1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
|
|
24 | |
24 | #include <assert.h> |
25 | #include <assert.h> |
25 | #include <global.h> |
26 | #include <global.h> |
26 | #include <living.h> |
27 | #include <living.h> |
27 | #include <material.h> |
28 | #include <material.h> |
28 | #include <skills.h> |
29 | #include <skills.h> |
29 | |
|
|
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
|
|
32 | #endif |
|
|
33 | |
|
|
34 | #include <sounds.h> |
30 | #include <sounds.h> |
|
|
31 | #include <sproto.h> |
35 | |
32 | |
36 | typedef struct att_msg_str |
33 | typedef struct att_msg_str |
37 | { |
34 | { |
38 | char *msg1; |
35 | char *msg1; |
39 | char *msg2; |
36 | char *msg2; |
… | |
… | |
66 | CLEAR_FLAG (op, FLAG_DAMNED); |
63 | CLEAR_FLAG (op, FLAG_DAMNED); |
67 | CLEAR_FLAG (op, FLAG_CURSED); |
64 | CLEAR_FLAG (op, FLAG_CURSED); |
68 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
65 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
69 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
66 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
70 | |
67 | |
71 | if (op->env && op->env->type == PLAYER) |
68 | if (object *pl = op->visible_to ()) |
72 | esrv_send_item (op->env, op); |
69 | esrv_update_item (UPD_FLAGS, pl, op); |
73 | } |
70 | } |
74 | } |
71 | } |
75 | |
72 | |
76 | /* did_make_save_item just checks to make sure the item actually |
73 | /* did_make_save_item just checks to make sure the item actually |
77 | * made its saving throw based on the tables. It does not take |
74 | * made its saving throw based on the tables. It does not take |
… | |
… | |
81 | did_make_save_item (object *op, int type, object *originator) |
78 | did_make_save_item (object *op, int type, object *originator) |
82 | { |
79 | { |
83 | int i, roll, saves = 0, attacks = 0, number; |
80 | int i, roll, saves = 0, attacks = 0, number; |
84 | materialtype_t *mt; |
81 | materialtype_t *mt; |
85 | |
82 | |
86 | if (op->materialname == NULL) |
83 | if (!op->materialname) |
87 | { |
84 | { |
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
85 | for (mt = materialt; mt; mt = mt->next) |
89 | if (op->materials & mt->material) |
86 | if (op->materials & mt->material) |
90 | break; |
87 | break; |
91 | } |
88 | } |
92 | else |
89 | else |
93 | mt = name_to_material (op->materialname); |
90 | mt = name_to_material (op->materialname); |
94 | |
91 | |
95 | if (mt == NULL) |
92 | if (!mt) |
96 | return TRUE; |
93 | return TRUE; |
97 | |
94 | |
98 | roll = rndm (1, 20); |
95 | roll = rndm (1, 20); |
99 | |
96 | |
100 | /* the attacktypes have no meaning for object saves |
97 | /* the attacktypes have no meaning for object saves |
… | |
… | |
108 | if (type != AT_MAGIC) |
105 | if (type != AT_MAGIC) |
109 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
106 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
110 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
107 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
111 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
108 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
112 | |
109 | |
113 | if (type == 0) |
110 | if (type == 0) return TRUE; |
114 | return TRUE; |
111 | |
115 | if (roll == 20) |
112 | if (roll == 20) return TRUE; |
116 | return TRUE; |
113 | if (roll == 1) return FALSE; |
117 | if (roll == 1) |
|
|
118 | return FALSE; |
|
|
119 | |
114 | |
120 | for (number = 0; number < NROFATTACKS; number++) |
115 | for (number = 0; number < NROFATTACKS; number++) |
121 | { |
116 | { |
122 | i = 1 << number; |
117 | i = 1 << number; |
|
|
118 | |
123 | if (!(i & type)) |
119 | if (!(i & type)) |
124 | continue; |
120 | continue; |
|
|
121 | |
125 | attacks++; |
122 | attacks++; |
126 | if (op->resist[number] == 100) |
123 | if (op->resist[number] == 100) |
127 | saves++; |
124 | saves++; |
128 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
125 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
129 | saves++; |
126 | saves++; |
… | |
… | |
152 | object *env = op->env; |
149 | object *env = op->env; |
153 | int x = op->x, y = op->y; |
150 | int x = op->x, y = op->y; |
154 | maptile *m = op->map; |
151 | maptile *m = op->map; |
155 | |
152 | |
156 | op = stop_item (op); |
153 | op = stop_item (op); |
157 | if (op == NULL) |
154 | if (!op) |
158 | return; |
155 | return; |
159 | |
156 | |
160 | /* Hacked the following so that type LIGHTER will work. |
157 | /* Hacked the following so that type LIGHTER will work. |
161 | * Also, objects which are potenital "lights" that are hit by |
158 | * Also, objects which are potential "lights" that are hit by |
162 | * flame/elect attacks will be set to glow. "lights" are any |
159 | * flame/elect attacks will be set to glow. "lights" are any |
163 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * object with +/- glow_radius and an "other_arch" to change to. |
164 | * (and please note that we cant fail our save and reach this |
161 | * (and please note that we cant fail our save and reach this |
165 | * function if the object doesnt contain a material that can burn. |
162 | * function if the object doesnt contain a material that can burn. |
166 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | * So forget lighting magical swords on fire with this!) -b.t. |
167 | */ |
164 | */ |
168 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
165 | if (type & (AT_FIRE | AT_ELECTRICITY) |
|
|
166 | && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE) |
|
|
167 | || op->type == LAMP |
|
|
168 | || op->type == TORCH |
169 | { |
169 | )) |
170 | const char *arch = op->other_arch->name; |
170 | { |
171 | |
171 | switch (op->type) |
172 | op = decrease_ob_nr (op, 1); |
|
|
173 | |
|
|
174 | if (op) |
|
|
175 | fix_stopped_item (op, m, originator); |
|
|
176 | |
|
|
177 | if ((op = get_archetype (arch)) != NULL) |
|
|
178 | { |
172 | { |
179 | if (env) |
173 | case LAMP: |
|
|
174 | case TORCH: |
|
|
175 | // turn on a lamp |
|
|
176 | apply_lamp (op, true); |
|
|
177 | break; |
|
|
178 | |
|
|
179 | default: |
|
|
180 | // for instance icecubes: |
|
|
181 | if (op->other_arch) |
180 | { |
182 | { |
181 | op->x = env->x, op->y = env->y; |
183 | const char *arch = op->other_arch->archname; |
182 | insert_ob_in_ob (op, env); |
184 | |
|
|
185 | if (op->decrease ()) |
|
|
186 | fix_stopped_item (op, m, originator); |
|
|
187 | |
|
|
188 | if ((op = archetype::get (arch))) |
|
|
189 | { |
183 | if (env->contr) |
190 | if (env) |
184 | esrv_send_item (env, op); |
191 | env->insert (op); |
|
|
192 | else |
|
|
193 | m->insert (op, x, y, originator); |
|
|
194 | } |
185 | } |
195 | } |
186 | else |
|
|
187 | { |
|
|
188 | op->x = x, op->y = y; |
|
|
189 | insert_ob_in_map (op, m, originator, 0); |
|
|
190 | } |
|
|
191 | } |
196 | } |
192 | |
|
|
193 | return; |
197 | return; |
194 | } |
198 | } |
195 | |
199 | |
196 | if (type & AT_CANCELLATION) |
200 | if (type & AT_CANCELLATION) |
197 | { /* Cancellation. */ |
201 | { /* Cancellation. */ |
… | |
… | |
200 | return; |
204 | return; |
201 | } |
205 | } |
202 | |
206 | |
203 | if (op->nrof > 1) |
207 | if (op->nrof > 1) |
204 | { |
208 | { |
205 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
209 | if (op->decrease (rndm (0, op->nrof - 1))) |
206 | |
|
|
207 | if (op) |
|
|
208 | fix_stopped_item (op, m, originator); |
210 | fix_stopped_item (op, m, originator); |
209 | } |
211 | } |
210 | else |
212 | else |
211 | { |
213 | { |
212 | if (op->env) |
214 | // drop everything to the ground, if possible |
213 | { |
215 | op->insert_at (originator); |
214 | object *tmp = op->in_player (); |
|
|
215 | |
|
|
216 | if (tmp) |
|
|
217 | esrv_del_item (tmp->contr, op->count); |
|
|
218 | } |
|
|
219 | |
|
|
220 | op->destroy (); |
216 | op->drop_and_destroy (); |
221 | } |
217 | } |
222 | |
218 | |
223 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
219 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
224 | if (env) |
220 | if (env) |
225 | { |
221 | { |
226 | op = get_archetype ("burnout"); |
222 | op = archetype::get (shstr_burnout); |
227 | op->x = env->x, op->y = env->y; |
223 | op->x = env->x, op->y = env->y; |
228 | insert_ob_in_ob (op, env); |
224 | env->insert (op); |
229 | } |
225 | } |
230 | else |
226 | else |
231 | replace_insert_ob_in_map ("burnout", originator); |
227 | replace_insert_ob_in_map (shstr_burnout, originator); |
232 | |
228 | |
233 | return; |
229 | return; |
234 | } |
230 | } |
235 | |
231 | |
236 | /* The value of 50 is arbitrary. */ |
232 | /* The value of 50 is arbitrary. */ |
237 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
233 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) |
238 | { |
234 | { |
239 | object *tmp; |
|
|
240 | archetype *at = archetype::find ("icecube"); |
235 | archetype *at = archetype::find (shstr_icecube); |
241 | |
236 | |
242 | if (at == NULL) |
237 | if (at == NULL) |
243 | return; |
238 | return; |
244 | |
239 | |
245 | op = stop_item (op); |
240 | op = stop_item (op); |
246 | if (op == NULL) |
241 | if (op == NULL) |
247 | return; |
242 | return; |
248 | |
243 | |
249 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
244 | object *tmp = present_arch (at, op->map, op->x, op->y); |
|
|
245 | if (!tmp) |
250 | { |
246 | { |
251 | tmp = arch_to_object (at); |
247 | tmp = arch_to_object (at); |
252 | tmp->x = op->x, tmp->y = op->y; |
248 | tmp->x = op->x, tmp->y = op->y; |
253 | /* This was in the old (pre new movement code) - |
249 | /* This was in the old (pre new movement code) - |
254 | * icecubes have slow_move set to 1 - don't want |
250 | * icecubes have slow_move set to 1 - don't want |
… | |
… | |
257 | tmp->move_slow_penalty = 0; |
253 | tmp->move_slow_penalty = 0; |
258 | tmp->move_slow = 0; |
254 | tmp->move_slow = 0; |
259 | insert_ob_in_map (tmp, op->map, originator, 0); |
255 | insert_ob_in_map (tmp, op->map, originator, 0); |
260 | } |
256 | } |
261 | |
257 | |
262 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
258 | tmp->insert (op); |
263 | op->remove (); |
|
|
264 | |
|
|
265 | insert_ob_in_ob (op, tmp); |
|
|
266 | return; |
259 | return; |
267 | } |
260 | } |
268 | } |
261 | } |
269 | |
262 | |
270 | /* Object op is hitting the map. |
263 | /* Object op is hitting the map. |
271 | * op is going in direction 'dir' |
264 | * op is going in direction 'dir' |
272 | * type is the attacktype of the object. |
265 | * type is the attacktype of the object. |
273 | * full_hit is set if monster area does not matter. |
266 | * full_hit is set if monster area does not matter. |
274 | * returns 1 if it hits something, 0 otherwise. |
267 | * returns 1 if it hits something, 0 otherwise. |
275 | */ |
268 | */ |
276 | |
|
|
277 | int |
269 | int |
278 | hit_map (object *op, int dir, int type, int full_hit) |
270 | hit_map (object *op, int dir, int type, int full_hit) |
279 | { |
271 | { |
280 | maptile *map; |
272 | maptile *map; |
281 | sint16 x, y; |
273 | sint16 x, y; |
… | |
… | |
287 | return 0; |
279 | return 0; |
288 | } |
280 | } |
289 | |
281 | |
290 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
282 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
291 | { |
283 | { |
292 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
284 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
293 | return 0; |
285 | return 0; |
294 | } |
286 | } |
295 | |
287 | |
296 | if (!op->map) |
288 | if (!op->map) |
297 | { |
289 | { |
… | |
… | |
300 | } |
292 | } |
301 | |
293 | |
302 | if (op->head) |
294 | if (op->head) |
303 | op = op->head; |
295 | op = op->head; |
304 | |
296 | |
305 | map = op->map; |
297 | mapxy pos (op); |
306 | x = op->x + freearr_x[dir]; |
298 | pos.move (dir); |
307 | y = op->y + freearr_y[dir]; |
|
|
308 | |
299 | |
309 | if (!xy_normalise (map, x, y)) |
300 | if (!pos.normalise ()) |
310 | return 0; |
301 | return 0; |
311 | |
302 | |
312 | // elmex: a safe map tile can't be hit! |
303 | // elmex: a safe map tile can't be hit! |
313 | // this should prevent most harmful effects on items and players there. |
304 | // this should prevent most harmful effects on items and players there. |
314 | mapspace &ms = map->at (x, y); |
305 | mapspace &ms = pos.ms (); |
315 | |
306 | |
316 | if (ms.flags () & P_SAFE) |
307 | if (ms.flags () & P_SAFE) |
317 | return 0; |
308 | return 0; |
318 | |
309 | |
319 | /* peterm: a few special cases for special attacktypes --counterspell |
310 | /* peterm: a few special cases for special attacktypes --counterspell |
320 | * must be out here because it strikes things which are not alive |
311 | * must be out here because it strikes things which are not alive |
321 | */ |
312 | */ |
322 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
313 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
323 | { |
314 | { |
324 | if (type & AT_COUNTERSPELL) |
315 | if (type & AT_COUNTERSPELL) |
… | |
… | |
357 | |
348 | |
358 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
349 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
359 | * For example, 'tmp' was put in an icecube. |
350 | * For example, 'tmp' was put in an icecube. |
360 | * This is one of the few cases where on_same_map should not be used. |
351 | * This is one of the few cases where on_same_map should not be used. |
361 | */ |
352 | */ |
362 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
353 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
363 | continue; |
354 | continue; |
364 | |
355 | |
365 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
356 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
366 | { |
357 | { |
367 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
358 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
… | |
… | |
399 | |
390 | |
400 | /* put in a few special messages for some of the common attacktypes |
391 | /* put in a few special messages for some of the common attacktypes |
401 | * a player might have. For example, fire, electric, cold, etc |
392 | * a player might have. For example, fire, electric, cold, etc |
402 | * [garbled 20010919] |
393 | * [garbled 20010919] |
403 | */ |
394 | */ |
404 | |
|
|
405 | if (dam == 9998 && op->type == DOOR) |
395 | if (dam == 9998 && op->type == DOOR) |
406 | { |
396 | { |
407 | sprintf (buf1, "unlock %s", &op->name); |
397 | sprintf (buf1, "unlock %s", &op->name); |
408 | sprintf (buf2, " unlocks"); |
398 | sprintf (buf2, " unlocks"); |
409 | found++; |
399 | found++; |
410 | } |
400 | } |
411 | if (dam < 0) |
401 | else if (dam < 0) |
412 | { |
402 | { |
413 | sprintf (buf1, "hit %s", &op->name); |
403 | sprintf (buf1, "hit %s", &op->name); |
414 | sprintf (buf2, " hits"); |
404 | sprintf (buf2, " hits"); |
415 | found++; |
405 | found++; |
416 | } |
406 | } |
… | |
… | |
538 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
528 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
539 | found++; |
529 | found++; |
540 | break; |
530 | break; |
541 | } |
531 | } |
542 | } |
532 | } |
543 | else if (hitter->current_weapon != NULL) |
533 | else if (hitter->current_weapon) |
544 | { |
534 | { |
545 | int mtype; |
535 | int mtype; |
546 | |
536 | |
547 | switch (hitter->current_weapon->weapontype) |
537 | switch (hitter->current_weapon->weapontype) |
548 | { |
538 | { |
549 | case WEAP_HIT: |
539 | case WEAP_HIT: |
550 | mtype = ATM_BASIC; |
540 | mtype = ATM_BASIC; |
551 | break; |
541 | break; |
552 | case WEAP_SLASH: |
542 | case WEAP_SLASH: |
553 | mtype = ATM_SLASH; |
543 | mtype = ATM_SLASH; |
554 | break; |
544 | break; |
555 | case WEAP_PIERCE: |
545 | case WEAP_PIERCE: |
556 | mtype = ATM_PIERCE; |
546 | mtype = ATM_PIERCE; |
557 | break; |
547 | break; |
558 | case WEAP_CLEAVE: |
548 | case WEAP_CLEAVE: |
559 | mtype = ATM_CLEAVE; |
549 | mtype = ATM_CLEAVE; |
560 | break; |
550 | break; |
561 | case WEAP_SLICE: |
551 | case WEAP_SLICE: |
562 | mtype = ATM_SLICE; |
552 | mtype = ATM_SLICE; |
563 | break; |
553 | break; |
564 | case WEAP_STAB: |
554 | case WEAP_STAB: |
565 | mtype = ATM_STAB; |
555 | mtype = ATM_STAB; |
566 | break; |
556 | break; |
567 | case WEAP_WHIP: |
557 | case WEAP_WHIP: |
568 | mtype = ATM_WHIP; |
558 | mtype = ATM_WHIP; |
569 | break; |
559 | break; |
570 | case WEAP_CRUSH: |
560 | case WEAP_CRUSH: |
571 | mtype = ATM_CRUSH; |
561 | mtype = ATM_CRUSH; |
572 | break; |
562 | break; |
573 | case WEAP_BLUD: |
563 | case WEAP_BLUD: |
574 | mtype = ATM_BLUD; |
564 | mtype = ATM_BLUD; |
575 | break; |
565 | break; |
576 | default: |
566 | default: |
577 | mtype = ATM_BASIC; |
567 | mtype = ATM_BASIC; |
578 | break; |
568 | break; |
579 | } |
569 | } |
|
|
570 | |
580 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
571 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
581 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
572 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
582 | { |
573 | { |
583 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
574 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
584 | strcpy (buf2, attack_mess[mtype][i].buf3); |
575 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
618 | if (hitter->owner != NULL) |
609 | if (hitter->owner != NULL) |
619 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
610 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
620 | else |
611 | else |
621 | { |
612 | { |
622 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
613 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
614 | |
623 | if (dam != 0) |
615 | if (dam != 0) |
624 | { |
616 | { |
625 | if (dam < 10) |
617 | if (dam < 10) |
626 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
618 | op->contr->play_sound (sound_find ("player_is_hit1")); |
627 | else if (dam < 20) |
619 | else if (dam < 20) |
628 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
620 | op->contr->play_sound (sound_find ("player_is_hit2")); |
629 | else |
621 | else |
630 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
622 | op->contr->play_sound (sound_find ("player_is_hit3")); |
631 | } |
623 | } |
632 | } |
624 | } |
|
|
625 | |
633 | new_draw_info (NDI_BLACK, 0, op, buf); |
626 | new_draw_info (NDI_BLACK, 0, op, buf); |
634 | } /* end of player hitting player */ |
627 | } /* end of player hitting player */ |
635 | |
628 | |
636 | if (hitter->type == PLAYER) |
629 | if (hitter->type == PLAYER) |
637 | { |
630 | { |
638 | sprintf (buf, "You %s.", buf1); |
631 | sprintf (buf, "You %s.", buf1); |
|
|
632 | |
639 | if (dam != 0) |
633 | if (dam != 0) |
640 | { |
634 | { |
641 | if (dam < 10) |
635 | if (dam < 10) |
642 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
636 | op->play_sound (sound_find ("player_hits1")); |
643 | else if (dam < 20) |
637 | else if (dam < 20) |
644 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
638 | op->play_sound (sound_find ("player_hits2")); |
645 | else |
639 | else |
646 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
640 | op->play_sound (sound_find ("player_hits3")); |
647 | } |
641 | } |
|
|
642 | |
648 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
643 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
649 | } |
644 | } |
650 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
645 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
651 | { |
646 | { |
652 | /* look for stacked spells and start reducing the message chances */ |
647 | /* look for stacked spells and start reducing the message chances */ |
… | |
… | |
654 | { |
649 | { |
655 | i = 4; |
650 | i = 4; |
656 | map = hitter->map; |
651 | map = hitter->map; |
657 | if (out_of_map (map, hitter->x, hitter->y)) |
652 | if (out_of_map (map, hitter->x, hitter->y)) |
658 | return; |
653 | return; |
|
|
654 | |
659 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
655 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
660 | if (next) |
656 | if (next) |
661 | while (next) |
657 | while (next) |
662 | { |
658 | { |
663 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
659 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
664 | i *= 3; |
660 | i *= 3; |
|
|
661 | |
665 | tmp = next; |
662 | tmp = next; |
666 | next = tmp->above; |
663 | next = tmp->above; |
667 | } |
664 | } |
|
|
665 | |
668 | if (i < 0) |
666 | if (i < 0) |
669 | return; |
667 | return; |
|
|
668 | |
670 | if (rndm (0, i) != 0) |
669 | if (rndm (0, i) != 0) |
671 | return; |
670 | return; |
672 | } |
671 | } |
673 | else if (rndm (0, 5) != 0) |
672 | else if (rndm (0, 5) != 0) |
674 | return; |
673 | return; |
|
|
674 | |
675 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
675 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
676 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
676 | op->play_sound (sound_find ("player_hits4")); |
677 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
677 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
678 | } |
678 | } |
679 | } |
679 | } |
680 | |
|
|
681 | |
680 | |
682 | static int |
681 | static int |
683 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
682 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
684 | { |
683 | { |
685 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
684 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
686 | { |
685 | { |
687 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
686 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
688 | return 1; |
687 | return 1; |
689 | } |
688 | } |
690 | if ((*target)->head) |
689 | |
691 | *target = (*target)->head; |
690 | *target = (*target)->head_ (); |
692 | if ((*hitter)->head) |
|
|
693 | *hitter = (*hitter)->head; |
691 | *hitter = (*hitter)->head_ (); |
|
|
692 | |
|
|
693 | if ((*target)->type == LOCKED_DOOR) |
|
|
694 | return 1; // locked doors cannot be hit |
|
|
695 | |
694 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
696 | if ((*hitter)->env || (*target)->env) |
695 | { |
697 | { |
696 | *simple_attack = 1; |
698 | *simple_attack = 1; |
697 | return 0; |
699 | return 0; |
698 | } |
700 | } |
|
|
701 | |
699 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
702 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
700 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
703 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
704 | || !(*hitter)->map |
|
|
705 | || !on_same_map (*hitter, *target)) |
701 | { |
706 | { |
702 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
707 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
708 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
703 | return 1; |
709 | return 1; |
704 | } |
710 | } |
|
|
711 | |
705 | *simple_attack = 0; |
712 | *simple_attack = 0; |
706 | return 0; |
713 | return 0; |
707 | } |
714 | } |
708 | |
715 | |
709 | static int |
716 | static int |
710 | abort_attack (object *target, object *hitter, int simple_attack) |
717 | abort_attack (object *target, object *hitter, int simple_attack) |
711 | { |
718 | { |
712 | |
|
|
713 | /* Check if target and hitter are still in a relation similar to the one |
719 | /* Check if target and hitter are still in a relation similar to the one |
714 | * determined by get_attack_mode(). Returns true if the relation has changed. |
720 | * determined by get_attack_mode(). Returns true if the relation has changed. |
715 | */ |
721 | */ |
716 | int new_mode; |
722 | int new_mode; |
717 | |
723 | |
718 | if (hitter->env == target || target->env == hitter) |
724 | if (hitter->env == target || target->env == hitter) |
719 | new_mode = 1; |
725 | new_mode = 1; |
720 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
726 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) |
|
|
727 | || hitter->map == NULL || !on_same_map (hitter, target)) |
721 | return 1; |
728 | return 1; |
722 | else |
729 | else |
723 | new_mode = 0; |
730 | new_mode = 0; |
|
|
731 | |
724 | return new_mode != simple_attack; |
732 | return new_mode != simple_attack; |
725 | } |
733 | } |
726 | |
734 | |
727 | static void thrown_item_effect (object *, object *); |
735 | static void thrown_item_effect (object *, object *); |
728 | |
736 | |
… | |
… | |
745 | |
753 | |
746 | /* |
754 | /* |
747 | * A little check to make it more difficult to dance forward and back |
755 | * A little check to make it more difficult to dance forward and back |
748 | * to avoid ever being hit by monsters. |
756 | * to avoid ever being hit by monsters. |
749 | */ |
757 | */ |
750 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
758 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
751 | { |
759 | { |
752 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
760 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
753 | * infinite loop occurs, with process_object calling move_monster, |
761 | * infinite loop occurs, with process_object calling move_monster, |
754 | * which then gets here again. By decreasing the speed before |
762 | * which then gets here again. By decreasing the speed before |
755 | * we call process_object, the 'if' statement above will fail. |
763 | * we call process_object, the 'if' statement above will fail. |
756 | */ |
764 | */ |
757 | op->speed_left--; |
765 | --op->speed_left; |
758 | process_object (op); |
766 | process_object (op); |
759 | |
767 | |
760 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
768 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
761 | goto error; |
769 | goto error; |
762 | } |
770 | } |
… | |
… | |
772 | /* See if we hit the creature */ |
780 | /* See if we hit the creature */ |
773 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
781 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
774 | { |
782 | { |
775 | int hitdam = base_dam; |
783 | int hitdam = base_dam; |
776 | |
784 | |
777 | if (settings.casting_time == TRUE) |
|
|
778 | { |
|
|
779 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
780 | { |
|
|
781 | hitter->casting_time = -1; |
|
|
782 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
|
|
783 | } |
|
|
784 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
785 | { |
|
|
786 | op->casting_time = -1; |
|
|
787 | if (op->type == PLAYER) |
|
|
788 | { |
|
|
789 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
|
|
790 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
791 | } |
|
|
792 | } |
|
|
793 | } |
|
|
794 | if (!simple_attack) |
785 | if (!simple_attack) |
795 | { |
786 | { |
796 | /* If you hit something, the victim should *always* wake up. |
787 | /* If you hit something, the victim should *always* wake up. |
797 | * Before, invisible hitters could avoid doing this. |
788 | * Before, invisible hitters could avoid doing this. |
798 | * -b.t. */ |
789 | * -b.t. */ |
… | |
… | |
803 | * for help. */ |
794 | * for help. */ |
804 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
795 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
805 | npc_call_help (op); |
796 | npc_call_help (op); |
806 | |
797 | |
807 | /* if you were hidden and hit by a creature, you are discovered */ |
798 | /* if you were hidden and hit by a creature, you are discovered */ |
808 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
799 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
809 | { |
800 | { |
810 | make_visible (op); |
801 | make_visible (op); |
|
|
802 | |
811 | if (op->type == PLAYER) |
803 | if (op->type == PLAYER) |
812 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
804 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
813 | } |
805 | } |
814 | |
806 | |
815 | /* thrown items (hitter) will have various effects |
807 | /* thrown items (hitter) will have various effects |
816 | * when they hit the victim. For things like thrown daggers, |
808 | * when they hit the victim. For things like thrown daggers, |
817 | * this sets 'hitter' to the actual dagger, and not the |
809 | * this sets 'hitter' to the actual dagger, and not the |
… | |
… | |
829 | if (hitdam <= 0) |
821 | if (hitdam <= 0) |
830 | hitdam = 1; |
822 | hitdam = 1; |
831 | |
823 | |
832 | type = hitter->attacktype; |
824 | type = hitter->attacktype; |
833 | |
825 | |
|
|
826 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
827 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
828 | * This check is important for the most simple monsters out there in the |
|
|
829 | * game content (maps, archs). For example orcs: They would have |
|
|
830 | * no attacktype at all. |
|
|
831 | * |
|
|
832 | * Some time in the future someone should just go into the game data |
|
|
833 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
834 | * more trees in the african rain forests with this check. |
|
|
835 | */ |
834 | if (!type) |
836 | if (!type) |
835 | type = AT_PHYSICAL; |
837 | type = AT_PHYSICAL; |
836 | |
838 | |
837 | /* Handle monsters that hit back */ |
839 | /* Handle monsters that hit back */ |
838 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
840 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
… | |
… | |
869 | } |
871 | } |
870 | |
872 | |
871 | int |
873 | int |
872 | attack_ob (object *op, object *hitter) |
874 | attack_ob (object *op, object *hitter) |
873 | { |
875 | { |
874 | |
|
|
875 | if (hitter->head) |
|
|
876 | hitter = hitter->head; |
876 | hitter = hitter->head_ (); |
|
|
877 | |
877 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
878 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
878 | } |
879 | } |
879 | |
880 | |
880 | /* op is the arrow, tmp is what is stopping the arrow. |
881 | /* op is the arrow, tmp is what is stopping the arrow. |
881 | * |
882 | * |
… | |
… | |
890 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
891 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
891 | * stick around. |
892 | * stick around. |
892 | */ |
893 | */ |
893 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
894 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
894 | { |
895 | { |
895 | if (tmp->head != NULL) |
896 | tmp->head_ ()->insert (op); |
896 | tmp = tmp->head; |
|
|
897 | |
|
|
898 | op->remove (); |
|
|
899 | op = insert_ob_in_ob (op, tmp); |
|
|
900 | |
|
|
901 | if (tmp->type == PLAYER) |
|
|
902 | esrv_send_item (tmp, op); |
|
|
903 | |
|
|
904 | return 1; |
897 | return 1; |
905 | } |
898 | } |
906 | else |
899 | else |
907 | return 0; |
900 | return 0; |
908 | } |
901 | } |
… | |
… | |
922 | /* Disassemble missile */ |
915 | /* Disassemble missile */ |
923 | if (op->inv) |
916 | if (op->inv) |
924 | { |
917 | { |
925 | container = op; |
918 | container = op; |
926 | hitter = op->inv; |
919 | hitter = op->inv; |
927 | hitter->remove (); |
|
|
928 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
920 | hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
929 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
921 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
930 | * might be called until this THROWN_OBJ is either reassembled or |
922 | * might be called until this THROWN_OBJ is either reassembled or |
931 | * removed at the end of this function must be able to deal with empty |
923 | * removed at the end of this function must be able to deal with empty |
932 | * THROWN_OBJs. */ |
924 | * THROWN_OBJs. */ |
933 | } |
925 | } |
… | |
… | |
947 | * other places as well!) |
939 | * other places as well!) |
948 | */ |
940 | */ |
949 | if (hitter->destroyed () || hitter->env != NULL) |
941 | if (hitter->destroyed () || hitter->env != NULL) |
950 | { |
942 | { |
951 | if (container) |
943 | if (container) |
952 | { |
|
|
953 | container->remove (); |
|
|
954 | container->destroy (); |
944 | container->destroy (); |
955 | } |
|
|
956 | |
945 | |
957 | return 0; |
946 | return 0; |
958 | } |
947 | } |
959 | |
948 | |
960 | /* Missile hit victim */ |
949 | /* Missile hit victim */ |
… | |
… | |
984 | * can fly over but not otherwise move over. What is the correct |
973 | * can fly over but not otherwise move over. What is the correct |
985 | * way to handle those otherwise? |
974 | * way to handle those otherwise? |
986 | */ |
975 | */ |
987 | if (victim->x != hitter->x || victim->y != hitter->y) |
976 | if (victim->x != hitter->x || victim->y != hitter->y) |
988 | { |
977 | { |
|
|
978 | if (victim->destroyed ()) |
|
|
979 | hitter->destroy (); |
|
|
980 | else |
|
|
981 | { |
989 | hitter->remove (); |
982 | hitter->remove (); |
990 | hitter->x = victim->x; |
983 | hitter->x = victim->x; |
991 | hitter->y = victim->y; |
984 | hitter->y = victim->y; |
992 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
985 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
986 | } |
993 | } |
987 | } |
994 | else |
988 | else |
995 | /* Else leave arrow where it is */ |
989 | /* Else leave arrow where it is */ |
996 | merge_ob (hitter, NULL); |
990 | merge_ob (hitter, NULL); |
997 | |
991 | |
… | |
… | |
1009 | } |
1003 | } |
1010 | |
1004 | |
1011 | return op; |
1005 | return op; |
1012 | } |
1006 | } |
1013 | |
1007 | |
1014 | |
|
|
1015 | void |
1008 | void |
1016 | tear_down_wall (object *op) |
1009 | tear_down_wall (object *op) |
1017 | { |
1010 | { |
1018 | int perc = 0; |
|
|
1019 | |
|
|
1020 | if (!op->stats.maxhp) |
1011 | if (!op->stats.maxhp) |
1021 | { |
|
|
1022 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1012 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1023 | perc = 1; |
1013 | else if (!op->has_anim ()) |
1024 | } |
|
|
1025 | else if (!GET_ANIM_ID (op)) |
|
|
1026 | { |
1014 | { |
1027 | /* Object has been called - no animations, so remove it */ |
1015 | /* Object has been called - no animations, so remove it */ |
1028 | if (op->stats.hp < 0) |
1016 | if (op->stats.hp < 0) |
1029 | op->destroy (); |
1017 | op->destroy (); |
1030 | |
1018 | |
1031 | return; /* no animations, so nothing more to do */ |
1019 | return; /* no animations, so nothing more to do */ |
1032 | } |
1020 | } |
1033 | |
1021 | |
1034 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1022 | // we use frames 1..num-2 as intermediate frames, so |
|
|
1023 | // the last frame is used only when hp < 0. |
|
|
1024 | int perc = clamp ( |
|
|
1025 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
|
|
1026 | 0, op->anim_frames () - 1 |
|
|
1027 | ); |
1035 | |
1028 | |
1036 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1029 | op->set_anim_frame (perc); |
1037 | perc = NUM_ANIMATIONS (op) - 1; |
|
|
1038 | else if (perc < 1) |
|
|
1039 | perc = 1; |
|
|
1040 | |
|
|
1041 | SET_ANIMATION (op, perc); |
|
|
1042 | update_object (op, UP_OBJ_FACE); |
1030 | update_object (op, UP_OBJ_FACE); |
1043 | |
1031 | |
1044 | if (perc == NUM_ANIMATIONS (op) - 1) |
1032 | if (op->stats.hp < 0) |
1045 | { /* Reached the last animation */ |
1033 | { /* Reached the last animation */ |
1046 | if (op->face == blank_face) |
1034 | if (op->face == blank_face) |
1047 | /* If the last face is blank, remove the ob */ |
1035 | /* If the last face is blank, remove the ob */ |
1048 | op->destroy (); |
1036 | op->destroy (); |
1049 | else |
1037 | else |
1050 | { /* The last face was not blank, leave an image */ |
1038 | { /* The last face was not blank, leave an image */ |
1051 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1039 | op->flag [FLAG_BLOCKSVIEW] = false; |
1052 | update_all_los (op->map, op->x, op->y); |
1040 | update_all_los (op->map, op->x, op->y); |
1053 | op->move_block = 0; |
1041 | op->move_block = 0; |
1054 | CLEAR_FLAG (op, FLAG_ALIVE); |
1042 | op->flag [FLAG_ALIVE] = false; |
1055 | } |
1043 | } |
1056 | } |
1044 | } |
1057 | } |
1045 | } |
1058 | |
1046 | |
1059 | void |
1047 | void |
1060 | scare_creature (object *target, object *hitter) |
1048 | scare_creature (object *target, object *hitter) |
1061 | { |
1049 | { |
1062 | object *owner = hitter->owner; |
1050 | target->flag [FLAG_SCARED] = true; |
1063 | |
1051 | |
1064 | if (!owner) |
|
|
1065 | owner = hitter; |
|
|
1066 | |
|
|
1067 | SET_FLAG (target, FLAG_SCARED); |
|
|
1068 | if (!target->enemy) |
1052 | if (!target->enemy) |
1069 | target->enemy = owner; |
1053 | target->enemy = hitter->outer_owner (); |
1070 | } |
1054 | } |
1071 | |
|
|
1072 | |
1055 | |
1073 | /* This returns the amount of damage hitter does to op with the |
1056 | /* This returns the amount of damage hitter does to op with the |
1074 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1057 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1075 | * This doesn't damage the player, but returns how much it should |
1058 | * This doesn't damage the player, but returns how much it should |
1076 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1059 | * take. However, it will do other effects (paralyzation, slow, etc.) |
… | |
… | |
1088 | return 0; |
1071 | return 0; |
1089 | } |
1072 | } |
1090 | |
1073 | |
1091 | if (dam < 0) |
1074 | if (dam < 0) |
1092 | { |
1075 | { |
1093 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); |
1076 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1077 | dam, hitter->debug_desc (), op->debug_desc ()); |
1094 | return 0; |
1078 | return 0; |
1095 | } |
1079 | } |
1096 | |
1080 | |
1097 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1081 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1098 | * people can't mess with that or it otherwise get confused. */ |
1082 | * people can't mess with that or it otherwise get confused. */ |
1099 | if (attacknum == ATNR_INTERNAL) |
1083 | if (attacknum == ATNR_INTERNAL) |
1100 | return dam; |
1084 | return dam; |
1101 | |
1085 | |
1102 | if (hitter->slaying) |
1086 | if (hitter->slaying) |
1103 | { |
1087 | { |
1104 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1088 | if ((op->race && hitter->slaying.contains (op->race)) |
1105 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1089 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
1106 | { |
1090 | { |
1107 | doesnt_slay = 0; |
1091 | doesnt_slay = 0; |
1108 | dam *= 3; |
1092 | dam *= 3; |
1109 | } |
1093 | } |
1110 | } |
1094 | } |
… | |
… | |
1124 | /* Special hack. By default, if immune to something, you |
1108 | /* Special hack. By default, if immune to something, you |
1125 | * shouldn't need to worry. However, acid is an exception, since |
1109 | * shouldn't need to worry. However, acid is an exception, since |
1126 | * it can still damage your items. Only include attacktypes if |
1110 | * it can still damage your items. Only include attacktypes if |
1127 | * special processing is needed */ |
1111 | * special processing is needed */ |
1128 | |
1112 | |
1129 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1113 | if (op->resist[attacknum] >= 100 |
|
|
1114 | && doesnt_slay |
|
|
1115 | && attacknum != ATNR_ACID) |
1130 | return 0; |
1116 | return 0; |
1131 | |
1117 | |
1132 | /* Keep this in order - makes things easier to find */ |
1118 | /* Keep this in order - makes things easier to find */ |
1133 | |
1119 | |
1134 | switch (attacknum) |
1120 | switch (attacknum) |
… | |
… | |
1184 | else if (attacknum == ATNR_DEPLETE) |
1170 | else if (attacknum == ATNR_DEPLETE) |
1185 | op->drain_stat (); |
1171 | op->drain_stat (); |
1186 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1172 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1187 | blind_player (op, hitter, dam); |
1173 | blind_player (op, hitter, dam); |
1188 | } |
1174 | } |
|
|
1175 | |
1189 | dam = 0; /* These are all effects and don't do real damage */ |
1176 | dam = 0; /* These are all effects and don't do real damage */ |
1190 | } |
1177 | } |
1191 | break; |
1178 | break; |
1192 | |
1179 | |
1193 | case ATNR_ACID: |
1180 | case ATNR_ACID: |
… | |
… | |
1220 | |
1207 | |
1221 | /* High damage acid has better chance of corroding |
1208 | /* High damage acid has better chance of corroding |
1222 | objects */ |
1209 | objects */ |
1223 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1210 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1224 | { |
1211 | { |
1225 | if (op->type == PLAYER) |
|
|
1226 | /* Make this more visible */ |
|
|
1227 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
|
|
1228 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1229 | flag = 1; |
1212 | flag = 1; |
1230 | tmp->magic--; |
1213 | tmp->magic--; |
1231 | if (op->type == PLAYER) |
1214 | |
1232 | esrv_send_item (op, tmp); |
1215 | if (object *pl = tmp->visible_to ()) |
|
|
1216 | { |
|
|
1217 | /* Make this more visible */ |
|
|
1218 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
|
|
1219 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1220 | |
|
|
1221 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
|
|
1222 | } |
1233 | } |
1223 | } |
1234 | } |
1224 | } |
1235 | |
1225 | |
1236 | if (flag) |
1226 | if (flag) |
1237 | op->update_stats (); /* Something was corroded */ |
1227 | op->update_stats (); /* Something was corroded */ |
… | |
… | |
1271 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1261 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1272 | * nothing happens. |
1262 | * nothing happens. |
1273 | * Try to credit the owner. We try to display player -> player drain |
1263 | * Try to credit the owner. We try to display player -> player drain |
1274 | * attacks, hence all the != PLAYER checks. |
1264 | * attacks, hence all the != PLAYER checks. |
1275 | */ |
1265 | */ |
1276 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1266 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1277 | { |
1267 | { |
1278 | object *owner = hitter->owner; |
1268 | object *owner = hitter->owner; |
1279 | |
1269 | |
1280 | if (owner && owner != hitter) |
1270 | if (owner && owner != hitter) |
1281 | { |
1271 | { |
1282 | if (op->type != PLAYER || owner->type != PLAYER) |
1272 | if (op->type != PLAYER || owner->type != PLAYER) |
1283 | change_exp (owner, op->stats.exp / (rate * 2), |
1273 | change_exp (owner, op->stats.exp / (rate * 2), |
1284 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1274 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1285 | } |
1275 | } |
1286 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1276 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1287 | { |
|
|
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
1277 | change_exp (hitter, op->stats.exp / (rate * 2), |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1278 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1290 | } |
1279 | |
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1280 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1292 | } |
1281 | } |
1293 | |
1282 | |
1294 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1283 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1295 | * drain attack, you won't know that you are actually sucking out EXP, |
1284 | * drain attack, you won't know that you are actually sucking out EXP, |
… | |
… | |
1307 | object *god = find_god (determine_god (owner)); |
1296 | object *god = find_god (determine_god (owner)); |
1308 | int div = 1; |
1297 | int div = 1; |
1309 | |
1298 | |
1310 | /* if undead are not an enemy of your god, you turn them |
1299 | /* if undead are not an enemy of your god, you turn them |
1311 | * at half strength */ |
1300 | * at half strength */ |
1312 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1301 | if (!god || !god->slaying.contains (shstr_undead)) |
1313 | div = 2; |
1302 | div = 2; |
|
|
1303 | |
1314 | /* Give a bonus if you resist turn undead */ |
1304 | /* Give a bonus if you resist turn undead */ |
1315 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1305 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1316 | scare_creature (op, owner); |
1306 | scare_creature (op, owner); |
1317 | } |
1307 | } |
1318 | else |
1308 | else |
… | |
… | |
1324 | case ATNR_DEATH: |
1314 | case ATNR_DEATH: |
1325 | deathstrike_player (op, hitter, &dam); |
1315 | deathstrike_player (op, hitter, &dam); |
1326 | break; |
1316 | break; |
1327 | |
1317 | |
1328 | case ATNR_CHAOS: |
1318 | case ATNR_CHAOS: |
1329 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1319 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1330 | dam = 0; |
1320 | dam = 0; |
1331 | break; |
1321 | break; |
1332 | |
1322 | |
1333 | case ATNR_COUNTERSPELL: |
1323 | case ATNR_COUNTERSPELL: |
1334 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1324 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1335 | dam = 0; |
1325 | dam = 0; |
1336 | /* This should never happen. Counterspell is handled |
1326 | /* This should never happen. Counterspell is handled |
1337 | * seperately and filtered out. If this does happen, |
1327 | * seperately and filtered out. If this does happen, |
1338 | * Counterspell has no effect on anything but spells, so it |
1328 | * Counterspell has no effect on anything but spells, so it |
1339 | * does no damage. */ |
1329 | * does no damage. */ |
… | |
… | |
1407 | */ |
1397 | */ |
1408 | int |
1398 | int |
1409 | kill_object (object *op, int dam, object *hitter, int type) |
1399 | kill_object (object *op, int dam, object *hitter, int type) |
1410 | { |
1400 | { |
1411 | char buf[MAX_BUF]; |
1401 | char buf[MAX_BUF]; |
1412 | const char *skill; |
1402 | shstr skill; |
1413 | int maxdam = 0; |
1403 | int maxdam = 0; |
1414 | int battleg = 0; /* true if op standing on battleground */ |
1404 | int battleg = 0; /* true if op standing on battleground */ |
1415 | int pk = 0; /* true if op and what controls hitter are both players */ |
1405 | int pk = 0; /* true if op and what controls hitter are both players */ |
1416 | object *owner = NULL; |
1406 | object *owner = 0; |
1417 | object *skop = NULL; |
1407 | object *skop = 0; |
1418 | |
1408 | |
1419 | if (op->stats.hp >= 0) |
1409 | if (op->stats.hp >= 0) |
1420 | return -1; |
1410 | return -1; |
1421 | |
1411 | |
1422 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1412 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1431 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1421 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1432 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1422 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1433 | |
1423 | |
1434 | if (op->type == DOOR) |
1424 | if (op->type == DOOR) |
1435 | { |
1425 | { |
1436 | op->set_speed (0.1); |
1426 | op->set_speed (0.1f); |
1437 | op->speed_left = -0.05; |
1427 | op->speed_left = -0.05f; |
1438 | return maxdam; |
1428 | return maxdam; |
1439 | } |
1429 | } |
1440 | |
1430 | |
1441 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1431 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1442 | { |
1432 | { |
1443 | remove_friendly_object (op); |
|
|
1444 | |
|
|
1445 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1446 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1447 | |
|
|
1448 | op->destroy (); |
1433 | op->drop_and_destroy (); |
1449 | return maxdam; |
1434 | return maxdam; |
1450 | } |
1435 | } |
1451 | |
1436 | |
1452 | /* Now lets start dealing with experience we get for killing something */ |
1437 | /* Now lets start dealing with experience we get for killing something */ |
1453 | |
1438 | |
1454 | owner = hitter->owner; |
1439 | owner = hitter->outer_owner (); |
1455 | if (!owner) |
1440 | if (!owner) |
1456 | owner = hitter; |
1441 | owner = hitter; |
1457 | |
1442 | |
1458 | /* is the victim (op) standing on battleground? */ |
1443 | /* is the victim (op) standing on battleground? */ |
1459 | if (op_on_battleground (op, NULL, NULL)) |
1444 | if (op_on_battleground (op, NULL, NULL)) |
… | |
… | |
1464 | pk = 1; |
1449 | pk = 1; |
1465 | |
1450 | |
1466 | /* Player killed something */ |
1451 | /* Player killed something */ |
1467 | if (owner->type == PLAYER) |
1452 | if (owner->type == PLAYER) |
1468 | { |
1453 | { |
1469 | Log_Kill (owner->name, |
|
|
1470 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1471 | |
|
|
1472 | /* Log players killing other players - makes it easier to detect |
1454 | /* Log players killing other players - makes it easier to detect |
1473 | * and filter out malicious player killers - that is why the |
1455 | * and filter out malicious player killers - that is why the |
1474 | * ip address is included. |
1456 | * ip address is included. |
1475 | */ |
1457 | */ |
1476 | if (op->type == PLAYER && !battleg) |
1458 | if (op->type == PLAYER && !battleg) |
… | |
… | |
1496 | else |
1478 | else |
1497 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1479 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1498 | |
1480 | |
1499 | /* Only play sounds for melee kills */ |
1481 | /* Only play sounds for melee kills */ |
1500 | if (hitter->type == PLAYER) |
1482 | if (hitter->type == PLAYER) |
1501 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1483 | owner->play_sound (sound_find ("player_kills")); |
1502 | } |
1484 | } |
1503 | |
1485 | |
1504 | /* If a player kills another player, not on |
1486 | /* If a player kills another player, not on |
1505 | * battleground, the "killer" looses 1 luck. Since this is |
1487 | * battleground, the "killer" looses 1 luck. Since this is |
1506 | * not reversible, it's actually quite a pain IMHO. -AV |
1488 | * not reversible, it's actually quite a pain IMHO. -AV |
… | |
… | |
1511 | */ |
1493 | */ |
1512 | if (op->type == PLAYER && owner != op && !battleg) |
1494 | if (op->type == PLAYER && owner != op && !battleg) |
1513 | owner->change_luck (-settings.pk_luck_penalty); |
1495 | owner->change_luck (-settings.pk_luck_penalty); |
1514 | |
1496 | |
1515 | /* This code below deals with finding the appropriate skill |
1497 | /* This code below deals with finding the appropriate skill |
1516 | * to credit exp to. This is a bit problematic - we should |
1498 | * to credit exp to. This is a bit problematic - we should |
1517 | * probably never really have to look at current_weapon->skill |
1499 | * probably never really have to look at current_weapon->skill |
1518 | */ |
1500 | */ |
1519 | skill = 0; |
|
|
1520 | |
|
|
1521 | if (hitter->skill && hitter->type != PLAYER) |
1501 | if (hitter->skill && hitter->type != PLAYER) |
1522 | skill = hitter->skill; |
1502 | skill = hitter->skill; |
1523 | else if (owner->chosen_skill) |
1503 | else if (owner->chosen_skill) |
1524 | { |
1504 | { |
1525 | skill = owner->chosen_skill->skill; |
|
|
1526 | skop = owner->chosen_skill; |
1505 | skop = owner->chosen_skill; |
|
|
1506 | skill = skop->skill; |
1527 | } |
1507 | } |
1528 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1508 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
1529 | skill = owner->current_weapon->skill; |
1509 | skill = owner->current_weapon->skill; |
1530 | else |
1510 | else |
|
|
1511 | { |
1531 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1512 | LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1513 | "op: %s\n" "hitter: %s\n" "owner: %s\n", |
|
|
1514 | owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1515 | skill = 0; |
|
|
1516 | } |
1532 | |
1517 | |
1533 | /* We have the skill we want to credit to - now find the object this goes |
1518 | /* We have the skill we want to credit to - now find the object this goes |
1534 | * to. Make sure skop is an actual skill, and not a skill tool! |
1519 | * to. Make sure skop is an actual skill, and not a skill tool! |
1535 | */ |
1520 | */ |
1536 | if ((!skop || skop->type != SKILL) && skill) |
1521 | skop = owner->contr->find_skill (skill); |
1537 | { |
|
|
1538 | int i; |
|
|
1539 | |
|
|
1540 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1541 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1542 | { |
|
|
1543 | skop = owner->contr->last_skill_ob[i]; |
|
|
1544 | break; |
|
|
1545 | } |
|
|
1546 | } |
|
|
1547 | } /* Was it a player that hit somethign */ |
1522 | } /* Was it a player that hit somethign */ |
1548 | else |
1523 | else |
1549 | skill = 0; |
1524 | skill = 0; |
1550 | |
1525 | |
1551 | /* Pet (or spell) killed something. */ |
|
|
1552 | if (owner != hitter) |
|
|
1553 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1554 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1555 | else |
|
|
1556 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1557 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1558 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1559 | |
|
|
1560 | /* These may have been set in the player code section above */ |
1526 | /* These may have been set in the player code section above */ |
1561 | if (!skop) |
1527 | if (!skop) |
1562 | skop = hitter->chosen_skill; |
1528 | skop = hitter->chosen_skill; |
1563 | |
1529 | |
1564 | if (!skill && skop) |
1530 | if (!skill && skop) |
1565 | skill = skop->skill; |
1531 | skill = skop->skill; |
1566 | |
1532 | |
1567 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1568 | |
|
|
1569 | /* If you didn't kill yourself, and your not the wizard */ |
1533 | /* If you didn't kill yourself, and your not the wizard */ |
1570 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1534 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1571 | { |
1535 | { |
1572 | int exp; |
1536 | int exp; |
1573 | |
1537 | |
1574 | /* Really don't give much experience for killing other players */ |
1538 | /* Really don't give much experience for killing other players */ |
1575 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1539 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
… | |
… | |
1642 | { |
1606 | { |
1643 | object *owner1 = op->owner; |
1607 | object *owner1 = op->owner; |
1644 | |
1608 | |
1645 | if (owner1 && owner1->type == PLAYER) |
1609 | if (owner1 && owner1->type == PLAYER) |
1646 | { |
1610 | { |
1647 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1611 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1648 | /* Maybe we should include the owner that killed this, maybe not */ |
1612 | /* Maybe we should include the owner that killed this, maybe not */ |
1649 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1613 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1650 | } |
1614 | } |
1651 | |
1615 | |
1652 | remove_friendly_object (op); |
1616 | remove_friendly_object (op); |
1653 | } |
1617 | } |
1654 | |
1618 | |
1655 | op->destroy (); |
1619 | op->drop_and_destroy (); |
1656 | } |
1620 | } |
1657 | else |
1621 | else |
1658 | { |
|
|
1659 | /* Player has been killed! */ |
1622 | /* Player has been killed! */ |
1660 | if (owner->type == PLAYER) |
1623 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1661 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
|
|
1662 | else |
|
|
1663 | assign (op->contr->killer, hitter->name); |
|
|
1664 | } |
|
|
1665 | |
1624 | |
1666 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1625 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1667 | * continues in the calling function. |
1626 | * continues in the calling function. |
1668 | */ |
1627 | */ |
1669 | return maxdam; |
1628 | return maxdam; |
1670 | } |
1629 | } |
1671 | |
1630 | |
1672 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1631 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1673 | * Returns 0 this is not friendly fire |
1632 | * Returns 0 this is not friendly fire |
1674 | */ |
1633 | */ |
1675 | |
|
|
1676 | int |
1634 | int |
1677 | friendly_fire (object *op, object *hitter) |
1635 | friendly_fire (object *op, object *hitter) |
1678 | { |
1636 | { |
1679 | object *owner; |
1637 | object *owner; |
1680 | int friendlyfire; |
1638 | int friendlyfire; |
… | |
… | |
1699 | } |
1657 | } |
1700 | |
1658 | |
1701 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1659 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1702 | friendlyfire = 0; |
1660 | friendlyfire = 0; |
1703 | } |
1661 | } |
|
|
1662 | |
1704 | return friendlyfire; |
1663 | return friendlyfire; |
1705 | } |
1664 | } |
1706 | |
|
|
1707 | |
1665 | |
1708 | /* This isn't used just for players, but in fact most objects. |
1666 | /* This isn't used just for players, but in fact most objects. |
1709 | * op is the object to be hit, dam is the amount of damage, hitter |
1667 | * op is the object to be hit, dam is the amount of damage, hitter |
1710 | * is what is hitting the object, type is the attacktype, and |
1668 | * is what is hitting the object, type is the attacktype, and |
1711 | * full_hit is set if monster area does not matter. |
1669 | * full_hit is set if monster area does not matter. |
… | |
… | |
1729 | |
1687 | |
1730 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1688 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1731 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1689 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1732 | return 0; |
1690 | return 0; |
1733 | |
1691 | |
1734 | #ifdef PROHIBIT_PLAYERKILL |
1692 | // only allow pk for hostile players |
1735 | if (op->type == PLAYER) |
1693 | if (op->type == PLAYER) |
1736 | { |
1694 | { |
1737 | object *owner = hitter->owner; |
1695 | object *owner = hitter->owner; |
1738 | |
1696 | |
1739 | if (!owner) |
1697 | if (!owner) |
1740 | owner = hitter; |
1698 | owner = hitter; |
1741 | |
1699 | |
1742 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1700 | if (owner->type == PLAYER |
|
|
1701 | && (!op_on_battleground (op, 0, 0) |
|
|
1702 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1703 | && op != owner) |
1743 | return 0; |
1704 | return 0; |
1744 | } |
1705 | } |
1745 | #endif |
|
|
1746 | |
1706 | |
1747 | if (body_attack) |
1707 | if (body_attack) |
1748 | { |
1708 | { |
1749 | /* slow and paralyze must hit the head. But we don't want to just |
1709 | /* slow and paralyze must hit the head. But we don't want to just |
1750 | * return - we still need to process other attacks the spell still |
1710 | * return - we still need to process other attacks the spell still |
… | |
… | |
1781 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1741 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1782 | { |
1742 | { |
1783 | /* FIXME: If a player is killed by a rune in a door, the |
1743 | /* FIXME: If a player is killed by a rune in a door, the |
1784 | * destroyed() check above doesn't return, and might get here. |
1744 | * destroyed() check above doesn't return, and might get here. |
1785 | */ |
1745 | */ |
|
|
1746 | |
|
|
1747 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1748 | gets it's speed_left raised on each mover-tick. |
|
|
1749 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1750 | and waiting for that to run out. |
|
|
1751 | */ |
1786 | LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); |
1752 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1787 | return 0; |
1753 | return 0; |
1788 | } |
1754 | } |
1789 | |
1755 | |
1790 | #ifdef ATTACK_DEBUG |
1756 | #ifdef ATTACK_DEBUG |
1791 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1757 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1818 | */ |
1784 | */ |
1819 | if (type & AT_HOLYWORD) |
1785 | if (type & AT_HOLYWORD) |
1820 | { |
1786 | { |
1821 | object *god; |
1787 | object *god; |
1822 | |
1788 | |
1823 | if ((!hitter->slaying || |
1789 | if ((!hitter->slaying |
1824 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1790 | || (!(op->race && hitter->slaying.contains (op->race)) |
1825 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1791 | && !(op->name && hitter->slaying.contains (op->name)))) |
1826 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1792 | && (!QUERY_FLAG (op, FLAG_UNDEAD) |
1827 | (hitter->title != NULL |
1793 | || (hitter->title |
1828 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1794 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1795 | && god->race.contains (shstr_undead)))) |
1829 | return 0; |
1796 | return 0; |
1830 | } |
1797 | } |
1831 | |
1798 | |
1832 | maxattacktype = type; /* initialise this to something */ |
1799 | maxattacktype = type; /* initialise this to something */ |
1833 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1800 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
… | |
… | |
1865 | */ |
1832 | */ |
1866 | friendlyfire = friendly_fire (op, hitter); |
1833 | friendlyfire = friendly_fire (op, hitter); |
1867 | if (friendlyfire && maxdam) |
1834 | if (friendlyfire && maxdam) |
1868 | { |
1835 | { |
1869 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1836 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1870 | #ifndef COZY_SERVER |
|
|
1871 | maxdam++; |
|
|
1872 | #endif |
|
|
1873 | |
1837 | |
1874 | #ifdef ATTACK_DEBUG |
1838 | #ifdef ATTACK_DEBUG |
1875 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1839 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1876 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1840 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1877 | #endif |
1841 | #endif |
1878 | } |
1842 | } |
1879 | |
1843 | |
1880 | if (!full_hit) |
1844 | if (!full_hit) |
1881 | { |
1845 | { |
1882 | archetype *at; |
|
|
1883 | int area; |
1846 | int area; |
1884 | int remainder; |
1847 | int remainder; |
1885 | |
1848 | |
1886 | area = 0; |
1849 | area = 0; |
1887 | for (at = op->arch; at != NULL; at = at->more) |
1850 | |
|
|
1851 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1888 | area++; |
1852 | area++; |
|
|
1853 | |
1889 | assert (area > 0); |
1854 | assert (area > 0); |
1890 | |
1855 | |
1891 | /* basically: maxdam /= area; we try to "simulate" a float |
1856 | /* basically: maxdam /= area; we try to "simulate" a float |
1892 | value-effect */ |
1857 | value-effect */ |
1893 | remainder = 100 * (maxdam % area) / area; |
1858 | remainder = 100 * (maxdam % area) / area; |
… | |
… | |
1898 | |
1863 | |
1899 | #ifdef ATTACK_DEBUG |
1864 | #ifdef ATTACK_DEBUG |
1900 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1865 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1901 | #endif |
1866 | #endif |
1902 | |
1867 | |
|
|
1868 | // for now, only do this for active objects, otherwise they |
|
|
1869 | // keep a refcount for a long time and I see no usefulness |
|
|
1870 | // for an non-active objetc to know its enemy. |
|
|
1871 | if (op->active) |
1903 | if (hitter->owner) |
1872 | if (hitter->owner) |
1904 | op->enemy = hitter->owner; |
1873 | op->enemy = hitter->owner; |
1905 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1874 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1906 | op->enemy = hitter; |
1875 | op->enemy = hitter; |
1907 | |
1876 | |
1908 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1877 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1909 | { |
1878 | { |
1910 | /* The unaggressives look after themselves 8) */ |
1879 | /* The unaggressives look after themselves 8) */ |
1911 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1880 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1941 | |
1910 | |
1942 | /* See if the creature has been killed */ |
1911 | /* See if the creature has been killed */ |
1943 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1912 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1944 | if (rtn_kill != -1) |
1913 | if (rtn_kill != -1) |
1945 | return rtn_kill; |
1914 | return rtn_kill; |
1946 | |
|
|
1947 | |
1915 | |
1948 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1916 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1949 | * that before if the player was immune to ghosthit, the monster |
1917 | * that before if the player was immune to ghosthit, the monster |
1950 | * remained - that is no longer the case. |
1918 | * remained - that is no longer the case. |
1951 | */ |
1919 | */ |
1952 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1920 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1953 | { |
|
|
1954 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1955 | remove_friendly_object (hitter); |
|
|
1956 | |
|
|
1957 | hitter->destroy (); |
1921 | hitter->drop_and_destroy (); |
1958 | } |
|
|
1959 | /* Lets handle creatures that are splitting now */ |
1922 | /* Lets handle creatures that are splitting now */ |
1960 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1923 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1961 | { |
1924 | { |
1962 | int i; |
1925 | int i; |
1963 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1926 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
1970 | return maxdam; |
1933 | return maxdam; |
1971 | } |
1934 | } |
1972 | |
1935 | |
1973 | op->remove (); |
1936 | op->remove (); |
1974 | |
1937 | |
1975 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1938 | for (i = 0; i < op->stats.food; i++) |
1976 | { /* This doesn't handle op->more yet */ |
1939 | { /* This doesn't handle op->more yet */ |
1977 | object *tmp = arch_to_object (op->other_arch); |
1940 | object *tmp = arch_to_object (op->other_arch); |
1978 | int j; |
1941 | int j; |
1979 | |
1942 | |
1980 | tmp->stats.hp = op->stats.hp; |
1943 | tmp->stats.hp = op->stats.hp; |
… | |
… | |
2003 | } |
1966 | } |
2004 | |
1967 | |
2005 | op->destroy (); |
1968 | op->destroy (); |
2006 | } |
1969 | } |
2007 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1970 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2008 | hitter->destroy (); |
1971 | hitter->drop_and_destroy (); |
2009 | |
1972 | |
2010 | return maxdam; |
1973 | return maxdam; |
2011 | } |
1974 | } |
2012 | |
|
|
2013 | |
1975 | |
2014 | void |
1976 | void |
2015 | poison_player (object *op, object *hitter, int dam) |
1977 | poison_player (object *op, object *hitter, int dam) |
2016 | { |
1978 | { |
2017 | archetype *at = archetype::find ("poisoning"); |
1979 | archetype *at = archetype::find ("poisoning"); |
… | |
… | |
2053 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2015 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2054 | tmp->stats.Int = MAX (-dam / 7, -10); |
2016 | tmp->stats.Int = MAX (-dam / 7, -10); |
2055 | SET_FLAG (tmp, FLAG_APPLIED); |
2017 | SET_FLAG (tmp, FLAG_APPLIED); |
2056 | op->update_stats (); |
2018 | op->update_stats (); |
2057 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2019 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2020 | op->play_sound (tmp->sound); |
2058 | } |
2021 | } |
|
|
2022 | |
2059 | if (hitter->type == PLAYER) |
2023 | if (hitter->type == PLAYER) |
2060 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2024 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2061 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2025 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2062 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2026 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2063 | } |
2027 | } |
|
|
2028 | |
2064 | tmp->speed_left = 0; |
2029 | tmp->speed_left = 0; |
2065 | } |
2030 | } |
2066 | else |
2031 | else |
2067 | tmp->stats.food++; |
2032 | tmp->stats.food++; |
2068 | } |
2033 | } |
… | |
… | |
2072 | { |
2037 | { |
2073 | archetype *at = archetype::find ("slowness"); |
2038 | archetype *at = archetype::find ("slowness"); |
2074 | object *tmp; |
2039 | object *tmp; |
2075 | |
2040 | |
2076 | if (at == NULL) |
2041 | if (at == NULL) |
2077 | { |
|
|
2078 | LOG (llevError, "Can't find slowness archetype.\n"); |
2042 | LOG (llevError, "Can't find slowness archetype.\n"); |
2079 | } |
2043 | |
2080 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2044 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2081 | { |
2045 | { |
2082 | tmp = arch_to_object (at); |
2046 | tmp = arch_to_object (at); |
2083 | tmp = insert_ob_in_ob (tmp, op); |
2047 | tmp = insert_ob_in_ob (tmp, op); |
2084 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2048 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2085 | } |
2049 | } |
2086 | else |
2050 | else |
2087 | tmp->stats.food++; |
2051 | tmp->stats.food++; |
|
|
2052 | |
2088 | SET_FLAG (tmp, FLAG_APPLIED); |
2053 | SET_FLAG (tmp, FLAG_APPLIED); |
2089 | tmp->speed_left = 0; |
2054 | tmp->speed_left = 0; |
2090 | op->update_stats (); |
2055 | op->update_stats (); |
2091 | } |
2056 | } |
2092 | |
2057 | |
… | |
… | |
2109 | tmp->speed = 0.05; |
2074 | tmp->speed = 0.05; |
2110 | tmp->subtype = FORCE_CONFUSION; |
2075 | tmp->subtype = FORCE_CONFUSION; |
2111 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2076 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2112 | tmp->name = "confusion"; |
2077 | tmp->name = "confusion"; |
2113 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2078 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2079 | |
2114 | if (tmp->duration > maxduration) |
2080 | if (tmp->duration > maxduration) |
2115 | tmp->duration = maxduration; |
2081 | tmp->duration = maxduration; |
2116 | |
2082 | |
2117 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2083 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2118 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2084 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2085 | |
2119 | SET_FLAG (op, FLAG_CONFUSED); |
2086 | SET_FLAG (op, FLAG_CONFUSED); |
2120 | } |
2087 | } |
2121 | |
2088 | |
2122 | void |
2089 | void |
2123 | blind_player (object *op, object *hitter, int dam) |
2090 | blind_player (object *op, object *hitter, int dam) |
… | |
… | |
2189 | op->speed_left = (float) -(FABS (op->speed) * max); |
2156 | op->speed_left = (float) -(FABS (op->speed) * max); |
2190 | |
2157 | |
2191 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2158 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2192 | } |
2159 | } |
2193 | |
2160 | |
2194 | |
|
|
2195 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2161 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2196 | * the computed damaged. |
2162 | * the computed damaged. |
2197 | */ |
2163 | */ |
2198 | void |
2164 | void |
2199 | deathstrike_player (object *op, object *hitter, int *dam) |
2165 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2207 | ** field of the deathstriking object */ |
2173 | ** field of the deathstriking object */ |
2208 | |
2174 | |
2209 | int atk_lev, def_lev, kill_lev; |
2175 | int atk_lev, def_lev, kill_lev; |
2210 | |
2176 | |
2211 | if (hitter->slaying) |
2177 | if (hitter->slaying) |
2212 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
2178 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) |
|
|
2179 | || (op->race && hitter->slaying.contains (op->race)))) |
2213 | return; |
2180 | return; |
2214 | |
2181 | |
2215 | def_lev = op->level; |
2182 | def_lev = op->level; |
2216 | if (def_lev < 1) |
2183 | if (def_lev < 1) |
2217 | { |
2184 | { |
2218 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2185 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
2219 | def_lev = 1; |
2186 | def_lev = 1; |
2220 | } |
2187 | } |
|
|
2188 | |
2221 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2189 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2222 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2190 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2223 | atk_lev, def_lev); */ |
2191 | atk_lev, def_lev); */ |
2224 | |
2192 | |
2225 | if (atk_lev >= def_lev) |
2193 | if (atk_lev >= def_lev) |
… | |
… | |
2240 | */ |
2208 | */ |
2241 | *dam *= kill_lev / def_lev; |
2209 | *dam *= kill_lev / def_lev; |
2242 | } |
2210 | } |
2243 | } |
2211 | } |
2244 | else |
2212 | else |
2245 | { |
|
|
2246 | *dam = 0; /* no harm done */ |
2213 | *dam = 0; /* no harm done */ |
2247 | } |
|
|
2248 | } |
2214 | } |
2249 | |
2215 | |
2250 | /* thrown_item_effect() - handles any special effects of thrown |
2216 | /* thrown_item_effect() - handles any special effects of thrown |
2251 | * items (like attacking living creatures--a potion thrown at a |
2217 | * items (like attacking living creatures--a potion thrown at a |
2252 | * monster). |
2218 | * monster). |
… | |
… | |
2281 | } |
2247 | } |
2282 | } |
2248 | } |
2283 | } |
2249 | } |
2284 | |
2250 | |
2285 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2251 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2286 | |
|
|
2287 | int |
2252 | int |
2288 | adj_attackroll (object *hitter, object *target) |
2253 | adj_attackroll (object *hitter, object *target) |
2289 | { |
2254 | { |
2290 | object *attacker = hitter; |
2255 | object *attacker = hitter; |
2291 | int adjust = 0; |
2256 | int adjust = 0; |
… | |
… | |
2318 | { |
2283 | { |
2319 | /* target is unseen */ |
2284 | /* target is unseen */ |
2320 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2285 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2321 | adjust -= 10; |
2286 | adjust -= 10; |
2322 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2287 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2323 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
2288 | else if (!stand_in_light (target)) |
2324 | adjust -= target->map->darkness; |
2289 | adjust -= target->map->darklevel (); |
2325 | } |
2290 | } |
2326 | |
2291 | |
2327 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2292 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2328 | adjust -= 3; |
2293 | adjust -= 3; |
2329 | |
2294 | |
… | |
… | |
2356 | #endif |
2321 | #endif |
2357 | |
2322 | |
2358 | return adjust; |
2323 | return adjust; |
2359 | } |
2324 | } |
2360 | |
2325 | |
2361 | |
|
|
2362 | /* determine if the object is an 'aimed' missile */ |
2326 | /* determine if the object is an 'aimed' missile */ |
2363 | int |
2327 | int |
2364 | is_aimed_missile (object *op) |
2328 | is_aimed_missile (object *op) |
2365 | { |
2329 | { |
2366 | |
2330 | |
2367 | /* I broke what used to be one big if into a few nested |
2331 | /* I broke what used to be one big if into a few nested |
2368 | * ones so that figuring out the logic is at least possible. |
2332 | * ones so that figuring out the logic is at least possible. |
2369 | */ |
2333 | */ |
2370 | if (op && (op->move_type & MOVE_FLYING)) |
2334 | if (op && (op->move_type & MOVE_FLYING)) |
2371 | { |
|
|
2372 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2335 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2373 | return 1; |
2336 | return 1; |
2374 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2337 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2375 | return 1; |
2338 | return 1; |
2376 | } |
2339 | |
2377 | return 0; |
2340 | return 0; |
2378 | } |
2341 | } |