1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_attack_c = |
2 | * CrossFire, A Multiplayer game for X-windows |
4 | * "$Id: attack.C,v 1.9 2006/09/10 15:59:57 root Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
5 | */ |
23 | */ |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
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28 | */ |
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29 | #include <assert.h> |
24 | #include <assert.h> |
30 | #include <global.h> |
25 | #include <global.h> |
31 | #include <living.h> |
26 | #include <living.h> |
32 | #include <material.h> |
27 | #include <material.h> |
33 | #include <skills.h> |
28 | #include <skills.h> |
… | |
… | |
50 | * its magical benefits. |
45 | * its magical benefits. |
51 | */ |
46 | */ |
52 | void |
47 | void |
53 | cancellation (object *op) |
48 | cancellation (object *op) |
54 | { |
49 | { |
55 | object *tmp; |
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56 | |
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57 | if (op->invisible) |
50 | if (op->invisible) |
58 | return; |
51 | return; |
59 | |
52 | |
60 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
53 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
61 | { |
54 | { |
62 | /* Recur through the inventory */ |
55 | /* Recurse through the inventory */ |
63 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
56 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
64 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
57 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
65 | cancellation (tmp); |
58 | cancellation (tmp); |
66 | } |
59 | } |
67 | else if (FABS (op->magic) <= (rndm (0, 5))) |
60 | else if (FABS (op->magic) <= rndm (0, 5)) |
68 | { |
61 | { |
69 | /* Nullify this object. This code could probably be more complete */ |
62 | /* Nullify this object. This code could probably be more complete */ |
70 | /* in what abilities it should cancel */ |
63 | /* in what abilities it should cancel */ |
71 | op->magic = 0; |
64 | op->magic = 0; |
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65 | |
72 | CLEAR_FLAG (op, FLAG_DAMNED); |
66 | CLEAR_FLAG (op, FLAG_DAMNED); |
73 | CLEAR_FLAG (op, FLAG_CURSED); |
67 | CLEAR_FLAG (op, FLAG_CURSED); |
74 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
68 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
75 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
69 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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70 | |
76 | if (op->env && op->env->type == PLAYER) |
71 | if (op->env && op->env->type == PLAYER) |
77 | { |
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78 | esrv_send_item (op->env, op); |
72 | esrv_send_item (op->env, op); |
79 | } |
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80 | } |
73 | } |
81 | } |
74 | } |
82 | |
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83 | |
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84 | |
75 | |
85 | /* did_make_save_item just checks to make sure the item actually |
76 | /* did_make_save_item just checks to make sure the item actually |
86 | * made its saving throw based on the tables. It does not take |
77 | * made its saving throw based on the tables. It does not take |
87 | * any further action (like destroying the item). |
78 | * any further action (like destroying the item). |
88 | */ |
79 | */ |
89 | |
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90 | int |
80 | int |
91 | did_make_save_item (object *op, int type, object *originator) |
81 | did_make_save_item (object *op, int type, object *originator) |
92 | { |
82 | { |
93 | int i, roll, saves = 0, attacks = 0, number; |
83 | int i, roll, saves = 0, attacks = 0, number; |
94 | materialtype_t *mt; |
84 | materialtype_t *mt; |
95 | |
85 | |
96 | if (op->materialname == NULL) |
86 | if (op->materialname == NULL) |
97 | { |
87 | { |
98 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
99 | { |
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100 | if (op->material & mt->material) |
89 | if (op->material & mt->material) |
101 | break; |
90 | break; |
102 | } |
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103 | } |
91 | } |
104 | else |
92 | else |
105 | mt = name_to_material (op->materialname); |
93 | mt = name_to_material (op->materialname); |
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94 | |
106 | if (mt == NULL) |
95 | if (mt == NULL) |
107 | return TRUE; |
96 | return TRUE; |
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97 | |
108 | roll = rndm (1, 20); |
98 | roll = rndm (1, 20); |
109 | |
99 | |
110 | /* the attacktypes have no meaning for object saves |
100 | /* the attacktypes have no meaning for object saves |
111 | * If the type is only magic, don't adjust type - basically, if |
101 | * If the type is only magic, don't adjust type - basically, if |
112 | * pure magic is hitting an object, it should save. However, if it |
102 | * pure magic is hitting an object, it should save. However, if it |
… | |
… | |
141 | saves++; |
131 | saves++; |
142 | } |
132 | } |
143 | |
133 | |
144 | if (saves == attacks || attacks == 0) |
134 | if (saves == attacks || attacks == 0) |
145 | return TRUE; |
135 | return TRUE; |
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136 | |
146 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
137 | if (saves == 0 || (rndm (1, attacks) > saves)) |
147 | return FALSE; |
138 | return FALSE; |
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139 | |
148 | return TRUE; |
140 | return TRUE; |
149 | } |
141 | } |
150 | |
142 | |
151 | /* This function calls did_make_save_item. It then performs the |
143 | /* This function calls did_make_save_item. It then performs the |
152 | * appropriate actions to the item (such as burning the item up, |
144 | * appropriate actions to the item (such as burning the item up, |
153 | * calling cancellation, etc.) |
145 | * calling cancellation, etc.) |
154 | */ |
146 | */ |
155 | |
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156 | void |
147 | void |
157 | save_throw_object (object *op, int type, object *originator) |
148 | save_throw_object (object *op, int type, object *originator) |
158 | { |
149 | { |
159 | if (!did_make_save_item (op, type, originator)) |
150 | if (!did_make_save_item (op, type, originator)) |
160 | { |
151 | { |
161 | object *env = op->env; |
152 | object *env = op->env; |
162 | int x = op->x, y = op->y; |
153 | int x = op->x, y = op->y; |
163 | mapstruct *m = op->map; |
154 | maptile *m = op->map; |
164 | |
155 | |
165 | op = stop_item (op); |
156 | op = stop_item (op); |
166 | if (op == NULL) |
157 | if (op == NULL) |
167 | return; |
158 | return; |
168 | |
159 | |
… | |
… | |
177 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
168 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
178 | { |
169 | { |
179 | const char *arch = op->other_arch->name; |
170 | const char *arch = op->other_arch->name; |
180 | |
171 | |
181 | op = decrease_ob_nr (op, 1); |
172 | op = decrease_ob_nr (op, 1); |
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173 | |
182 | if (op) |
174 | if (op) |
183 | fix_stopped_item (op, m, originator); |
175 | fix_stopped_item (op, m, originator); |
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176 | |
184 | if ((op = get_archetype (arch)) != NULL) |
177 | if ((op = get_archetype (arch)) != NULL) |
185 | { |
178 | { |
186 | if (env) |
179 | if (env) |
187 | { |
180 | { |
188 | op->x = env->x, op->y = env->y; |
181 | op->x = env->x, op->y = env->y; |
… | |
… | |
194 | { |
187 | { |
195 | op->x = x, op->y = y; |
188 | op->x = x, op->y = y; |
196 | insert_ob_in_map (op, m, originator, 0); |
189 | insert_ob_in_map (op, m, originator, 0); |
197 | } |
190 | } |
198 | } |
191 | } |
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192 | |
199 | return; |
193 | return; |
200 | } |
194 | } |
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195 | |
201 | if (type & AT_CANCELLATION) |
196 | if (type & AT_CANCELLATION) |
202 | { /* Cancellation. */ |
197 | { /* Cancellation. */ |
203 | cancellation (op); |
198 | cancellation (op); |
204 | fix_stopped_item (op, m, originator); |
199 | fix_stopped_item (op, m, originator); |
205 | return; |
200 | return; |
206 | } |
201 | } |
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202 | |
207 | if (op->nrof > 1) |
203 | if (op->nrof > 1) |
208 | { |
204 | { |
209 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
205 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
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206 | |
210 | if (op) |
207 | if (op) |
211 | fix_stopped_item (op, m, originator); |
208 | fix_stopped_item (op, m, originator); |
212 | } |
209 | } |
213 | else |
210 | else |
214 | { |
211 | { |
215 | if (op->env) |
212 | if (op->env) |
216 | { |
213 | { |
217 | object *tmp = is_player_inv (op->env); |
214 | object *tmp = op->in_player (); |
218 | |
215 | |
219 | if (tmp) |
216 | if (tmp) |
220 | { |
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221 | esrv_del_item (tmp->contr, op->count); |
217 | esrv_del_item (tmp->contr, op->count); |
222 | } |
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223 | } |
218 | } |
224 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
219 | |
225 | remove_ob (op); |
220 | op->destroy (); |
226 | free_object (op); |
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227 | } |
221 | } |
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222 | |
228 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
223 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
229 | { |
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230 | if (env) |
224 | if (env) |
231 | { |
225 | { |
232 | op = get_archetype ("burnout"); |
226 | op = get_archetype ("burnout"); |
233 | op->x = env->x, op->y = env->y; |
227 | op->x = env->x, op->y = env->y; |
234 | insert_ob_in_ob (op, env); |
228 | insert_ob_in_ob (op, env); |
235 | } |
229 | } |
236 | else |
230 | else |
237 | { |
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238 | replace_insert_ob_in_map ("burnout", originator); |
231 | replace_insert_ob_in_map ("burnout", originator); |
239 | } |
232 | |
240 | } |
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241 | return; |
233 | return; |
242 | } |
234 | } |
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235 | |
243 | /* The value of 50 is arbitrary. */ |
236 | /* The value of 50 is arbitrary. */ |
244 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
237 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
245 | { |
238 | { |
246 | object *tmp; |
239 | object *tmp; |
247 | archetype *at = find_archetype ("icecube"); |
240 | archetype *at = archetype::find ("icecube"); |
248 | |
241 | |
249 | if (at == NULL) |
242 | if (at == NULL) |
250 | return; |
243 | return; |
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244 | |
251 | op = stop_item (op); |
245 | op = stop_item (op); |
252 | if (op == NULL) |
246 | if (op == NULL) |
253 | return; |
247 | return; |
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248 | |
254 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
249 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
255 | { |
250 | { |
256 | tmp = arch_to_object (at); |
251 | tmp = arch_to_object (at); |
257 | tmp->x = op->x, tmp->y = op->y; |
252 | tmp->x = op->x, tmp->y = op->y; |
258 | /* This was in the old (pre new movement code) - |
253 | /* This was in the old (pre new movement code) - |
… | |
… | |
261 | */ |
256 | */ |
262 | tmp->move_slow_penalty = 0; |
257 | tmp->move_slow_penalty = 0; |
263 | tmp->move_slow = 0; |
258 | tmp->move_slow = 0; |
264 | insert_ob_in_map (tmp, op->map, originator, 0); |
259 | insert_ob_in_map (tmp, op->map, originator, 0); |
265 | } |
260 | } |
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261 | |
266 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
262 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
267 | remove_ob (op); |
263 | op->remove (); |
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264 | |
268 | (void) insert_ob_in_ob (op, tmp); |
265 | insert_ob_in_ob (op, tmp); |
269 | return; |
266 | return; |
270 | } |
267 | } |
271 | } |
268 | } |
272 | |
269 | |
273 | /* Object op is hitting the map. |
270 | /* Object op is hitting the map. |
… | |
… | |
278 | */ |
275 | */ |
279 | |
276 | |
280 | int |
277 | int |
281 | hit_map (object *op, int dir, int type, int full_hit) |
278 | hit_map (object *op, int dir, int type, int full_hit) |
282 | { |
279 | { |
283 | object *tmp, *next; |
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284 | mapstruct *map; |
280 | maptile *map; |
285 | sint16 x, y; |
281 | sint16 x, y; |
286 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
282 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
287 | |
283 | |
288 | tag_t op_tag, next_tag = 0; |
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289 | |
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290 | if (QUERY_FLAG (op, FLAG_FREED)) |
284 | if (QUERY_FLAG (op, FLAG_FREED)) |
291 | { |
285 | { |
292 | LOG (llevError, "BUG: hit_map(): free object\n"); |
286 | LOG (llevError, "BUG: hit_map(): free object\n"); |
293 | return 0; |
287 | return 0; |
294 | } |
288 | } |
… | |
… | |
305 | return 0; |
299 | return 0; |
306 | } |
300 | } |
307 | |
301 | |
308 | if (op->head) |
302 | if (op->head) |
309 | op = op->head; |
303 | op = op->head; |
310 | |
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311 | op_tag = op->count; |
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312 | |
304 | |
313 | map = op->map; |
305 | map = op->map; |
314 | x = op->x + freearr_x[dir]; |
306 | x = op->x + freearr_x[dir]; |
315 | y = op->y + freearr_y[dir]; |
307 | y = op->y + freearr_y[dir]; |
316 | |
308 | |
317 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
309 | if (!xy_normalise (map, x, y)) |
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310 | return 0; |
318 | |
311 | |
319 | // elmex: a safe map tile can't be hit! |
312 | // elmex: a safe map tile can't be hit! |
320 | // this should prevent most harmful effects on items and players there. |
313 | // this should prevent most harmful effects on items and players there. |
321 | if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) |
314 | mapspace &ms = map->at (x, y); |
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315 | |
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316 | if (ms.flags () & P_SAFE) |
322 | return 0; |
317 | return 0; |
323 | |
318 | |
324 | /* peterm: a few special cases for special attacktypes --counterspell |
319 | /* peterm: a few special cases for special attacktypes --counterspell |
325 | * must be out here because it strikes things which are not alive |
320 | * must be out here because it strikes things which are not alive |
326 | */ |
321 | */ |
327 | |
322 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
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323 | { |
328 | if (type & AT_COUNTERSPELL) |
324 | if (type & AT_COUNTERSPELL) |
329 | { |
325 | { |
330 | counterspell (op, dir); /* see spell_effect.c */ |
326 | counterspell (op, dir); /* see spell_effect.c */ |
331 | |
327 | |
332 | /* If the only attacktype is counterspell or magic, don't need |
328 | /* If the only attacktype is counterspell or magic, don't need |
333 | * to do any further processing. |
329 | * to do any further processing. |
334 | */ |
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335 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
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336 | { |
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337 | return 0; |
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338 | } |
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339 | type &= ~AT_COUNTERSPELL; |
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340 | } |
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341 | |
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342 | if (type & AT_CHAOS) |
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343 | { |
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344 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
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345 | update_object (op, UP_OBJ_FACE); |
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346 | type &= ~AT_CHAOS; |
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347 | } |
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348 | |
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349 | next = get_map_ob (map, x, y); |
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350 | if (next) |
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351 | next_tag = next->count; |
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352 | |
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353 | while (next) |
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354 | { |
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355 | if (was_destroyed (next, next_tag)) |
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356 | { |
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357 | /* There may still be objects that were above 'next', but there is no |
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358 | * simple way to find out short of copying all object references and |
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359 | * tags into a temporary array before we start processing the first |
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360 | * object. That's why we just abort. |
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361 | * |
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362 | * This happens whenever attack spells (like fire) hit a pile |
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363 | * of objects. This is not a bug - nor an error. The errormessage |
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364 | * below was spamming the logs for absolutely no reason. |
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365 | */ |
330 | */ |
366 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
331 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
367 | break; |
332 | return 0; |
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333 | |
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334 | type &= ~AT_COUNTERSPELL; |
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335 | } |
|
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336 | |
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337 | if (type & AT_CHAOS) |
368 | } |
338 | { |
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339 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
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340 | update_object (op, UP_OBJ_FACE); |
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341 | type &= ~AT_CHAOS; |
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342 | } |
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343 | } |
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344 | |
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345 | /* There may still be objects that were above 'next', but there is no |
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346 | * simple way to find out short of copying all object references and |
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347 | * tags into a temporary array before we start processing the first |
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348 | * object. That's why we just abort on destroy. |
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349 | * |
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350 | * This happens whenever attack spells (like fire) hit a pile |
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351 | * of objects. This is not a bug - nor an error. |
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352 | */ |
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353 | for (object *next = ms.bot; next && !next->destroyed (); ) |
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354 | { |
369 | tmp = next; |
355 | object *tmp = next; |
370 | next = tmp->above; |
356 | next = tmp->above; |
371 | if (next) |
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372 | next_tag = next->count; |
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373 | |
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374 | if (QUERY_FLAG (tmp, FLAG_FREED)) |
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375 | { |
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376 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
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377 | break; |
|
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378 | } |
|
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379 | |
357 | |
380 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
358 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
381 | * For example, 'tmp' was put in an icecube. |
359 | * For example, 'tmp' was put in an icecube. |
382 | * This is one of the few cases where on_same_map should not be used. |
360 | * This is one of the few cases where on_same_map should not be used. |
383 | */ |
361 | */ |
… | |
… | |
386 | |
364 | |
387 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
365 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
388 | { |
366 | { |
389 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
367 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
390 | retflag |= 1; |
368 | retflag |= 1; |
|
|
369 | |
391 | if (was_destroyed (op, op_tag)) |
370 | if (op->destroyed ()) |
392 | break; |
371 | break; |
393 | } |
372 | } |
394 | /* Here we are potentially destroying an object. If the object has |
373 | /* Here we are potentially destroying an object. If the object has |
395 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
374 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
396 | * that weak walls have is_alive set, which prevent objects from |
375 | * that weak walls have is_alive set, which prevent objects from |
… | |
… | |
399 | * destroyed right now. |
378 | * destroyed right now. |
400 | */ |
379 | */ |
401 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
380 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
402 | { |
381 | { |
403 | save_throw_object (tmp, type, op); |
382 | save_throw_object (tmp, type, op); |
|
|
383 | |
404 | if (was_destroyed (op, op_tag)) |
384 | if (op->destroyed ()) |
405 | break; |
385 | break; |
406 | } |
386 | } |
407 | } |
387 | } |
|
|
388 | |
408 | return 0; |
389 | return 0; |
409 | } |
390 | } |
410 | |
391 | |
411 | void |
392 | void |
412 | attack_message (int dam, int type, object *op, object *hitter) |
393 | attack_message (int dam, int type, object *op, object *hitter) |
413 | { |
394 | { |
414 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
395 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
415 | int i, found = 0; |
396 | int i, found = 0; |
416 | mapstruct *map; |
397 | maptile *map; |
417 | object *next, *tmp; |
398 | object *next, *tmp; |
418 | |
399 | |
419 | /* put in a few special messages for some of the common attacktypes |
400 | /* put in a few special messages for some of the common attacktypes |
420 | * a player might have. For example, fire, electric, cold, etc |
401 | * a player might have. For example, fire, electric, cold, etc |
421 | * [garbled 20010919] |
402 | * [garbled 20010919] |
… | |
… | |
438 | sprintf (buf1, "missed %s", &op->name); |
419 | sprintf (buf1, "missed %s", &op->name); |
439 | sprintf (buf2, " misses"); |
420 | sprintf (buf2, " misses"); |
440 | found++; |
421 | found++; |
441 | } |
422 | } |
442 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
423 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
443 | hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) |
424 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
444 | { |
425 | { |
445 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
426 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
446 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
427 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
447 | { |
428 | { |
448 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
429 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
… | |
… | |
460 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
441 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
461 | found++; |
442 | found++; |
462 | break; |
443 | break; |
463 | } |
444 | } |
464 | } |
445 | } |
465 | else if (hitter->type == PLAYER && IS_LIVE (op)) |
446 | else if (hitter->type == PLAYER && op->is_alive ()) |
466 | { |
447 | { |
467 | if (USING_SKILL (hitter, SK_KARATE)) |
448 | if (USING_SKILL (hitter, SK_KARATE)) |
468 | { |
449 | { |
469 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
450 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
470 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
451 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
… | |
… | |
496 | found++; |
477 | found++; |
497 | break; |
478 | break; |
498 | } |
479 | } |
499 | } |
480 | } |
500 | } |
481 | } |
|
|
482 | |
501 | if (found) |
483 | if (found) |
502 | { |
484 | { |
503 | /* done */ |
485 | /* done */ |
504 | } |
486 | } |
505 | else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) |
487 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
506 | { |
488 | { |
507 | sprintf (buf1, "hit"); /* just in case */ |
489 | sprintf (buf1, "hit"); /* just in case */ |
508 | for (i = 0; i < MAXATTACKMESS; i++) |
490 | for (i = 0; i < MAXATTACKMESS; i++) |
509 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
491 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
510 | { |
492 | { |
511 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
493 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
512 | found++; |
494 | found++; |
513 | break; |
495 | break; |
514 | } |
496 | } |
515 | } |
497 | } |
516 | else if (type & AT_DRAIN && IS_LIVE (op)) |
498 | else if (type & AT_DRAIN && op->is_alive ()) |
517 | { |
499 | { |
518 | /* drain is first, because some items have multiple attypes */ |
500 | /* drain is first, because some items have multiple attypes */ |
519 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
501 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
520 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
502 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
521 | { |
503 | { |
… | |
… | |
523 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
505 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
524 | found++; |
506 | found++; |
525 | break; |
507 | break; |
526 | } |
508 | } |
527 | } |
509 | } |
528 | else if (type & AT_ELECTRICITY && IS_LIVE (op)) |
510 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
529 | { |
511 | { |
530 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
512 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
531 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
513 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
532 | { |
514 | { |
533 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
515 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
534 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
516 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
535 | found++; |
517 | found++; |
536 | break; |
518 | break; |
537 | } |
519 | } |
538 | } |
520 | } |
539 | else if (type & AT_COLD && IS_LIVE (op)) |
521 | else if (type & AT_COLD && op->is_alive ()) |
540 | { |
522 | { |
541 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
523 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
542 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
524 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
543 | { |
525 | { |
544 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
526 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
… | |
… | |
621 | strcpy (buf1, "hit"); |
603 | strcpy (buf1, "hit"); |
622 | strcpy (buf2, " hits"); |
604 | strcpy (buf2, " hits"); |
623 | } |
605 | } |
624 | |
606 | |
625 | /* bail out if a monster is casting spells */ |
607 | /* bail out if a monster is casting spells */ |
626 | if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) |
608 | if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
627 | return; |
609 | return; |
628 | |
610 | |
629 | /* scale down magic considerably. */ |
611 | /* scale down magic considerably. */ |
630 | if (type & AT_MAGIC && rndm (0, 5)) |
612 | if (type & AT_MAGIC && rndm (0, 5)) |
631 | return; |
613 | return; |
632 | |
614 | |
633 | /* Did a player hurt another player? Inform both! */ |
615 | /* Did a player hurt another player? Inform both! */ |
634 | if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
616 | if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
635 | { |
617 | { |
636 | if (get_owner (hitter) != NULL) |
618 | if (hitter->owner != NULL) |
637 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
619 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
638 | else |
620 | else |
639 | { |
621 | { |
640 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
622 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
641 | if (dam != 0) |
623 | if (dam != 0) |
… | |
… | |
663 | else |
645 | else |
664 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
646 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
665 | } |
647 | } |
666 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
648 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
667 | } |
649 | } |
668 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
650 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
669 | { |
651 | { |
670 | /* look for stacked spells and start reducing the message chances */ |
652 | /* look for stacked spells and start reducing the message chances */ |
671 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
653 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
672 | { |
654 | { |
673 | i = 4; |
655 | i = 4; |
674 | map = hitter->map; |
656 | map = hitter->map; |
675 | if (out_of_map (map, hitter->x, hitter->y)) |
657 | if (out_of_map (map, hitter->x, hitter->y)) |
676 | return; |
658 | return; |
677 | next = get_map_ob (map, hitter->x, hitter->y); |
659 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
678 | if (next) |
660 | if (next) |
679 | while (next) |
661 | while (next) |
680 | { |
662 | { |
681 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
663 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
682 | i *= 3; |
664 | i *= 3; |
… | |
… | |
748 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
730 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
749 | { |
731 | { |
750 | int simple_attack, roll, dam = 0; |
732 | int simple_attack, roll, dam = 0; |
751 | uint32 type; |
733 | uint32 type; |
752 | shstr op_name; |
734 | shstr op_name; |
753 | tag_t op_tag, hitter_tag; |
|
|
754 | |
735 | |
755 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
736 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
756 | goto error; |
737 | goto error; |
757 | |
738 | |
758 | if (hitter->current_weapon) |
739 | if (hitter->current_weapon) |
759 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
740 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
760 | return RESULT_INT (0); |
741 | return RESULT_INT (0); |
761 | |
742 | |
762 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
743 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
763 | return RESULT_INT (0); |
744 | return RESULT_INT (0); |
764 | |
|
|
765 | op_tag = op->count; |
|
|
766 | hitter_tag = hitter->count; |
|
|
767 | |
745 | |
768 | /* |
746 | /* |
769 | * A little check to make it more difficult to dance forward and back |
747 | * A little check to make it more difficult to dance forward and back |
770 | * to avoid ever being hit by monsters. |
748 | * to avoid ever being hit by monsters. |
771 | */ |
749 | */ |
… | |
… | |
776 | * which then gets here again. By decreasing the speed before |
754 | * which then gets here again. By decreasing the speed before |
777 | * we call process_object, the 'if' statement above will fail. |
755 | * we call process_object, the 'if' statement above will fail. |
778 | */ |
756 | */ |
779 | op->speed_left--; |
757 | op->speed_left--; |
780 | process_object (op); |
758 | process_object (op); |
|
|
759 | |
781 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
760 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
782 | goto error; |
761 | goto error; |
783 | } |
762 | } |
784 | |
763 | |
785 | op_name = op->name; |
764 | op_name = op->name; |
786 | |
765 | |
… | |
… | |
798 | if (settings.casting_time == TRUE) |
777 | if (settings.casting_time == TRUE) |
799 | { |
778 | { |
800 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
779 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
801 | { |
780 | { |
802 | hitter->casting_time = -1; |
781 | hitter->casting_time = -1; |
803 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
782 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
804 | } |
783 | } |
805 | if ((op->casting_time > -1) && (hitdam > 0)) |
784 | if ((op->casting_time > -1) && (hitdam > 0)) |
806 | { |
785 | { |
807 | op->casting_time = -1; |
786 | op->casting_time = -1; |
808 | if (op->type == PLAYER) |
787 | if (op->type == PLAYER) |
809 | { |
788 | { |
810 | 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!"); |
811 | 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); |
812 | } |
791 | } |
813 | } |
792 | } |
814 | } |
793 | } |
815 | if (!simple_attack) |
794 | if (!simple_attack) |
… | |
… | |
820 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
799 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
821 | CLEAR_FLAG (op, FLAG_SLEEP); |
800 | CLEAR_FLAG (op, FLAG_SLEEP); |
822 | |
801 | |
823 | /* If the victim can't see the attacker, it may alert others |
802 | /* If the victim can't see the attacker, it may alert others |
824 | * for help. */ |
803 | * for help. */ |
825 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) |
804 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
826 | npc_call_help (op); |
805 | npc_call_help (op); |
827 | |
806 | |
828 | /* if you were hidden and hit by a creature, you are discovered */ |
807 | /* if you were hidden and hit by a creature, you are discovered */ |
829 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
808 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
830 | { |
809 | { |
… | |
… | |
837 | * when they hit the victim. For things like thrown daggers, |
816 | * when they hit the victim. For things like thrown daggers, |
838 | * this sets 'hitter' to the actual dagger, and not the |
817 | * this sets 'hitter' to the actual dagger, and not the |
839 | * wrapper object. |
818 | * wrapper object. |
840 | */ |
819 | */ |
841 | thrown_item_effect (hitter, op); |
820 | thrown_item_effect (hitter, op); |
|
|
821 | |
842 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
822 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
843 | goto leave; |
823 | goto leave; |
844 | } |
824 | } |
845 | |
825 | |
846 | /* Need to do at least 1 damage, otherwise there is no point |
826 | /* Need to do at least 1 damage, otherwise there is no point |
847 | * to go further and it will cause FPE's below. |
827 | * to go further and it will cause FPE's below. |
848 | */ |
828 | */ |
849 | if (hitdam <= 0) |
829 | if (hitdam <= 0) |
850 | hitdam = 1; |
830 | hitdam = 1; |
851 | |
831 | |
852 | type = hitter->attacktype; |
832 | type = hitter->attacktype; |
|
|
833 | |
853 | if (!type) |
834 | if (!type) |
854 | type = AT_PHYSICAL; |
835 | type = AT_PHYSICAL; |
|
|
836 | |
855 | /* Handle monsters that hit back */ |
837 | /* Handle monsters that hit back */ |
856 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
838 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
857 | { |
839 | { |
858 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
840 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
859 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
841 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
|
|
842 | |
860 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
843 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
|
|
844 | |
861 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
845 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
862 | goto leave; |
846 | goto leave; |
863 | } |
847 | } |
864 | |
848 | |
865 | /* In the new attack code, it should handle multiple attack |
849 | /* In the new attack code, it should handle multiple attack |
866 | * types in its area, so remove it from here. |
850 | * types in its area, so remove it from here. |
867 | */ |
851 | */ |
868 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
852 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
|
|
853 | |
869 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
854 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
870 | goto leave; |
855 | goto leave; |
871 | } /* end of if hitter hit op */ |
856 | } /* end of if hitter hit op */ |
872 | /* if we missed, dam=0 */ |
857 | /* if we missed, dam=0 */ |
873 | |
858 | |
874 | /*attack_message(dam, type, op, hitter); */ |
859 | /*attack_message(dam, type, op, hitter); */ |
… | |
… | |
907 | */ |
892 | */ |
908 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
893 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
909 | { |
894 | { |
910 | if (tmp->head != NULL) |
895 | if (tmp->head != NULL) |
911 | tmp = tmp->head; |
896 | tmp = tmp->head; |
|
|
897 | |
912 | remove_ob (op); |
898 | op->remove (); |
913 | op = insert_ob_in_ob (op, tmp); |
899 | op = insert_ob_in_ob (op, tmp); |
|
|
900 | |
914 | if (tmp->type == PLAYER) |
901 | if (tmp->type == PLAYER) |
915 | esrv_send_item (tmp, op); |
902 | esrv_send_item (tmp, op); |
|
|
903 | |
916 | return 1; |
904 | return 1; |
917 | } |
905 | } |
918 | else |
906 | else |
919 | return 0; |
907 | return 0; |
920 | } |
908 | } |
… | |
… | |
928 | object * |
916 | object * |
929 | hit_with_arrow (object *op, object *victim) |
917 | hit_with_arrow (object *op, object *victim) |
930 | { |
918 | { |
931 | object *container, *hitter; |
919 | object *container, *hitter; |
932 | int hit_something = 0; |
920 | int hit_something = 0; |
933 | tag_t victim_tag, hitter_tag; |
|
|
934 | sint16 victim_x, victim_y; |
|
|
935 | |
921 | |
936 | /* Disassemble missile */ |
922 | /* Disassemble missile */ |
937 | if (op->inv) |
923 | if (op->inv) |
938 | { |
924 | { |
939 | container = op; |
925 | container = op; |
940 | hitter = op->inv; |
926 | hitter = op->inv; |
941 | remove_ob (hitter); |
927 | hitter->remove (); |
942 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
928 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
943 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
929 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
944 | * might be called until this THROWN_OBJ is either reassembled or |
930 | * might be called until this THROWN_OBJ is either reassembled or |
945 | * removed at the end of this function must be able to deal with empty |
931 | * removed at the end of this function must be able to deal with empty |
946 | * THROWN_OBJs. */ |
932 | * THROWN_OBJs. */ |
947 | } |
933 | } |
948 | else |
934 | else |
949 | { |
935 | { |
950 | container = NULL; |
936 | container = 0; |
951 | hitter = op; |
937 | hitter = op; |
952 | } |
938 | } |
953 | |
939 | |
954 | /* Try to hit victim */ |
940 | /* Try to hit victim */ |
955 | victim_x = victim->x; |
|
|
956 | victim_y = victim->y; |
|
|
957 | victim_tag = victim->count; |
|
|
958 | hitter_tag = hitter->count; |
|
|
959 | |
|
|
960 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
941 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
961 | |
942 | |
962 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
943 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
963 | * arrow, move_apply() calls this function, arrow sticks in demon, |
944 | * arrow, move_apply() calls this function, arrow sticks in demon, |
964 | * attack_ob_simple() returns, and we've got an arrow that still exists |
945 | * attack_ob_simple() returns, and we've got an arrow that still exists |
965 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
946 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
966 | * other places as well!) |
947 | * other places as well!) |
967 | */ |
948 | */ |
968 | if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) |
949 | if (hitter->destroyed () || hitter->env != NULL) |
969 | { |
950 | { |
970 | if (container) |
951 | if (container) |
971 | { |
952 | { |
972 | remove_ob (container); |
953 | container->remove (); |
973 | free_object (container); |
954 | container->destroy (); |
974 | } |
955 | } |
|
|
956 | |
975 | return NULL; |
957 | return 0; |
976 | } |
958 | } |
977 | |
959 | |
978 | /* Missile hit victim */ |
960 | /* Missile hit victim */ |
979 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
961 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
980 | * through the target |
962 | * through the target |
981 | */ |
963 | */ |
982 | if (hit_something && op->speed <= 10.0) |
964 | if (hit_something && op->speed <= 10.0) |
983 | { |
965 | { |
984 | /* Stop arrow */ |
966 | /* Stop arrow */ |
985 | if (container == NULL) |
967 | if (!container) |
986 | { |
968 | { |
987 | hitter = fix_stopped_arrow (hitter); |
969 | hitter = fix_stopped_arrow (hitter); |
988 | if (hitter == NULL) |
970 | if (!hitter) |
989 | return NULL; |
971 | return 0; |
990 | } |
972 | } |
991 | else |
973 | else |
992 | { |
974 | container->destroy (); |
993 | remove_ob (container); |
|
|
994 | free_object (container); |
|
|
995 | } |
|
|
996 | |
975 | |
997 | /* Try to stick arrow into victim */ |
976 | /* Try to stick arrow into victim */ |
998 | if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) |
977 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
999 | return NULL; |
978 | return 0; |
1000 | |
979 | |
1001 | /* Else try to put arrow on victim's map square |
980 | /* Else try to put arrow on victim's map square |
1002 | * remove check for P_WALL here. If the arrow got to this |
981 | * remove check for P_WALL here. If the arrow got to this |
1003 | * space, that is good enough - with the new movement code, |
982 | * space, that is good enough - with the new movement code, |
1004 | * there is now the potential for lots of spaces where something |
983 | * there is now the potential for lots of spaces where something |
1005 | * can fly over but not otherwise move over. What is the correct |
984 | * can fly over but not otherwise move over. What is the correct |
1006 | * way to handle those otherwise? |
985 | * way to handle those otherwise? |
1007 | */ |
986 | */ |
1008 | if (victim_x != hitter->x || victim_y != hitter->y) |
987 | if (victim->x != hitter->x || victim->y != hitter->y) |
1009 | { |
988 | { |
1010 | remove_ob (hitter); |
989 | hitter->remove (); |
1011 | hitter->x = victim_x; |
990 | hitter->x = victim->x; |
1012 | hitter->y = victim_y; |
991 | hitter->y = victim->y; |
1013 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
992 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1014 | } |
993 | } |
1015 | else |
994 | else |
1016 | { |
|
|
1017 | /* Else leave arrow where it is */ |
995 | /* Else leave arrow where it is */ |
1018 | merge_ob (hitter, NULL); |
996 | merge_ob (hitter, NULL); |
1019 | } |
997 | |
1020 | return NULL; |
998 | return 0; |
1021 | } |
999 | } |
1022 | |
1000 | |
1023 | if (hit_something && op->speed >= 10.0) |
1001 | if (hit_something && op->speed >= 10.0) |
1024 | op->speed -= 1.0; |
1002 | op->speed -= 1.0; |
1025 | |
1003 | |
1026 | /* Missile missed victim - reassemble missile */ |
1004 | /* Missile missed victim - reassemble missile */ |
1027 | if (container) |
1005 | if (container) |
1028 | { |
1006 | { |
1029 | remove_ob (hitter); |
1007 | hitter->remove (); |
1030 | insert_ob_in_ob (hitter, container); |
1008 | insert_ob_in_ob (hitter, container); |
1031 | } |
1009 | } |
|
|
1010 | |
1032 | return op; |
1011 | return op; |
1033 | } |
1012 | } |
1034 | |
1013 | |
1035 | |
1014 | |
1036 | void |
1015 | void |
… | |
… | |
1045 | } |
1024 | } |
1046 | else if (!GET_ANIM_ID (op)) |
1025 | else if (!GET_ANIM_ID (op)) |
1047 | { |
1026 | { |
1048 | /* Object has been called - no animations, so remove it */ |
1027 | /* Object has been called - no animations, so remove it */ |
1049 | if (op->stats.hp < 0) |
1028 | if (op->stats.hp < 0) |
|
|
1029 | op->destroy (); |
1050 | { |
1030 | |
1051 | remove_ob (op); /* Should update LOS */ |
|
|
1052 | free_object (op); |
|
|
1053 | /* Don't know why this is here - remove_ob should do it for us */ |
|
|
1054 | /*update_position(m, x, y); */ |
|
|
1055 | } |
|
|
1056 | return; /* no animations, so nothing more to do */ |
1031 | return; /* no animations, so nothing more to do */ |
1057 | } |
1032 | } |
|
|
1033 | |
1058 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1034 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
|
|
1035 | |
1059 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1036 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1060 | perc = NUM_ANIMATIONS (op) - 1; |
1037 | perc = NUM_ANIMATIONS (op) - 1; |
1061 | else if (perc < 1) |
1038 | else if (perc < 1) |
1062 | perc = 1; |
1039 | perc = 1; |
|
|
1040 | |
1063 | SET_ANIMATION (op, perc); |
1041 | SET_ANIMATION (op, perc); |
1064 | update_object (op, UP_OBJ_FACE); |
1042 | update_object (op, UP_OBJ_FACE); |
|
|
1043 | |
1065 | if (perc == NUM_ANIMATIONS (op) - 1) |
1044 | if (perc == NUM_ANIMATIONS (op) - 1) |
1066 | { /* Reached the last animation */ |
1045 | { /* Reached the last animation */ |
1067 | if (op->face == blank_face) |
1046 | if (op->face == blank_face) |
1068 | { |
|
|
1069 | /* If the last face is blank, remove the ob */ |
1047 | /* If the last face is blank, remove the ob */ |
1070 | remove_ob (op); /* Should update LOS */ |
1048 | op->destroy (); |
1071 | free_object (op); |
|
|
1072 | |
|
|
1073 | /* remove_ob should call update_position for us */ |
|
|
1074 | /*update_position(m, x, y); */ |
|
|
1075 | |
|
|
1076 | } |
|
|
1077 | else |
1049 | else |
1078 | { /* The last face was not blank, leave an image */ |
1050 | { /* The last face was not blank, leave an image */ |
1079 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1051 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1080 | update_all_los (op->map, op->x, op->y); |
1052 | update_all_los (op->map, op->x, op->y); |
1081 | op->move_block = 0; |
1053 | op->move_block = 0; |
… | |
… | |
1085 | } |
1057 | } |
1086 | |
1058 | |
1087 | void |
1059 | void |
1088 | scare_creature (object *target, object *hitter) |
1060 | scare_creature (object *target, object *hitter) |
1089 | { |
1061 | { |
1090 | object *owner = get_owner (hitter); |
1062 | object *owner = hitter->owner; |
1091 | |
1063 | |
1092 | if (!owner) |
1064 | if (!owner) |
1093 | owner = hitter; |
1065 | owner = hitter; |
1094 | |
1066 | |
1095 | SET_FLAG (target, FLAG_SCARED); |
1067 | SET_FLAG (target, FLAG_SCARED); |
… | |
… | |
1102 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1074 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1103 | * This doesn't damage the player, but returns how much it should |
1075 | * This doesn't damage the player, but returns how much it should |
1104 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1076 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1105 | * Note - changed for PR code - we now pass the attack number and not |
1077 | * Note - changed for PR code - we now pass the attack number and not |
1106 | * the attacktype. Makes it easier for the PR code. */ |
1078 | * the attacktype. Makes it easier for the PR code. */ |
1107 | |
|
|
1108 | int |
1079 | int |
1109 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1080 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1110 | { |
1081 | { |
1111 | |
|
|
1112 | int doesnt_slay = 1; |
1082 | int doesnt_slay = 1; |
1113 | |
1083 | |
1114 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1084 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1115 | if (attacknum >= NROFATTACKS) |
1085 | if (attacknum >= NROFATTACKS) |
1116 | { |
1086 | { |
… | |
… | |
1118 | return 0; |
1088 | return 0; |
1119 | } |
1089 | } |
1120 | |
1090 | |
1121 | if (dam < 0) |
1091 | if (dam < 0) |
1122 | { |
1092 | { |
1123 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1093 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); |
1124 | return 0; |
1094 | return 0; |
1125 | } |
1095 | } |
1126 | |
1096 | |
1127 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1097 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1128 | * people can't mess with that or it otherwise get confused. */ |
1098 | * people can't mess with that or it otherwise get confused. */ |
… | |
… | |
1161 | |
1131 | |
1162 | /* Keep this in order - makes things easier to find */ |
1132 | /* Keep this in order - makes things easier to find */ |
1163 | |
1133 | |
1164 | switch (attacknum) |
1134 | switch (attacknum) |
1165 | { |
1135 | { |
1166 | case ATNR_PHYSICAL: |
1136 | case ATNR_PHYSICAL: |
1167 | /* here also check for diseases */ |
1137 | /* here also check for diseases */ |
1168 | check_physically_infect (op, hitter); |
1138 | check_physically_infect (op, hitter); |
1169 | break; |
1139 | break; |
1170 | |
1140 | |
1171 | /* Don't need to do anything for: |
1141 | /* Don't need to do anything for: |
1172 | magic, |
1142 | magic, |
1173 | fire, |
1143 | fire, |
1174 | electricity, |
1144 | electricity, |
1175 | cold */ |
1145 | cold */ |
1176 | |
1146 | |
1177 | case ATNR_CONFUSION: |
1147 | case ATNR_CONFUSION: |
1178 | case ATNR_POISON: |
1148 | case ATNR_POISON: |
1179 | case ATNR_SLOW: |
1149 | case ATNR_SLOW: |
1180 | case ATNR_PARALYZE: |
1150 | case ATNR_PARALYZE: |
1181 | case ATNR_FEAR: |
1151 | case ATNR_FEAR: |
1182 | case ATNR_CANCELLATION: |
1152 | case ATNR_CANCELLATION: |
1183 | case ATNR_DEPLETE: |
1153 | case ATNR_DEPLETE: |
1184 | case ATNR_BLIND: |
1154 | case ATNR_BLIND: |
1185 | { |
1155 | { |
1186 | /* chance for inflicting a special attack depends on the |
1156 | /* chance for inflicting a special attack depends on the |
1187 | * difference between attacker's and defender's level |
1157 | * difference between attacker's and defender's level |
1188 | */ |
1158 | */ |
1189 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1159 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1190 | |
1160 | |
1191 | /* First, only creatures/players with speed can be affected. |
1161 | /* First, only creatures/players with speed can be affected. |
1192 | * Second, just getting hit doesn't mean it always affects |
1162 | * Second, just getting hit doesn't mean it always affects |
1193 | * you. Third, you still get a saving through against the |
1163 | * you. Third, you still get a saving through against the |
1194 | * effect. |
1164 | * effect. |
1195 | */ |
1165 | */ |
1196 | if (op->speed && |
1166 | if (op->speed && |
1197 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1167 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1198 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1168 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1199 | { |
1169 | { |
1200 | |
1170 | |
1201 | /* Player has been hit by something */ |
1171 | /* Player has been hit by something */ |
1202 | if (attacknum == ATNR_CONFUSION) |
1172 | if (attacknum == ATNR_CONFUSION) |
1203 | confuse_player (op, hitter, dam); |
1173 | confuse_player (op, hitter, dam); |
1204 | else if (attacknum == ATNR_POISON) |
1174 | else if (attacknum == ATNR_POISON) |
1205 | poison_player (op, hitter, dam); |
1175 | poison_player (op, hitter, dam); |
1206 | else if (attacknum == ATNR_SLOW) |
1176 | else if (attacknum == ATNR_SLOW) |
1207 | slow_player (op, hitter, dam); |
1177 | slow_player (op, hitter, dam); |
1208 | else if (attacknum == ATNR_PARALYZE) |
1178 | else if (attacknum == ATNR_PARALYZE) |
1209 | paralyze_player (op, hitter, dam); |
1179 | paralyze_player (op, hitter, dam); |
1210 | else if (attacknum == ATNR_FEAR) |
1180 | else if (attacknum == ATNR_FEAR) |
1211 | scare_creature (op, hitter); |
1181 | scare_creature (op, hitter); |
1212 | else if (attacknum == ATNR_CANCELLATION) |
1182 | else if (attacknum == ATNR_CANCELLATION) |
1213 | cancellation (op); |
1183 | cancellation (op); |
1214 | else if (attacknum == ATNR_DEPLETE) |
1184 | else if (attacknum == ATNR_DEPLETE) |
1215 | drain_stat (op); |
1185 | op->drain_stat (); |
1216 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1186 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1217 | blind_player (op, hitter, dam); |
1187 | blind_player (op, hitter, dam); |
1218 | } |
1188 | } |
1219 | dam = 0; /* These are all effects and don't do real damage */ |
1189 | dam = 0; /* These are all effects and don't do real damage */ |
1220 | } |
1190 | } |
1221 | break; |
1191 | break; |
|
|
1192 | |
1222 | case ATNR_ACID: |
1193 | case ATNR_ACID: |
1223 | { |
1194 | { |
1224 | int flag = 0; |
1195 | int flag = 0; |
1225 | |
1196 | |
1226 | /* Items only get corroded if you're not on a battleground and |
1197 | /* Items only get corroded if you're not on a battleground and |
1227 | * if your acid resistance is below 50%. */ |
1198 | * if your acid resistance is below 50%. */ |
1228 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1199 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1229 | { |
1200 | { |
1230 | object *tmp; |
|
|
1231 | |
|
|
1232 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1201 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1233 | { |
1202 | { |
1234 | if (tmp->invisible) |
1203 | if (tmp->invisible) |
1235 | continue; |
1204 | continue; |
1236 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1205 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1237 | /* >= 10% acid res. on itmes will protect these */ |
1206 | /* >= 10% acid res. on items will protect these */ |
1238 | continue; |
1207 | continue; |
1239 | if (!(tmp->material & M_IRON)) |
1208 | if (!(tmp->material & M_IRON)) |
1240 | continue; |
1209 | continue; |
1241 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1210 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1242 | continue; |
1211 | continue; |
1243 | if (tmp->type == RING || |
1212 | if (tmp->type == RING |
1244 | /* removed boots and gloves from exclusion list in |
1213 | /* removed boots and gloves from exclusion list in PR */ |
1245 | PR */ |
1214 | || tmp->type == GIRDLE |
1246 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1215 | || tmp->type == AMULET |
|
|
1216 | || tmp->type == WAND |
|
|
1217 | || tmp->type == ROD |
|
|
1218 | || tmp->type == HORN) |
1247 | continue; /* To avoid some strange effects */ |
1219 | continue; /* To avoid some strange effects */ |
1248 | |
1220 | |
1249 | /* High damage acid has better chance of corroding |
1221 | /* High damage acid has better chance of corroding |
1250 | objects */ |
1222 | objects */ |
1251 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1223 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1252 | { |
1224 | { |
1253 | if (op->type == PLAYER) |
1225 | if (op->type == PLAYER) |
1254 | /* Make this more visible */ |
1226 | /* Make this more visible */ |
1255 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1227 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1256 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1228 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1257 | flag = 1; |
1229 | flag = 1; |
1258 | tmp->magic--; |
1230 | tmp->magic--; |
1259 | if (op->type == PLAYER) |
1231 | if (op->type == PLAYER) |
1260 | esrv_send_item (op, tmp); |
1232 | esrv_send_item (op, tmp); |
1261 | } |
1233 | } |
1262 | } |
1234 | } |
1263 | if (flag) |
|
|
1264 | fix_player (op); /* Something was corroded */ |
|
|
1265 | } |
1235 | |
|
|
1236 | if (flag) |
|
|
1237 | op->update_stats (); /* Something was corroded */ |
1266 | } |
1238 | } |
|
|
1239 | } |
1267 | break; |
1240 | break; |
|
|
1241 | |
1268 | case ATNR_DRAIN: |
1242 | case ATNR_DRAIN: |
1269 | { |
1243 | { |
1270 | /* rate is the proportion of exp drained. High rate means |
1244 | /* rate is the proportion of exp drained. High rate means |
1271 | * not much is drained, low rate means a lot is drained. |
1245 | * not much is drained, low rate means a lot is drained. |
1272 | */ |
1246 | */ |
1273 | int rate; |
1247 | int rate; |
1274 | |
1248 | |
1275 | if (op->resist[ATNR_DRAIN] >= 0) |
1249 | if (op->resist[ATNR_DRAIN] >= 0) |
1276 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1250 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1277 | else |
1251 | else |
1278 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1252 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1279 | |
1253 | |
1280 | if (op->stats.exp <= rate) |
1254 | if (op->stats.exp <= rate) |
1281 | { |
1255 | { |
1282 | if (op->type == GOLEM) |
1256 | if (op->type == GOLEM) |
1283 | dam = 999; /* Its force is "sucked" away. 8) */ |
1257 | dam = 999; /* Its force is "sucked" away. 8) */ |
1284 | else |
1258 | else |
1285 | /* If we can't drain, lets try to do physical damage */ |
1259 | /* If we can't drain, lets try to do physical damage */ |
1286 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1260 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1287 | } |
1261 | } |
1288 | else |
1262 | else |
1289 | { |
1263 | { |
1290 | /* Randomly give the hitter some hp */ |
1264 | /* Randomly give the hitter some hp */ |
1291 | if (hitter->stats.hp < hitter->stats.maxhp && |
1265 | if (hitter->stats.hp < hitter->stats.maxhp && |
1292 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1266 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1293 | hitter->stats.hp++; |
1267 | hitter->stats.hp++; |
1294 | |
1268 | |
1295 | /* Can't do drains on battleground spaces. |
1269 | /* Can't do drains on battleground spaces. |
1296 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1270 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1297 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1271 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1298 | * nothing happens. |
1272 | * nothing happens. |
1299 | * Try to credit the owner. We try to display player -> player drain |
1273 | * Try to credit the owner. We try to display player -> player drain |
1300 | * attacks, hence all the != PLAYER checks. |
1274 | * attacks, hence all the != PLAYER checks. |
1301 | */ |
1275 | */ |
1302 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1276 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1303 | { |
1277 | { |
1304 | object *owner = get_owner (hitter); |
1278 | object *owner = hitter->owner; |
1305 | |
1279 | |
1306 | if (owner && owner != hitter) |
1280 | if (owner && owner != hitter) |
1307 | { |
1281 | { |
1308 | if (op->type != PLAYER || owner->type != PLAYER) |
1282 | if (op->type != PLAYER || owner->type != PLAYER) |
1309 | change_exp (owner, op->stats.exp / (rate * 2), |
1283 | change_exp (owner, op->stats.exp / (rate * 2), |
1310 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1284 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1311 | } |
1285 | } |
1312 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1286 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1313 | { |
1287 | { |
1314 | change_exp (hitter, op->stats.exp / (rate * 2), |
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
1315 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1316 | } |
1290 | } |
1317 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1318 | } |
1292 | } |
|
|
1293 | |
1319 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1294 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1320 | * drain attack, you won't know that you are actually sucking out EXP, |
1295 | * drain attack, you won't know that you are actually sucking out EXP, |
1321 | * as the messages will say you missed |
1296 | * as the messages will say you missed |
1322 | */ |
1297 | */ |
1323 | } |
1298 | } |
1324 | } |
1299 | } |
1325 | break; |
1300 | break; |
|
|
1301 | |
1326 | case ATNR_TURN_UNDEAD: |
1302 | case ATNR_TURN_UNDEAD: |
1327 | { |
1303 | { |
1328 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1304 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1329 | { |
1305 | { |
1330 | object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); |
1306 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1331 | object *god = find_god (determine_god (owner)); |
1307 | object *god = find_god (determine_god (owner)); |
1332 | int div = 1; |
1308 | int div = 1; |
1333 | |
1309 | |
1334 | /* if undead are not an enemy of your god, you turn them |
1310 | /* if undead are not an enemy of your god, you turn them |
1335 | * at half strength */ |
1311 | * at half strength */ |
1336 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1312 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1337 | div = 2; |
1313 | div = 2; |
1338 | /* Give a bonus if you resist turn undead */ |
1314 | /* Give a bonus if you resist turn undead */ |
1339 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1315 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1340 | scare_creature (op, owner); |
1316 | scare_creature (op, owner); |
1341 | } |
1317 | } |
1342 | else |
1318 | else |
1343 | dam = 0; /* don't damage non undead - should we damage |
1319 | dam = 0; /* don't damage non undead - should we damage |
1344 | undead? */ |
1320 | undead? */ |
1345 | } |
1321 | } |
1346 | break; |
1322 | break; |
|
|
1323 | |
1347 | case ATNR_DEATH: |
1324 | case ATNR_DEATH: |
1348 | deathstrike_player (op, hitter, &dam); |
1325 | deathstrike_player (op, hitter, &dam); |
1349 | break; |
1326 | break; |
|
|
1327 | |
1350 | case ATNR_CHAOS: |
1328 | case ATNR_CHAOS: |
1351 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
1329 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1352 | dam = 0; |
1330 | dam = 0; |
1353 | break; |
1331 | break; |
|
|
1332 | |
1354 | case ATNR_COUNTERSPELL: |
1333 | case ATNR_COUNTERSPELL: |
1355 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
1334 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1356 | dam = 0; |
1335 | dam = 0; |
1357 | /* This should never happen. Counterspell is handled |
1336 | /* This should never happen. Counterspell is handled |
1358 | * seperately and filtered out. If this does happen, |
1337 | * seperately and filtered out. If this does happen, |
1359 | * Counterspell has no effect on anything but spells, so it |
1338 | * Counterspell has no effect on anything but spells, so it |
1360 | * does no damage. */ |
1339 | * does no damage. */ |
1361 | break; |
1340 | break; |
|
|
1341 | |
1362 | case ATNR_HOLYWORD: |
1342 | case ATNR_HOLYWORD: |
1363 | { |
1343 | { |
1364 | /* This has already been handled by hit_player, |
1344 | /* This has already been handled by hit_player, |
1365 | * no need to check twice -- DAMN */ |
1345 | * no need to check twice -- DAMN */ |
|
|
1346 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1366 | |
1347 | |
1367 | object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); |
|
|
1368 | |
|
|
1369 | /* As with turn undead above, give a bonus on the saving throw */ |
1348 | /* As with turn undead above, give a bonus on the saving throw */ |
1370 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1349 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1371 | scare_creature (op, owner); |
1350 | scare_creature (op, owner); |
1372 | } |
1351 | } |
1373 | break; |
1352 | break; |
|
|
1353 | |
1374 | case ATNR_LIFE_STEALING: |
1354 | case ATNR_LIFE_STEALING: |
1375 | { |
1355 | { |
1376 | int new_hp; |
1356 | int new_hp; |
1377 | |
1357 | |
1378 | /* this is replacement to drain for players, instead of taking |
1358 | /* this is replacement to drain for players, instead of taking |
1379 | * exp it takes hp. It is geared for players, probably not |
1359 | * exp it takes hp. It is geared for players, probably not |
1380 | * much use giving it to monsters |
1360 | * much use giving it to monsters |
1381 | * |
1361 | * |
1382 | * life stealing doesn't do a lot of damage, but it gives the |
1362 | * life stealing doesn't do a lot of damage, but it gives the |
1383 | * damage it does do to the player. Given that, |
1363 | * damage it does do to the player. Given that, |
1384 | * it only does 1/10'th normal damage (hence the divide by |
1364 | * it only does 1/10'th normal damage (hence the divide by |
1385 | * 1000). |
1365 | * 1000). |
1386 | */ |
1366 | */ |
1387 | /* You can't steal life from something undead */ |
1367 | /* You can't steal life from something undead */ |
1388 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1368 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1389 | return 0; |
1369 | return 0; |
|
|
1370 | |
1390 | /* If drain protection is higher than life stealing, use that */ |
1371 | /* If drain protection is higher than life stealing, use that */ |
1391 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1372 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1392 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1373 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1393 | else |
1374 | else |
1394 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1375 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1376 | |
1395 | /* You die at -1 hp, not zero. */ |
1377 | /* You die at -1 hp, not zero. */ |
1396 | if (dam > (op->stats.hp + 1)) |
1378 | if (dam > (op->stats.hp + 1)) |
1397 | dam = op->stats.hp + 1; |
1379 | dam = op->stats.hp + 1; |
|
|
1380 | |
1398 | new_hp = hitter->stats.hp + dam; |
1381 | new_hp = hitter->stats.hp + dam; |
1399 | if (new_hp > hitter->stats.maxhp) |
1382 | if (new_hp > hitter->stats.maxhp) |
1400 | new_hp = hitter->stats.maxhp; |
1383 | new_hp = hitter->stats.maxhp; |
|
|
1384 | |
1401 | if (new_hp > hitter->stats.hp) |
1385 | if (new_hp > hitter->stats.hp) |
1402 | hitter->stats.hp = new_hp; |
1386 | hitter->stats.hp = new_hp; |
1403 | } |
1387 | } |
1404 | } |
1388 | } |
|
|
1389 | |
1405 | return dam; |
1390 | return dam; |
1406 | } |
1391 | } |
1407 | |
|
|
1408 | |
1392 | |
1409 | /* GROS: This code comes from hit_player. It has been made external to |
1393 | /* GROS: This code comes from hit_player. It has been made external to |
1410 | * allow script procedures to "kill" objects in a combat-like fashion. |
1394 | * allow script procedures to "kill" objects in a combat-like fashion. |
1411 | * It was initially used by (kill-object) developed for the Collector's |
1395 | * It was initially used by (kill-object) developed for the Collector's |
1412 | * Sword. Note that nothing has been changed from the original version |
1396 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1447 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1431 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1448 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1432 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1449 | |
1433 | |
1450 | if (op->type == DOOR) |
1434 | if (op->type == DOOR) |
1451 | { |
1435 | { |
1452 | op->speed = 0.1; |
1436 | op->set_speed (0.1); |
1453 | update_ob_speed (op); |
|
|
1454 | op->speed_left = -0.05; |
1437 | op->speed_left = -0.05; |
1455 | return maxdam; |
1438 | return maxdam; |
1456 | } |
1439 | } |
|
|
1440 | |
1457 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1441 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1458 | { |
1442 | { |
1459 | remove_friendly_object (op); |
1443 | remove_friendly_object (op); |
|
|
1444 | |
1460 | if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
1445 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
1461 | { |
|
|
1462 | op->owner->contr->ranges[range_golem] = NULL; |
1446 | op->owner->contr->ranges[range_golem] = 0; |
1463 | op->owner->contr->golem_count = 0; |
|
|
1464 | } |
|
|
1465 | |
1447 | |
1466 | remove_ob (op); |
1448 | op->destroy (); |
1467 | free_object (op); |
|
|
1468 | return maxdam; |
1449 | return maxdam; |
1469 | } |
1450 | } |
1470 | |
1451 | |
1471 | /* Now lets start dealing with experience we get for killing something */ |
1452 | /* Now lets start dealing with experience we get for killing something */ |
1472 | |
1453 | |
1473 | owner = get_owner (hitter); |
1454 | owner = hitter->owner; |
1474 | if (owner == NULL) |
1455 | if (!owner) |
1475 | owner = hitter; |
1456 | owner = hitter; |
1476 | |
1457 | |
1477 | /* is the victim (op) standing on battleground? */ |
1458 | /* is the victim (op) standing on battleground? */ |
1478 | if (op_on_battleground (op, NULL, NULL)) |
1459 | if (op_on_battleground (op, NULL, NULL)) |
1479 | battleg = 1; |
1460 | battleg = 1; |
… | |
… | |
1499 | char buf[256]; |
1480 | char buf[256]; |
1500 | |
1481 | |
1501 | tmv = localtime (&t); |
1482 | tmv = localtime (&t); |
1502 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1483 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1503 | |
1484 | |
1504 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); |
1485 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1505 | } |
1486 | } |
1506 | |
1487 | |
1507 | /* try to filter some things out - basically, if you are |
1488 | /* try to filter some things out - basically, if you are |
1508 | * killing a level 1 creature and your level 20, you |
1489 | * killing a level 1 creature and your level 20, you |
1509 | * probably don't want to see that. |
1490 | * probably don't want to see that. |
1510 | */ |
1491 | */ |
1511 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1492 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1512 | { |
1493 | { |
1513 | if (owner != hitter) |
1494 | if (owner != hitter) |
1514 | { |
|
|
1515 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1495 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1516 | } |
|
|
1517 | else |
1496 | else |
1518 | { |
|
|
1519 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1497 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1520 | } |
1498 | |
1521 | /* Only play sounds for melee kills */ |
1499 | /* Only play sounds for melee kills */ |
1522 | if (hitter->type == PLAYER) |
1500 | if (hitter->type == PLAYER) |
1523 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1501 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1524 | } |
1502 | } |
1525 | |
1503 | |
… | |
… | |
1530 | * player that the object belonged to - so if you killed another player |
1508 | * player that the object belonged to - so if you killed another player |
1531 | * with spells, pets, whatever, there was no penalty. |
1509 | * with spells, pets, whatever, there was no penalty. |
1532 | * Changed to make luck penalty configurable in settings. |
1510 | * Changed to make luck penalty configurable in settings. |
1533 | */ |
1511 | */ |
1534 | if (op->type == PLAYER && owner != op && !battleg) |
1512 | if (op->type == PLAYER && owner != op && !battleg) |
1535 | change_luck (owner, -settings.pk_luck_penalty); |
1513 | owner->change_luck (-settings.pk_luck_penalty); |
1536 | |
1514 | |
1537 | /* This code below deals with finding the appropriate skill |
1515 | /* This code below deals with finding the appropriate skill |
1538 | * to credit exp to. This is a bit problematic - we should |
1516 | * to credit exp to. This is a bit problematic - we should |
1539 | * probably never really have to look at current_weapon->skill |
1517 | * probably never really have to look at current_weapon->skill |
1540 | */ |
1518 | */ |
1541 | skill = NULL; |
1519 | skill = 0; |
|
|
1520 | |
1542 | if (hitter->skill && hitter->type != PLAYER) |
1521 | if (hitter->skill && hitter->type != PLAYER) |
1543 | skill = hitter->skill; |
1522 | skill = hitter->skill; |
1544 | else if (owner->chosen_skill) |
1523 | else if (owner->chosen_skill) |
1545 | { |
1524 | { |
1546 | skill = owner->chosen_skill->skill; |
1525 | skill = owner->chosen_skill->skill; |
… | |
… | |
1565 | break; |
1544 | break; |
1566 | } |
1545 | } |
1567 | } |
1546 | } |
1568 | } /* Was it a player that hit somethign */ |
1547 | } /* Was it a player that hit somethign */ |
1569 | else |
1548 | else |
1570 | { |
|
|
1571 | skill = NULL; |
1549 | skill = 0; |
1572 | } |
|
|
1573 | |
1550 | |
1574 | /* Pet (or spell) killed something. */ |
1551 | /* Pet (or spell) killed something. */ |
1575 | if (owner != hitter) |
1552 | if (owner != hitter) |
1576 | { |
|
|
1577 | (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
1553 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
1578 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1554 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1579 | } |
|
|
1580 | else |
1555 | else |
1581 | { |
|
|
1582 | (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
1556 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
1583 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
1557 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
1584 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1558 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1585 | } |
1559 | |
1586 | /* These may have been set in the player code section above */ |
1560 | /* These may have been set in the player code section above */ |
1587 | if (!skop) |
1561 | if (!skop) |
1588 | skop = hitter->chosen_skill; |
1562 | skop = hitter->chosen_skill; |
|
|
1563 | |
1589 | if (!skill && skop) |
1564 | if (!skill && skop) |
1590 | skill = skop->skill; |
1565 | skill = skop->skill; |
1591 | |
1566 | |
1592 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1567 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1593 | |
1568 | |
1594 | |
|
|
1595 | /* If you didn't kill yourself, and your not the wizard */ |
1569 | /* If you didn't kill yourself, and your not the wizard */ |
1596 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1570 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1597 | { |
1571 | { |
1598 | int exp; |
1572 | int exp; |
1599 | |
1573 | |
1600 | /* Really don't give much experience for killing other players */ |
1574 | /* Really don't give much experience for killing other players */ |
1601 | // schmorp: temporary? reduce the amount of exp gained for pking enourmously |
1575 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1602 | if (op->type == PLAYER) |
1576 | if (op->type == PLAYER) |
1603 | { |
1577 | { |
1604 | if (battleg) |
1578 | if (battleg) |
1605 | { |
1579 | { |
1606 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1580 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
… | |
… | |
1624 | |
1598 | |
1625 | if (!settings.simple_exp) |
1599 | if (!settings.simple_exp) |
1626 | exp = exp / 2; |
1600 | exp = exp / 2; |
1627 | |
1601 | |
1628 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1602 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1629 | { |
|
|
1630 | change_exp (owner, exp, skill, 0); |
1603 | change_exp (owner, exp, skill, 0); |
1631 | } |
|
|
1632 | else |
1604 | else |
1633 | { |
1605 | { |
1634 | int shares = 0, count = 0; |
1606 | int shares = 0, count = 0; |
1635 | |
|
|
1636 | player *pl; |
1607 | player *pl; |
1637 | |
|
|
1638 | partylist *party = owner->contr->party; |
1608 | partylist *party = owner->contr->party; |
1639 | |
1609 | |
1640 | #ifdef PARTY_KILL_LOG |
|
|
1641 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1610 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1642 | #endif |
1611 | |
1643 | for (pl = first_player; pl != NULL; pl = pl->next) |
1612 | for_all_players (pl) |
1644 | { |
|
|
1645 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1613 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1646 | { |
1614 | { |
1647 | count++; |
1615 | count++; |
1648 | shares += (pl->ob->level + 4); |
1616 | shares += (pl->ob->level + 4); |
1649 | } |
1617 | } |
1650 | } |
1618 | |
1651 | if (count == 1 || shares > exp) |
1619 | if (count == 1 || shares > exp || !shares) |
1652 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1620 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1653 | else |
1621 | else |
1654 | { |
1622 | { |
1655 | int share = exp / shares, given = 0, nexp; |
1623 | int share = exp / shares, given = 0, nexp; |
1656 | |
1624 | |
1657 | for (pl = first_player; pl != NULL; pl = pl->next) |
1625 | for_all_players (pl) |
1658 | { |
|
|
1659 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1626 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1660 | { |
1627 | { |
1661 | nexp = (pl->ob->level + 4) * share; |
1628 | nexp = (pl->ob->level + 4) * share; |
1662 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1629 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1663 | given += nexp; |
1630 | given += nexp; |
1664 | } |
1631 | } |
1665 | } |
1632 | |
1666 | exp -= given; |
1633 | exp -= given; |
1667 | /* give any remainder to the player */ |
1634 | /* give any remainder to the player */ |
1668 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1635 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1669 | } |
1636 | } |
1670 | } /* else part of a party */ |
1637 | } /* else part of a party */ |
1671 | |
|
|
1672 | } /* end if person didn't kill himself */ |
1638 | } /* end if person didn't kill himself */ |
1673 | |
1639 | |
1674 | if (op->type != PLAYER) |
1640 | if (op->type != PLAYER) |
1675 | { |
1641 | { |
1676 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1642 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1677 | { |
1643 | { |
1678 | object *owner1 = get_owner (op); |
1644 | object *owner1 = op->owner; |
1679 | |
1645 | |
1680 | if (owner1 != NULL && owner1->type == PLAYER) |
1646 | if (owner1 && owner1->type == PLAYER) |
1681 | { |
1647 | { |
1682 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1648 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1683 | /* Maybe we should include the owner that killed this, maybe not */ |
1649 | /* Maybe we should include the owner that killed this, maybe not */ |
1684 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1650 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1685 | } |
1651 | } |
|
|
1652 | |
1686 | remove_friendly_object (op); |
1653 | remove_friendly_object (op); |
1687 | } |
1654 | } |
1688 | remove_ob (op); |
1655 | |
1689 | free_object (op); |
1656 | op->destroy (); |
1690 | } |
1657 | } |
1691 | /* Player has been killed! */ |
|
|
1692 | else |
1658 | else |
1693 | { |
1659 | { |
|
|
1660 | /* Player has been killed! */ |
1694 | if (owner->type == PLAYER) |
1661 | if (owner->type == PLAYER) |
1695 | { |
|
|
1696 | snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); |
1662 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
1697 | } |
|
|
1698 | else |
1663 | else |
1699 | { |
|
|
1700 | strncpy (op->contr->killer, hitter->name, BIG_NAME); |
1664 | assign (op->contr->killer, hitter->name); |
1701 | op->contr->killer[BIG_NAME - 1] = '\0'; |
|
|
1702 | } |
|
|
1703 | } |
1665 | } |
|
|
1666 | |
1704 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1667 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1705 | * continues in the calling function. |
1668 | * continues in the calling function. |
1706 | */ |
1669 | */ |
1707 | return maxdam; |
1670 | return maxdam; |
1708 | } |
1671 | } |
… | |
… | |
1728 | return 0; |
1691 | return 0; |
1729 | |
1692 | |
1730 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1693 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1731 | return 1; |
1694 | return 1; |
1732 | |
1695 | |
1733 | if ((owner = get_owner (hitter)) != NULL) |
1696 | if ((owner = hitter->owner) != NULL) |
1734 | { |
1697 | { |
1735 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1698 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1736 | friendlyfire = 2; |
1699 | friendlyfire = 2; |
1737 | } |
1700 | } |
1738 | |
1701 | |
… | |
… | |
1748 | * is what is hitting the object, type is the attacktype, and |
1711 | * is what is hitting the object, type is the attacktype, and |
1749 | * full_hit is set if monster area does not matter. |
1712 | * full_hit is set if monster area does not matter. |
1750 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1713 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1751 | * modify it. |
1714 | * modify it. |
1752 | */ |
1715 | */ |
1753 | |
|
|
1754 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1716 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1755 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1717 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1756 | |
|
|
1757 | int |
1718 | int |
1758 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1719 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1759 | { |
1720 | { |
1760 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1721 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1761 | int maxattacktype, attacknum; |
1722 | int maxattacktype, attacknum; |
1762 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1723 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1763 | int simple_attack; |
1724 | int simple_attack; |
1764 | tag_t op_tag, hitter_tag; |
|
|
1765 | int rtn_kill = 0; |
1725 | int rtn_kill = 0; |
1766 | int friendlyfire; |
1726 | int friendlyfire; |
1767 | |
1727 | |
1768 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1728 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1769 | return 0; |
1729 | return 0; |
… | |
… | |
1773 | return 0; |
1733 | return 0; |
1774 | |
1734 | |
1775 | #ifdef PROHIBIT_PLAYERKILL |
1735 | #ifdef PROHIBIT_PLAYERKILL |
1776 | if (op->type == PLAYER) |
1736 | if (op->type == PLAYER) |
1777 | { |
1737 | { |
1778 | object *owner = get_owner (hitter); |
1738 | object *owner = hitter->owner; |
1779 | |
1739 | |
1780 | if (!owner) |
1740 | if (!owner) |
1781 | owner = hitter; |
1741 | owner = hitter; |
|
|
1742 | |
1782 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1743 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1783 | { |
|
|
1784 | return 0; |
1744 | return 0; |
1785 | } |
|
|
1786 | } |
1745 | } |
1787 | #endif |
1746 | #endif |
1788 | |
|
|
1789 | op_tag = op->count; |
|
|
1790 | hitter_tag = hitter->count; |
|
|
1791 | |
1747 | |
1792 | if (body_attack) |
1748 | if (body_attack) |
1793 | { |
1749 | { |
1794 | /* slow and paralyze must hit the head. But we don't want to just |
1750 | /* slow and paralyze must hit the head. But we don't want to just |
1795 | * return - we still need to process other attacks the spell still |
1751 | * return - we still need to process other attacks the spell still |
… | |
… | |
1801 | * attack so we don't cancel out things like magic bullet. |
1757 | * attack so we don't cancel out things like magic bullet. |
1802 | */ |
1758 | */ |
1803 | if (type & (AT_PARALYZE | AT_SLOW)) |
1759 | if (type & (AT_PARALYZE | AT_SLOW)) |
1804 | { |
1760 | { |
1805 | type &= ~(AT_PARALYZE | AT_SLOW); |
1761 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1762 | |
1806 | if (!type || type == AT_MAGIC) |
1763 | if (!type || type == AT_MAGIC) |
1807 | return 0; |
1764 | return 0; |
1808 | } |
1765 | } |
1809 | } |
1766 | } |
1810 | |
1767 | |
1811 | if (!simple_attack && op->type == DOOR) |
1768 | if (!simple_attack && op->type == DOOR) |
1812 | { |
1769 | { |
1813 | object *tmp; |
|
|
1814 | |
|
|
1815 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1770 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1816 | if (tmp->type == RUNE || tmp->type == TRAP) |
1771 | if (tmp->type == RUNE || tmp->type == TRAP) |
1817 | { |
1772 | { |
1818 | spring_trap (tmp, hitter); |
1773 | spring_trap (tmp, hitter); |
|
|
1774 | |
1819 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
1775 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1820 | return 0; |
1776 | return 0; |
|
|
1777 | |
1821 | break; |
1778 | break; |
1822 | } |
1779 | } |
1823 | } |
1780 | } |
1824 | |
1781 | |
1825 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1782 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1826 | { |
1783 | { |
1827 | /* FIXME: If a player is killed by a rune in a door, the |
1784 | /* FIXME: If a player is killed by a rune in a door, the |
1828 | * was_destroyed() check above doesn't return, and might get here. |
1785 | * destroyed() check above doesn't return, and might get here. |
1829 | */ |
1786 | */ |
1830 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1787 | LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); |
1831 | return 0; |
1788 | return 0; |
1832 | } |
1789 | } |
1833 | |
1790 | |
1834 | #ifdef ATTACK_DEBUG |
1791 | #ifdef ATTACK_DEBUG |
1835 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1792 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1841 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1798 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1842 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1799 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1843 | if (dam >= 100) |
1800 | if (dam >= 100) |
1844 | dam /= 100; |
1801 | dam /= 100; |
1845 | else |
1802 | else |
1846 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1803 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1847 | } |
1804 | } |
1848 | |
1805 | |
1849 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1806 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1850 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1807 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1851 | */ |
1808 | */ |
… | |
… | |
1871 | (hitter->title != NULL |
1828 | (hitter->title != NULL |
1872 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1829 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1873 | return 0; |
1830 | return 0; |
1874 | } |
1831 | } |
1875 | |
1832 | |
1876 | maxattacktype = type; /* initialize this to something */ |
1833 | maxattacktype = type; /* initialise this to something */ |
1877 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1834 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1878 | { |
1835 | { |
1879 | /* Magic isn't really a true attack type - it gets combined with other |
1836 | /* Magic isn't really a true attack type - it gets combined with other |
1880 | * attack types. As such, skip it over. However, if magic is |
1837 | * attack types. As such, skip it over. However, if magic is |
1881 | * the only attacktype in the group, then still attack with it |
1838 | * the only attacktype in the group, then still attack with it |
… | |
… | |
1934 | |
1891 | |
1935 | /* basically: maxdam /= area; we try to "simulate" a float |
1892 | /* basically: maxdam /= area; we try to "simulate" a float |
1936 | value-effect */ |
1893 | value-effect */ |
1937 | remainder = 100 * (maxdam % area) / area; |
1894 | remainder = 100 * (maxdam % area) / area; |
1938 | maxdam /= area; |
1895 | maxdam /= area; |
1939 | if (RANDOM () % 100 < remainder) |
1896 | if (rndm (100) < remainder) |
1940 | maxdam++; |
1897 | maxdam++; |
1941 | } |
1898 | } |
1942 | |
1899 | |
1943 | #ifdef ATTACK_DEBUG |
1900 | #ifdef ATTACK_DEBUG |
1944 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1901 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1945 | #endif |
1902 | #endif |
1946 | |
1903 | |
1947 | if (get_owner (hitter)) |
1904 | if (hitter->owner) |
1948 | op->enemy = hitter->owner; |
1905 | op->enemy = hitter->owner; |
1949 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1906 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1950 | op->enemy = hitter; |
1907 | op->enemy = hitter; |
1951 | |
1908 | |
1952 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1909 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
… | |
… | |
1977 | |
1934 | |
1978 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1935 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1979 | { |
1936 | { |
1980 | if (maxdam) |
1937 | if (maxdam) |
1981 | tear_down_wall (op); |
1938 | tear_down_wall (op); |
|
|
1939 | |
1982 | return maxdam; /* nothing more to do for wall */ |
1940 | return maxdam; /* nothing more to do for wall */ |
1983 | } |
1941 | } |
1984 | |
1942 | |
1985 | /* See if the creature has been killed */ |
1943 | /* See if the creature has been killed */ |
1986 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1944 | rtn_kill = kill_object (op, maxdam, hitter, type); |
… | |
… | |
1994 | */ |
1952 | */ |
1995 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1953 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1996 | { |
1954 | { |
1997 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
1955 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
1998 | remove_friendly_object (hitter); |
1956 | remove_friendly_object (hitter); |
1999 | remove_ob (hitter); |
1957 | |
2000 | free_object (hitter); |
1958 | hitter->destroy (); |
2001 | } |
1959 | } |
2002 | /* Lets handle creatures that are splitting now */ |
1960 | /* Lets handle creatures that are splitting now */ |
2003 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1961 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
2004 | { |
1962 | { |
2005 | int i; |
1963 | int i; |
2006 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1964 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
2007 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1965 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
2008 | object *owner = get_owner (op); |
1966 | object *owner = op->owner; |
2009 | |
1967 | |
2010 | if (!op->other_arch) |
1968 | if (!op->other_arch) |
2011 | { |
1969 | { |
2012 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1970 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
2013 | return maxdam; |
1971 | return maxdam; |
2014 | } |
1972 | } |
|
|
1973 | |
2015 | remove_ob (op); |
1974 | op->remove (); |
|
|
1975 | |
2016 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1976 | for (i = 0; i < NROFNEWOBJS (op); i++) |
2017 | { /* This doesn't handle op->more yet */ |
1977 | { /* This doesn't handle op->more yet */ |
2018 | object *tmp = arch_to_object (op->other_arch); |
1978 | object *tmp = arch_to_object (op->other_arch); |
2019 | int j; |
1979 | int j; |
2020 | |
1980 | |
2021 | tmp->stats.hp = op->stats.hp; |
1981 | tmp->stats.hp = op->stats.hp; |
|
|
1982 | |
2022 | if (friendly) |
1983 | if (friendly) |
2023 | { |
1984 | { |
2024 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2025 | add_friendly_object (tmp); |
1985 | add_friendly_object (tmp); |
2026 | tmp->attack_movement = PETMOVE; |
1986 | tmp->attack_movement = PETMOVE; |
|
|
1987 | |
2027 | if (owner != NULL) |
1988 | if (owner) |
2028 | set_owner (tmp, owner); |
1989 | tmp->set_owner (owner); |
2029 | } |
1990 | } |
|
|
1991 | |
2030 | if (unaggressive) |
1992 | if (unaggressive) |
2031 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1993 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1994 | |
2032 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1995 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1996 | |
2033 | if (j == -1) /* No spot to put this monster */ |
1997 | if (j == -1) /* No spot to put this monster */ |
2034 | free_object (tmp); |
1998 | tmp->destroy (); |
2035 | else |
1999 | else |
2036 | { |
2000 | { |
2037 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
2001 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
2038 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2002 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2039 | } |
2003 | } |
2040 | } |
2004 | } |
2041 | if (friendly) |
2005 | |
2042 | remove_friendly_object (op); |
2006 | op->destroy (); |
2043 | free_object (op); |
|
|
2044 | } |
2007 | } |
2045 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2008 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2046 | { |
2009 | hitter->destroy (); |
2047 | remove_ob (hitter); |
2010 | |
2048 | free_object (hitter); |
|
|
2049 | } |
|
|
2050 | return maxdam; |
2011 | return maxdam; |
2051 | } |
2012 | } |
2052 | |
2013 | |
2053 | |
2014 | |
2054 | void |
2015 | void |
2055 | poison_player (object *op, object *hitter, int dam) |
2016 | poison_player (object *op, object *hitter, int dam) |
2056 | { |
2017 | { |
2057 | archetype *at = find_archetype ("poisoning"); |
2018 | archetype *at = archetype::find ("poisoning"); |
2058 | object *tmp = present_arch_in_ob (at, op); |
2019 | object *tmp = present_arch_in_ob (at, op); |
2059 | |
2020 | |
2060 | if (tmp == NULL) |
2021 | if (tmp == NULL) |
2061 | { |
2022 | { |
2062 | if ((tmp = arch_to_object (at)) == NULL) |
2023 | if ((tmp = arch_to_object (at)) == NULL) |
… | |
… | |
2075 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
2036 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
2076 | tmp->stats.dam += hitter->level / 2; |
2037 | tmp->stats.dam += hitter->level / 2; |
2077 | else |
2038 | else |
2078 | tmp->stats.dam = dam; |
2039 | tmp->stats.dam = dam; |
2079 | |
2040 | |
2080 | copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ |
2041 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
2081 | if (hitter->skill && hitter->skill != tmp->skill) |
2042 | if (hitter->skill && hitter->skill != tmp->skill) |
2082 | { |
2043 | { |
2083 | tmp->skill = hitter->skill; |
2044 | tmp->skill = hitter->skill; |
2084 | } |
2045 | } |
2085 | |
2046 | |
… | |
… | |
2091 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2052 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2092 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2053 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2093 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2054 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2094 | tmp->stats.Int = MAX (-dam / 7, -10); |
2055 | tmp->stats.Int = MAX (-dam / 7, -10); |
2095 | SET_FLAG (tmp, FLAG_APPLIED); |
2056 | SET_FLAG (tmp, FLAG_APPLIED); |
2096 | fix_player (op); |
2057 | op->update_stats (); |
2097 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2058 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2098 | } |
2059 | } |
2099 | if (hitter->type == PLAYER) |
2060 | if (hitter->type == PLAYER) |
2100 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2061 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2101 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
2062 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2102 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2063 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2103 | } |
2064 | } |
2104 | tmp->speed_left = 0; |
2065 | tmp->speed_left = 0; |
2105 | } |
2066 | } |
2106 | else |
2067 | else |
… | |
… | |
2108 | } |
2069 | } |
2109 | |
2070 | |
2110 | void |
2071 | void |
2111 | slow_player (object *op, object *hitter, int dam) |
2072 | slow_player (object *op, object *hitter, int dam) |
2112 | { |
2073 | { |
2113 | archetype *at = find_archetype ("slowness"); |
2074 | archetype *at = archetype::find ("slowness"); |
2114 | object *tmp; |
2075 | object *tmp; |
2115 | |
2076 | |
2116 | if (at == NULL) |
2077 | if (at == NULL) |
2117 | { |
2078 | { |
2118 | LOG (llevError, "Can't find slowness archetype.\n"); |
2079 | LOG (llevError, "Can't find slowness archetype.\n"); |
… | |
… | |
2125 | } |
2086 | } |
2126 | else |
2087 | else |
2127 | tmp->stats.food++; |
2088 | tmp->stats.food++; |
2128 | SET_FLAG (tmp, FLAG_APPLIED); |
2089 | SET_FLAG (tmp, FLAG_APPLIED); |
2129 | tmp->speed_left = 0; |
2090 | tmp->speed_left = 0; |
2130 | fix_player (op); |
2091 | op->update_stats (); |
2131 | } |
2092 | } |
2132 | |
2093 | |
2133 | void |
2094 | void |
2134 | confuse_player (object *op, object *hitter, int dam) |
2095 | confuse_player (object *op, object *hitter, int dam) |
2135 | { |
2096 | { |
… | |
… | |
2179 | */ |
2140 | */ |
2180 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2141 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2181 | |
2142 | |
2182 | tmp = insert_ob_in_ob (tmp, op); |
2143 | tmp = insert_ob_in_ob (tmp, op); |
2183 | change_abil (op, tmp); /* Mostly to display any messages */ |
2144 | change_abil (op, tmp); /* Mostly to display any messages */ |
2184 | fix_player (op); /* This takes care of some other stuff */ |
2145 | op->update_stats (); /* This takes care of some other stuff */ |
2185 | |
2146 | |
2186 | if (hitter->owner) |
2147 | if (hitter->owner) |
2187 | owner = get_owner (hitter); |
2148 | owner = hitter->owner; |
2188 | else |
2149 | else |
2189 | owner = hitter; |
2150 | owner = hitter; |
2190 | |
2151 | |
2191 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2152 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2192 | } |
2153 | } |
… | |
… | |
2338 | } |
2299 | } |
2339 | |
2300 | |
2340 | /* aimed missiles use the owning object's sight */ |
2301 | /* aimed missiles use the owning object's sight */ |
2341 | if (is_aimed_missile (hitter)) |
2302 | if (is_aimed_missile (hitter)) |
2342 | { |
2303 | { |
2343 | if ((attacker = get_owner (hitter)) == NULL) |
2304 | if ((attacker = hitter->owner) == NULL) |
2344 | attacker = hitter; |
2305 | attacker = hitter; |
2345 | /* A player who saves but hasn't quit still could have objects |
2306 | /* A player who saves but hasn't quit still could have objects |
2346 | * owned by him - need to handle that case to avoid crashes. |
2307 | * owned by him - need to handle that case to avoid crashes. |
2347 | */ |
2308 | */ |
2348 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2309 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |