | } |
2083 | |
2081 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2084 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2082 | { |
2085 | { |
2083 | tmp = arch_to_object (at); |
2086 | tmp = arch_to_object (at); |
2084 | tmp = insert_ob_in_ob (tmp, op); |
2087 | tmp = insert_ob_in_ob (tmp, op); |
2085 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2088 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2086 | } |
2089 | } |
2087 | else |
2090 | else |
2088 | tmp->stats.food++; |
2091 | tmp->stats.food++; |
|
|
2092 | |
2089 | SET_FLAG (tmp, FLAG_APPLIED); |
2093 | SET_FLAG (tmp, FLAG_APPLIED); |
2090 | tmp->speed_left = 0; |
2094 | tmp->speed_left = 0; |
2091 | op->update_stats (); |
2095 | op->update_stats (); |
2092 | } |
2096 | } |
2093 | |
2097 | |
… | |
… | |
2110 | tmp->speed = 0.05; |
2114 | tmp->speed = 0.05; |
2111 | tmp->subtype = FORCE_CONFUSION; |
2115 | tmp->subtype = FORCE_CONFUSION; |
2112 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2116 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2113 | tmp->name = "confusion"; |
2117 | tmp->name = "confusion"; |
2114 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2118 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2119 | |
2115 | if (tmp->duration > maxduration) |
2120 | if (tmp->duration > maxduration) |
2116 | tmp->duration = maxduration; |
2121 | tmp->duration = maxduration; |
2117 | |
2122 | |
2118 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2123 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2119 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2124 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2125 | |
2120 | SET_FLAG (op, FLAG_CONFUSED); |
2126 | SET_FLAG (op, FLAG_CONFUSED); |
2121 | } |
2127 | } |
2122 | |
2128 | |
2123 | void |
2129 | void |
2124 | blind_player (object *op, object *hitter, int dam) |
2130 | blind_player (object *op, object *hitter, int dam) |
… | |
… | |
2190 | op->speed_left = (float) -(FABS (op->speed) * max); |
2196 | op->speed_left = (float) -(FABS (op->speed) * max); |
2191 | |
2197 | |
2192 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2198 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2193 | } |
2199 | } |
2194 | |
2200 | |
2195 | |
|
|
2196 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2201 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2197 | * the computed damaged. |
2202 | * the computed damaged. |
2198 | */ |
2203 | */ |
2199 | void |
2204 | void |
2200 | deathstrike_player (object *op, object *hitter, int *dam) |
2205 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2217 | if (def_lev < 1) |
2222 | if (def_lev < 1) |
2218 | { |
2223 | { |
2219 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2224 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2220 | def_lev = 1; |
2225 | def_lev = 1; |
2221 | } |
2226 | } |
|
|
2227 | |
2222 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2228 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2223 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2229 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2224 | atk_lev, def_lev); */ |
2230 | atk_lev, def_lev); */ |
2225 | |
2231 | |
2226 | if (atk_lev >= def_lev) |
2232 | if (atk_lev >= def_lev) |
… | |
… | |
2241 | */ |
2247 | */ |
2242 | *dam *= kill_lev / def_lev; |
2248 | *dam *= kill_lev / def_lev; |
2243 | } |
2249 | } |
2244 | } |
2250 | } |
2245 | else |
2251 | else |
2246 | { |
|
|
2247 | *dam = 0; /* no harm done */ |
2252 | *dam = 0; /* no harm done */ |
2248 | } |
|
|
2249 | } |
2253 | } |
2250 | |
2254 | |
2251 | /* thrown_item_effect() - handles any special effects of thrown |
2255 | /* thrown_item_effect() - handles any special effects of thrown |
2252 | * items (like attacking living creatures--a potion thrown at a |
2256 | * items (like attacking living creatures--a potion thrown at a |
2253 | * monster). |
2257 | * monster). |
… | |
… | |
2282 | } |
2286 | } |
2283 | } |
2287 | } |
2284 | } |
2288 | } |
2285 | |
2289 | |
2286 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2290 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2287 | |
|
|
2288 | int |
2291 | int |
2289 | adj_attackroll (object *hitter, object *target) |
2292 | adj_attackroll (object *hitter, object *target) |
2290 | { |
2293 | { |
2291 | object *attacker = hitter; |
2294 | object *attacker = hitter; |
2292 | int adjust = 0; |
2295 | int adjust = 0; |
… | |
… | |
2357 | #endif |
2360 | #endif |
2358 | |
2361 | |
2359 | return adjust; |
2362 | return adjust; |
2360 | } |
2363 | } |
2361 | |
2364 | |
2362 | |
|
|
2363 | /* determine if the object is an 'aimed' missile */ |
2365 | /* determine if the object is an 'aimed' missile */ |
2364 | int |
2366 | int |
2365 | is_aimed_missile (object *op) |
2367 | is_aimed_missile (object *op) |
2366 | { |
2368 | { |
2367 | |
2369 | |
2368 | /* I broke what used to be one big if into a few nested |
2370 | /* 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. |
2371 | * ones so that figuring out the logic is at least possible. |
2370 | */ |
2372 | */ |
2371 | if (op && (op->move_type & MOVE_FLYING)) |
2373 | if (op && (op->move_type & MOVE_FLYING)) |
2372 | { |
|
|
2373 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2374 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2374 | return 1; |
2375 | return 1; |
2375 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2376 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2376 | return 1; |
2377 | return 1; |
2377 | } |
2378 | |
2378 | return 0; |
2379 | return 0; |
2379 | } |
2380 | } |