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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 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__ |
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|
31 | # include <sproto.h> |
|
|
32 | #endif |
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33 | |
|
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34 | #include <sounds.h> |
30 | #include <sounds.h> |
|
|
31 | #include <sproto.h> |
35 | |
32 | |
36 | typedef struct att_msg_str |
33 | typedef struct att_msg_str |
37 | { |
34 | { |
38 | char *msg1; |
35 | char *msg1; |
39 | char *msg2; |
36 | char *msg2; |
40 | } att_msg; |
37 | } att_msg; |
41 | |
38 | |
42 | /*#define ATTACK_DEBUG*/ |
39 | /*#define ATTACK_DEBUG*/ |
43 | |
|
|
44 | /* cancels object *op. Cancellation basically means an object loses |
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45 | * its magical benefits. |
|
|
46 | */ |
|
|
47 | void |
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|
48 | cancellation (object *op) |
|
|
49 | { |
|
|
50 | if (op->invisible) |
|
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51 | return; |
|
|
52 | |
|
|
53 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
54 | { |
|
|
55 | /* Recurse through the inventory */ |
|
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56 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
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57 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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58 | cancellation (tmp); |
|
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59 | } |
|
|
60 | else if (FABS (op->magic) <= rndm (0, 5)) |
|
|
61 | { |
|
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62 | /* Nullify this object. This code could probably be more complete */ |
|
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63 | /* in what abilities it should cancel */ |
|
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64 | op->magic = 0; |
|
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65 | |
|
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66 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
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67 | CLEAR_FLAG (op, FLAG_CURSED); |
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68 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
|
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69 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
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70 | |
|
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71 | if (op->env && op->env->type == PLAYER) |
|
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72 | esrv_send_item (op->env, op); |
|
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73 | } |
|
|
74 | } |
|
|
75 | |
40 | |
76 | /* did_make_save_item just checks to make sure the item actually |
41 | /* did_make_save_item just checks to make sure the item actually |
77 | * made its saving throw based on the tables. It does not take |
42 | * made its saving throw based on the tables. It does not take |
78 | * any further action (like destroying the item). |
43 | * any further action (like destroying the item). |
79 | */ |
44 | */ |
80 | int |
45 | static int |
81 | did_make_save_item (object *op, int type, object *originator) |
46 | did_make_save_item (object *op, uint32_t type, object *originator) |
82 | { |
47 | { |
83 | int i, roll, saves = 0, attacks = 0, number; |
48 | int saves = 0, attacks = 0; |
84 | materialtype_t *mt; |
49 | materialtype_t *mt = op->material; |
85 | |
50 | |
86 | if (op->materialname == NULL) |
51 | // destroying objects without material has many bad effects |
87 | { |
|
|
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
|
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89 | if (op->materials & mt->material) |
|
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90 | break; |
|
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91 | } |
|
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92 | else |
|
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93 | mt = name_to_material (op->materialname); |
|
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94 | |
|
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95 | if (mt == NULL) |
52 | if (mt == MATERIAL_NULL) |
96 | return TRUE; |
53 | return 1; |
97 | |
54 | |
98 | roll = rndm (1, 20); |
55 | int roll = rndm (1, 20); |
99 | |
56 | |
100 | /* the attacktypes have no meaning for object saves |
57 | /* the attacktypes have no meaning for object saves |
101 | * If the type is only magic, don't adjust type - basically, if |
58 | * If the type is only magic, don't adjust type - basically, if |
102 | * pure magic is hitting an object, it should save. However, if it |
59 | * pure magic is hitting an object, it should save. However, if it |
103 | * is magic teamed with something else, then strip out the |
60 | * is magic teamed with something else, then strip out the |
104 | * magic type, and instead let the fire, cold, or whatever component |
61 | * magic type, and instead let the fire, cold, or whatever component |
105 | * destroy the item. Otherwise, you get the case of poisoncloud |
62 | * destroy the item. Otherwise, you get the case of poisoncloud |
106 | * destroying objects because it has magic attacktype. |
63 | * destroying objects because it has magic attacktype. |
107 | */ |
64 | */ |
108 | if (type != AT_MAGIC) |
65 | if (type != AT_MAGIC) |
109 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
66 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
110 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
67 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
111 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
68 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
112 | |
69 | |
113 | if (type == 0) |
|
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114 | return TRUE; |
|
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115 | if (roll == 20) |
|
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116 | return TRUE; |
|
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117 | if (roll == 1) |
|
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118 | return FALSE; |
|
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119 | |
70 | |
120 | for (number = 0; number < NROFATTACKS; number++) |
71 | if (type == 0) return TRUE; |
|
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72 | |
|
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73 | if (roll == 20) return TRUE; |
|
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74 | if (roll == 1) return FALSE; |
|
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75 | |
|
|
76 | for_all_bits_sparse_32 (type, number) |
121 | { |
77 | { |
122 | i = 1 << number; |
|
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123 | if (!(i & type)) |
|
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124 | continue; |
|
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125 | attacks++; |
78 | attacks++; |
|
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79 | |
126 | if (op->resist[number] == 100) |
80 | if (op->resist[number] == 100) |
127 | saves++; |
81 | saves++; |
128 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
82 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
129 | saves++; |
83 | saves++; |
130 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
84 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
… | |
… | |
138 | return FALSE; |
92 | return FALSE; |
139 | |
93 | |
140 | return TRUE; |
94 | return TRUE; |
141 | } |
95 | } |
142 | |
96 | |
|
|
97 | /* cancels object *op. Cancellation basically means an object loses |
|
|
98 | * its magical benefits. |
|
|
99 | */ |
|
|
100 | void |
|
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101 | cancellation (object *op) |
|
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102 | { |
|
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103 | if (op->invisible) |
|
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104 | return; |
|
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105 | |
|
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106 | if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
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107 | { |
|
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108 | /* Recurse through the inventory */ |
|
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109 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
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110 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
|
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111 | cancellation (tmp); |
|
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112 | } |
|
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113 | else if (fabs (op->magic) <= rndm (0, 5)) |
|
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114 | { |
|
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115 | /* Nullify this object. This code could probably be more complete */ |
|
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116 | /* in what abilities it should cancel */ |
|
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117 | op->magic = 0; |
|
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118 | |
|
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119 | op->clr_flag (FLAG_DAMNED); |
|
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120 | op->clr_flag (FLAG_CURSED); |
|
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121 | op->clr_flag (FLAG_KNOWN_MAGICAL); |
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122 | op->clr_flag (FLAG_KNOWN_CURSED); |
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123 | |
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124 | if (object *pl = op->visible_to ()) |
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125 | esrv_update_item (UPD_FLAGS, pl, op); |
|
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126 | } |
|
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127 | } |
|
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128 | |
143 | /* This function calls did_make_save_item. It then performs the |
129 | /* This function calls did_make_save_item. It then performs the |
144 | * appropriate actions to the item (such as burning the item up, |
130 | * appropriate actions to the item (such as burning the item up, |
145 | * calling cancellation, etc.) |
131 | * calling cancellation, etc.) |
146 | */ |
132 | */ |
147 | void |
133 | void |
148 | save_throw_object (object *op, int type, object *originator) |
134 | save_throw_object (object *op, int type, object *originator) |
149 | { |
135 | { |
|
|
136 | op = op->head_ (); |
|
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137 | |
150 | if (!did_make_save_item (op, type, originator)) |
138 | if (!did_make_save_item (op, type, originator)) |
151 | { |
139 | { |
152 | object *env = op->env; |
140 | object *env = op->env; |
153 | int x = op->x, y = op->y; |
141 | int x = op->x, y = op->y; |
154 | maptile *m = op->map; |
142 | maptile *m = op->map; |
155 | |
143 | |
156 | op = stop_item (op); |
144 | op = stop_item (op); |
157 | if (op == NULL) |
145 | if (!op) |
158 | return; |
146 | return; |
159 | |
147 | |
160 | /* Hacked the following so that type LIGHTER will work. |
148 | /* Hacked the following so that type LIGHTER will work. |
161 | * Also, objects which are potenital "lights" that are hit by |
149 | * Also, objects which are potential "lights" that are hit by |
162 | * flame/elect attacks will be set to glow. "lights" are any |
150 | * flame/elect attacks will be set to glow. "lights" are any |
163 | * object with +/- glow_radius and an "other_arch" to change to. |
151 | * object with +/- glow_radius and an "other_arch" to change to. |
164 | * (and please note that we cant fail our save and reach this |
152 | * (and please note that we cant fail our save and reach this |
165 | * function if the object doesnt contain a material that can burn. |
153 | * function if the object doesnt contain a material that can burn. |
166 | * So forget lighting magical swords on fire with this!) -b.t. |
154 | * So forget lighting magical swords on fire with this!) -b.t. |
167 | */ |
155 | */ |
168 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
156 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
169 | { |
157 | { |
170 | const char *arch = op->other_arch->name; |
158 | // seems LAMPs and TORCHes are always IS_LIGHTABLE? |
171 | |
159 | if (op->type == LAMP || op->type == TORCH) |
172 | op = decrease_ob_nr (op, 1); |
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173 | |
|
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174 | if (op) |
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175 | fix_stopped_item (op, m, originator); |
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176 | |
|
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177 | if ((op = get_archetype (arch)) != NULL) |
|
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178 | { |
160 | { |
179 | if (env) |
161 | apply_lamp (op, true); // turn on a lamp |
|
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162 | return; |
|
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163 | } |
|
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164 | else if (op->flag [FLAG_IS_LIGHTABLE]) |
|
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165 | { |
|
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166 | if (op->other_arch) |
180 | { |
167 | { |
181 | op->x = env->x, op->y = env->y; |
168 | const char *arch = op->other_arch->archname; |
182 | insert_ob_in_ob (op, env); |
169 | |
|
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170 | if (op->decrease ()) |
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171 | fix_stopped_item (op, m, originator); |
|
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172 | |
|
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173 | if ((op = archetype::get (arch))) |
|
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174 | { |
183 | if (env->contr) |
175 | if (env) |
184 | esrv_send_item (env, op); |
176 | env->insert (op); |
|
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177 | else |
|
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178 | m->insert (op, x, y, originator); |
|
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179 | } |
185 | } |
180 | } |
|
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181 | |
186 | else |
182 | return; |
187 | { |
|
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188 | op->x = x, op->y = y; |
|
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189 | insert_ob_in_map (op, m, originator, 0); |
|
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190 | } |
|
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191 | } |
183 | } |
192 | |
|
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193 | return; |
|
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194 | } |
184 | } |
195 | |
185 | |
196 | if (type & AT_CANCELLATION) |
186 | if (type & AT_CANCELLATION) |
197 | { /* Cancellation. */ |
187 | { /* Cancellation. */ |
198 | cancellation (op); |
188 | cancellation (op); |
199 | fix_stopped_item (op, m, originator); |
189 | fix_stopped_item (op, m, originator); |
|
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190 | |
200 | return; |
191 | return; |
201 | } |
|
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202 | |
|
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203 | if (op->nrof > 1) |
|
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204 | { |
|
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205 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
|
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206 | |
|
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207 | if (op) |
|
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208 | fix_stopped_item (op, m, originator); |
|
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209 | } |
|
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210 | else |
|
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211 | { |
|
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212 | if (op->env) |
|
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213 | { |
|
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214 | object *tmp = op->in_player (); |
|
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215 | |
|
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216 | if (tmp) |
|
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217 | esrv_del_item (tmp->contr, op->count); |
|
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218 | } |
|
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219 | |
|
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220 | op->destroy (); |
|
|
221 | } |
192 | } |
222 | |
193 | |
223 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
194 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
224 | if (env) |
195 | if (env) |
225 | { |
196 | { |
226 | op = get_archetype ("burnout"); |
197 | object *op = archetype::get (shstr_burnout); |
227 | op->x = env->x, op->y = env->y; |
198 | op->x = env->x, op->y = env->y; |
228 | insert_ob_in_ob (op, env); |
199 | env->insert (op); |
229 | } |
200 | } |
230 | else |
201 | else |
231 | replace_insert_ob_in_map ("burnout", originator); |
202 | replace_insert_ob_in_map (shstr_burnout, originator); |
|
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203 | |
|
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204 | if (op->nrof > 1) |
|
|
205 | { |
|
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206 | if (op->decrease (rndm (0, op->nrof - 1))) |
|
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207 | fix_stopped_item (op, m, originator); |
|
|
208 | } |
|
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209 | else |
|
|
210 | { |
|
|
211 | // drop everything to the ground, if possible |
|
|
212 | op->insert_at (originator); |
|
|
213 | op->drop_and_destroy (); |
|
|
214 | } |
232 | |
215 | |
233 | return; |
216 | return; |
234 | } |
217 | } |
235 | |
218 | |
236 | /* The value of 50 is arbitrary. */ |
219 | /* The value of 50 is arbitrary. */ |
237 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
220 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2)) |
238 | { |
221 | { |
239 | object *tmp; |
|
|
240 | archetype *at = archetype::find ("icecube"); |
222 | archetype *at = archetype::find (shstr_icecube); |
241 | |
223 | |
242 | if (at == NULL) |
224 | if (at == NULL) |
243 | return; |
225 | return; |
244 | |
226 | |
245 | op = stop_item (op); |
227 | op = stop_item (op); |
246 | if (op == NULL) |
228 | if (op == NULL) |
247 | return; |
229 | return; |
248 | |
230 | |
249 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
231 | object *tmp = present_arch (at, op->map, op->x, op->y); |
|
|
232 | if (!tmp) |
250 | { |
233 | { |
251 | tmp = arch_to_object (at); |
234 | tmp = at->instance (); |
252 | tmp->x = op->x, tmp->y = op->y; |
235 | tmp->x = op->x, tmp->y = op->y; |
253 | /* This was in the old (pre new movement code) - |
236 | /* This was in the old (pre new movement code) - |
254 | * icecubes have slow_move set to 1 - don't want |
237 | * icecubes have slow_move set to 1 - don't want |
255 | * that for ones we create. |
238 | * that for ones we create. |
256 | */ |
239 | */ |
257 | tmp->move_slow_penalty = 0; |
240 | tmp->move_slow_penalty = 0; |
258 | tmp->move_slow = 0; |
241 | tmp->move_slow = 0; |
259 | insert_ob_in_map (tmp, op->map, originator, 0); |
242 | insert_ob_in_map (tmp, op->map, originator, 0); |
260 | } |
243 | } |
261 | |
244 | |
262 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
245 | tmp->insert (op); |
263 | op->remove (); |
|
|
264 | |
|
|
265 | insert_ob_in_ob (op, tmp); |
|
|
266 | return; |
246 | return; |
267 | } |
247 | } |
268 | } |
248 | } |
269 | |
249 | |
270 | /* Object op is hitting the map. |
250 | /* Object op is hitting the map. |
271 | * op is going in direction 'dir' |
251 | * op is going in direction 'dir' |
272 | * type is the attacktype of the object. |
252 | * type is the attacktype of the object. |
273 | * full_hit is set if monster area does not matter. |
253 | * full_hit is set if monster area does not matter. |
274 | * returns 1 if it hits something, 0 otherwise. |
254 | * returns 1 if it hits something, 0 otherwise. |
275 | */ |
255 | */ |
276 | |
|
|
277 | int |
256 | int |
278 | hit_map (object *op, int dir, int type, int full_hit) |
257 | hit_map (object *op, int dir, uint32_t type, int full_hit) |
279 | { |
258 | { |
280 | maptile *map; |
259 | maptile *map; |
281 | sint16 x, y; |
260 | sint16 x, y; |
282 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
261 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
283 | |
262 | |
284 | if (QUERY_FLAG (op, FLAG_FREED)) |
263 | if (op->flag [FLAG_FREED]) |
285 | { |
264 | { |
286 | LOG (llevError, "BUG: hit_map(): free object\n"); |
265 | LOG (llevError, "BUG: hit_map(): free object\n"); |
287 | return 0; |
266 | return 0; |
288 | } |
267 | } |
289 | |
268 | |
290 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
269 | if (op->flag [FLAG_REMOVED] || op->env != NULL) |
291 | { |
270 | { |
292 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
271 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
293 | return 0; |
272 | return 0; |
294 | } |
273 | } |
295 | |
274 | |
296 | if (!op->map) |
275 | if (!op->map) |
297 | { |
276 | { |
… | |
… | |
300 | } |
279 | } |
301 | |
280 | |
302 | if (op->head) |
281 | if (op->head) |
303 | op = op->head; |
282 | op = op->head; |
304 | |
283 | |
305 | map = op->map; |
284 | mapxy pos (op); |
306 | x = op->x + freearr_x[dir]; |
285 | pos.move (dir); |
307 | y = op->y + freearr_y[dir]; |
|
|
308 | |
286 | |
309 | if (!xy_normalise (map, x, y)) |
287 | if (!pos.normalise ()) |
310 | return 0; |
288 | return 0; |
311 | |
289 | |
312 | // elmex: a safe map tile can't be hit! |
290 | // elmex: a safe map tile can't be hit! |
313 | // this should prevent most harmful effects on items and players there. |
291 | // this should prevent most harmful effects on items and players there. |
314 | mapspace &ms = map->at (x, y); |
292 | mapspace &ms = pos.ms (); |
315 | |
293 | |
316 | if (ms.flags () & P_SAFE) |
294 | if (ms.flags () & P_SAFE) |
317 | return 0; |
295 | return 0; |
318 | |
296 | |
319 | /* peterm: a few special cases for special attacktypes --counterspell |
297 | /* peterm: a few special cases for special attacktypes --counterspell |
320 | * must be out here because it strikes things which are not alive |
298 | * must be out here because it strikes things which are not alive |
321 | */ |
299 | */ |
322 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
300 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
323 | { |
301 | { |
324 | if (type & AT_COUNTERSPELL) |
302 | if (type & AT_COUNTERSPELL) |
… | |
… | |
357 | |
335 | |
358 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
336 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
359 | * For example, 'tmp' was put in an icecube. |
337 | * For example, 'tmp' was put in an icecube. |
360 | * This is one of the few cases where on_same_map should not be used. |
338 | * This is one of the few cases where on_same_map should not be used. |
361 | */ |
339 | */ |
362 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
340 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
363 | continue; |
341 | continue; |
364 | |
342 | |
365 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
343 | if (tmp->flag [FLAG_ALIVE]) |
366 | { |
344 | { |
367 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
345 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
368 | retflag |= 1; |
346 | retflag |= 1; |
369 | |
347 | |
370 | if (op->destroyed ()) |
348 | if (op->destroyed ()) |
… | |
… | |
374 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
352 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
375 | * that weak walls have is_alive set, which prevent objects from |
353 | * that weak walls have is_alive set, which prevent objects from |
376 | * passing over/through them. We don't care what type of movement |
354 | * passing over/through them. We don't care what type of movement |
377 | * the wall blocks - if it blocks any type of movement, can't be |
355 | * the wall blocks - if it blocks any type of movement, can't be |
378 | * destroyed right now. |
356 | * destroyed right now. |
|
|
357 | * Without the material check the server completely fails to work, |
|
|
358 | * objects detsroy themselves, floors get destroyed etc. etc. |
379 | */ |
359 | */ |
380 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
360 | else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL) |
381 | { |
361 | { |
382 | save_throw_object (tmp, type, op); |
362 | save_throw_object (tmp, type, op); |
383 | |
363 | |
384 | if (op->destroyed ()) |
364 | if (op->destroyed ()) |
385 | break; |
365 | break; |
… | |
… | |
387 | } |
367 | } |
388 | |
368 | |
389 | return 0; |
369 | return 0; |
390 | } |
370 | } |
391 | |
371 | |
392 | void |
372 | static void |
393 | attack_message (int dam, int type, object *op, object *hitter) |
373 | attack_message (int dam, int type, object *op, object *hitter) |
394 | { |
374 | { |
395 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
375 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
396 | int i, found = 0; |
376 | int i, found = 0; |
397 | maptile *map; |
377 | maptile *map; |
… | |
… | |
399 | |
379 | |
400 | /* put in a few special messages for some of the common attacktypes |
380 | /* put in a few special messages for some of the common attacktypes |
401 | * a player might have. For example, fire, electric, cold, etc |
381 | * a player might have. For example, fire, electric, cold, etc |
402 | * [garbled 20010919] |
382 | * [garbled 20010919] |
403 | */ |
383 | */ |
404 | |
|
|
405 | if (dam == 9998 && op->type == DOOR) |
384 | if (dam == 9998 && op->type == DOOR) |
406 | { |
385 | { |
407 | sprintf (buf1, "unlock %s", &op->name); |
386 | sprintf (buf1, "unlock %s", &op->name); |
408 | sprintf (buf2, " unlocks"); |
387 | sprintf (buf2, " unlocks"); |
409 | found++; |
388 | found++; |
410 | } |
389 | } |
411 | if (dam < 0) |
390 | else if (dam < 0) |
412 | { |
391 | { |
413 | sprintf (buf1, "hit %s", &op->name); |
392 | sprintf (buf1, "hit %s", &op->name); |
414 | sprintf (buf2, " hits"); |
393 | sprintf (buf2, " hits"); |
415 | found++; |
394 | found++; |
416 | } |
395 | } |
… | |
… | |
538 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
517 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
539 | found++; |
518 | found++; |
540 | break; |
519 | break; |
541 | } |
520 | } |
542 | } |
521 | } |
543 | else if (hitter->current_weapon != NULL) |
522 | else if (hitter->current_weapon) |
544 | { |
523 | { |
545 | int mtype; |
524 | int mtype; |
546 | |
525 | |
547 | switch (hitter->current_weapon->weapontype) |
526 | switch (hitter->current_weapon->weapontype) |
548 | { |
527 | { |
549 | case WEAP_HIT: |
528 | case WEAP_HIT: mtype = ATM_BASIC; break; |
550 | mtype = ATM_BASIC; |
529 | case WEAP_SLASH: mtype = ATM_SLASH; break; |
551 | break; |
530 | case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
552 | case WEAP_SLASH: |
531 | case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
553 | mtype = ATM_SLASH; |
532 | case WEAP_SLICE: mtype = ATM_SLICE; break; |
554 | break; |
533 | case WEAP_STAB: mtype = ATM_STAB; break; |
555 | case WEAP_PIERCE: |
534 | case WEAP_WHIP: mtype = ATM_WHIP; break; |
556 | mtype = ATM_PIERCE; |
535 | case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
557 | break; |
536 | case WEAP_BLUD: mtype = ATM_BLUD; break; |
558 | case WEAP_CLEAVE: |
537 | default: mtype = ATM_BASIC; break; |
559 | mtype = ATM_CLEAVE; |
|
|
560 | break; |
|
|
561 | case WEAP_SLICE: |
|
|
562 | mtype = ATM_SLICE; |
|
|
563 | break; |
|
|
564 | case WEAP_STAB: |
|
|
565 | mtype = ATM_STAB; |
|
|
566 | break; |
|
|
567 | case WEAP_WHIP: |
|
|
568 | mtype = ATM_WHIP; |
|
|
569 | break; |
|
|
570 | case WEAP_CRUSH: |
|
|
571 | mtype = ATM_CRUSH; |
|
|
572 | break; |
|
|
573 | case WEAP_BLUD: |
|
|
574 | mtype = ATM_BLUD; |
|
|
575 | break; |
|
|
576 | default: |
|
|
577 | mtype = ATM_BASIC; |
|
|
578 | break; |
|
|
579 | } |
538 | } |
|
|
539 | |
580 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
540 | 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) |
541 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
582 | { |
542 | { |
583 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
543 | 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); |
544 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
618 | if (hitter->owner != NULL) |
578 | if (hitter->owner != NULL) |
619 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
579 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
620 | else |
580 | else |
621 | { |
581 | { |
622 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
582 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
583 | |
623 | if (dam != 0) |
584 | if (dam != 0) |
624 | { |
585 | { |
625 | if (dam < 10) |
586 | if (dam < 10) |
626 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
587 | op->contr->play_sound (sound_find ("player_is_hit1")); |
627 | else if (dam < 20) |
588 | else if (dam < 20) |
628 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
589 | op->contr->play_sound (sound_find ("player_is_hit2")); |
629 | else |
590 | else |
630 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
591 | op->contr->play_sound (sound_find ("player_is_hit3")); |
631 | } |
592 | } |
632 | } |
593 | } |
|
|
594 | |
633 | new_draw_info (NDI_BLACK, 0, op, buf); |
595 | new_draw_info (NDI_BLACK, 0, op, buf); |
634 | } /* end of player hitting player */ |
596 | } /* end of player hitting player */ |
635 | |
597 | |
636 | if (hitter->type == PLAYER) |
598 | if (hitter->type == PLAYER) |
637 | { |
599 | { |
638 | sprintf (buf, "You %s.", buf1); |
600 | sprintf (buf, "You %s.", buf1); |
|
|
601 | |
639 | if (dam != 0) |
602 | if (dam != 0) |
640 | { |
603 | { |
641 | if (dam < 10) |
604 | if (dam < 10) |
642 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
605 | op->play_sound (sound_find ("player_hits1")); |
643 | else if (dam < 20) |
606 | else if (dam < 20) |
644 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
607 | op->play_sound (sound_find ("player_hits2")); |
645 | else |
608 | else |
646 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
609 | op->play_sound (sound_find ("player_hits3")); |
647 | } |
610 | } |
|
|
611 | |
648 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
612 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
649 | } |
613 | } |
650 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
614 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
651 | { |
615 | { |
652 | /* look for stacked spells and start reducing the message chances */ |
616 | /* look for stacked spells and start reducing the message chances */ |
… | |
… | |
654 | { |
618 | { |
655 | i = 4; |
619 | i = 4; |
656 | map = hitter->map; |
620 | map = hitter->map; |
657 | if (out_of_map (map, hitter->x, hitter->y)) |
621 | if (out_of_map (map, hitter->x, hitter->y)) |
658 | return; |
622 | return; |
|
|
623 | |
659 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
624 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
660 | if (next) |
625 | if (next) |
661 | while (next) |
626 | while (next) |
662 | { |
627 | { |
663 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
628 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
664 | i *= 3; |
629 | i *= 3; |
|
|
630 | |
665 | tmp = next; |
631 | tmp = next; |
666 | next = tmp->above; |
632 | next = tmp->above; |
667 | } |
633 | } |
|
|
634 | |
668 | if (i < 0) |
635 | if (i < 0) |
669 | return; |
636 | return; |
|
|
637 | |
670 | if (rndm (0, i) != 0) |
638 | if (rndm (0, i) != 0) |
671 | return; |
639 | return; |
672 | } |
640 | } |
673 | else if (rndm (0, 5) != 0) |
641 | else if (rndm (0, 5) != 0) |
674 | return; |
642 | return; |
|
|
643 | |
675 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
644 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
676 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
645 | op->play_sound (sound_find ("player_hits4")); |
677 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
646 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
678 | } |
647 | } |
679 | } |
648 | } |
680 | |
|
|
681 | |
649 | |
682 | static int |
650 | static int |
683 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
651 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
684 | { |
652 | { |
685 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
653 | if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED]) |
686 | { |
654 | { |
687 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
655 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
688 | return 1; |
656 | return 1; |
689 | } |
657 | } |
690 | if ((*target)->head) |
658 | |
691 | *target = (*target)->head; |
659 | *target = (*target)->head_ (); |
692 | if ((*hitter)->head) |
|
|
693 | *hitter = (*hitter)->head; |
660 | *hitter = (*hitter)->head_ (); |
|
|
661 | |
|
|
662 | if ((*target)->type == LOCKED_DOOR) |
|
|
663 | return 1; // locked doors cannot be hit |
|
|
664 | |
694 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
665 | if ((*hitter)->env || (*target)->env) |
695 | { |
666 | { |
696 | *simple_attack = 1; |
667 | *simple_attack = 1; |
697 | return 0; |
668 | return 0; |
698 | } |
669 | } |
699 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
670 | |
700 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
671 | if ((*target)->flag [FLAG_REMOVED] |
|
|
672 | || (*hitter)->flag [FLAG_REMOVED] |
|
|
673 | || !(*hitter)->map |
|
|
674 | || !on_same_map (*hitter, *target)) |
701 | { |
675 | { |
702 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
676 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
677 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
703 | return 1; |
678 | return 1; |
704 | } |
679 | } |
|
|
680 | |
705 | *simple_attack = 0; |
681 | *simple_attack = 0; |
706 | return 0; |
682 | return 0; |
707 | } |
683 | } |
708 | |
684 | |
709 | static int |
685 | static int |
710 | abort_attack (object *target, object *hitter, int simple_attack) |
686 | abort_attack (object *target, object *hitter, int simple_attack) |
711 | { |
687 | { |
712 | |
|
|
713 | /* Check if target and hitter are still in a relation similar to the one |
688 | /* 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. |
689 | * determined by get_attack_mode(). Returns true if the relation has changed. |
715 | */ |
690 | */ |
716 | int new_mode; |
691 | int new_mode; |
717 | |
692 | |
718 | if (hitter->env == target || target->env == hitter) |
693 | if (hitter->env == target || target->env == hitter) |
719 | new_mode = 1; |
694 | new_mode = 1; |
720 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
695 | else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED] |
|
|
696 | || hitter->map == NULL || !on_same_map (hitter, target)) |
721 | return 1; |
697 | return 1; |
722 | else |
698 | else |
723 | new_mode = 0; |
699 | new_mode = 0; |
|
|
700 | |
724 | return new_mode != simple_attack; |
701 | return new_mode != simple_attack; |
725 | } |
702 | } |
726 | |
703 | |
|
|
704 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
705 | * items (like attacking living creatures--a potion thrown at a |
|
|
706 | * monster). |
|
|
707 | */ |
|
|
708 | static void |
727 | static void thrown_item_effect (object *, object *); |
709 | thrown_item_effect (object *hitter, object *victim) |
|
|
710 | { |
|
|
711 | if (!hitter->flag [FLAG_ALIVE]) |
|
|
712 | { |
|
|
713 | /* May not need a switch for just 2 types, but this makes it |
|
|
714 | * easier for expansion. |
|
|
715 | */ |
|
|
716 | switch (hitter->type) |
|
|
717 | { |
|
|
718 | case POTION: |
|
|
719 | /* should player get a save throw instead of checking magic protection? */ |
|
|
720 | if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
721 | apply_potion (victim, hitter); |
|
|
722 | break; |
|
|
723 | |
|
|
724 | case POISON: /* poison drinks */ |
|
|
725 | /* As with potions, should monster get a save? */ |
|
|
726 | if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60)) |
|
|
727 | apply_poison (victim, hitter); |
|
|
728 | break; |
|
|
729 | |
|
|
730 | /* Removed case statements that did nothing. |
|
|
731 | * food may be poisonous, but monster must be willing to eat it, |
|
|
732 | * so we don't handle it here. |
|
|
733 | * Containers should perhaps break open, but that code was disabled. |
|
|
734 | */ |
|
|
735 | } |
|
|
736 | } |
|
|
737 | } |
|
|
738 | |
|
|
739 | /* determine if the object is an 'aimed' missile */ |
|
|
740 | static int |
|
|
741 | is_aimed_missile (object *op) |
|
|
742 | { |
|
|
743 | /* I broke what used to be one big if into a few nested |
|
|
744 | * ones so that figuring out the logic is at least possible. |
|
|
745 | */ |
|
|
746 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
747 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
748 | return 1; |
|
|
749 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
750 | return 1; |
|
|
751 | |
|
|
752 | return 0; |
|
|
753 | } |
|
|
754 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
755 | static int |
|
|
756 | adj_attackroll (object *hitter, object *target) |
|
|
757 | { |
|
|
758 | object *attacker = hitter; |
|
|
759 | int adjust = 0; |
|
|
760 | |
|
|
761 | /* safety */ |
|
|
762 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
763 | { |
|
|
764 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
765 | return 0; |
|
|
766 | } |
|
|
767 | |
|
|
768 | /* aimed missiles use the owning object's sight */ |
|
|
769 | if (is_aimed_missile (hitter)) |
|
|
770 | { |
|
|
771 | if ((attacker = hitter->owner) == NULL) |
|
|
772 | attacker = hitter; |
|
|
773 | /* A player who saves but hasn't quit still could have objects |
|
|
774 | * owned by him - need to handle that case to avoid crashes. |
|
|
775 | */ |
|
|
776 | if (attacker->flag [FLAG_REMOVED]) |
|
|
777 | attacker = hitter; |
|
|
778 | } |
|
|
779 | else if (!hitter->flag [FLAG_ALIVE]) |
|
|
780 | return 0; |
|
|
781 | |
|
|
782 | /* determine the condtions under which we make an attack. |
|
|
783 | * Add more cases, as the need occurs. */ |
|
|
784 | |
|
|
785 | if (!can_see_enemy (attacker, target)) |
|
|
786 | { |
|
|
787 | /* target is unseen */ |
|
|
788 | if (target->invisible || attacker->flag [FLAG_BLIND]) |
|
|
789 | adjust -= 10; |
|
|
790 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
791 | else if (!stand_in_light (target)) |
|
|
792 | adjust -= target->map->darklevel (); |
|
|
793 | } |
|
|
794 | |
|
|
795 | if (attacker->flag [FLAG_SCARED]) |
|
|
796 | adjust -= 3; |
|
|
797 | |
|
|
798 | if (target->flag [FLAG_UNAGGRESSIVE]) |
|
|
799 | adjust += 1; |
|
|
800 | |
|
|
801 | if (target->flag [FLAG_SCARED]) |
|
|
802 | adjust += 1; |
|
|
803 | |
|
|
804 | if (attacker->flag [FLAG_CONFUSED]) |
|
|
805 | adjust -= 3; |
|
|
806 | |
|
|
807 | /* if we attack at a different 'altitude' its harder */ |
|
|
808 | if ((attacker->move_type & target->move_type) == 0) |
|
|
809 | adjust -= 2; |
|
|
810 | |
|
|
811 | #if 0 |
|
|
812 | /* slower attacks are less likely to succeed. We should use a |
|
|
813 | * comparison between attacker/target speeds BUT, players have |
|
|
814 | * a generally faster speed, so this will wind up being a HUGE |
|
|
815 | * disadantage for the monsters! Too bad, because missiles which |
|
|
816 | * fly fast should have a better chance of hitting a slower target. |
|
|
817 | */ |
|
|
818 | if (hitter->speed < target->speed) |
|
|
819 | adjust += ((float) hitter->speed - target->speed); |
|
|
820 | #endif |
|
|
821 | |
|
|
822 | #if 0 |
|
|
823 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
824 | #endif |
|
|
825 | |
|
|
826 | return adjust; |
|
|
827 | } |
728 | |
828 | |
729 | static int |
829 | static int |
730 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
830 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
731 | { |
831 | { |
732 | int simple_attack, roll, dam = 0; |
832 | int simple_attack, roll, dam = 0; |
… | |
… | |
745 | |
845 | |
746 | /* |
846 | /* |
747 | * A little check to make it more difficult to dance forward and back |
847 | * A little check to make it more difficult to dance forward and back |
748 | * to avoid ever being hit by monsters. |
848 | * to avoid ever being hit by monsters. |
749 | */ |
849 | */ |
750 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
850 | if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f) |
751 | { |
851 | { |
752 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
852 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
753 | * infinite loop occurs, with process_object calling move_monster, |
853 | * infinite loop occurs, with process_object calling move_monster, |
754 | * which then gets here again. By decreasing the speed before |
854 | * which then gets here again. By decreasing the speed before |
755 | * we call process_object, the 'if' statement above will fail. |
855 | * we call process_object, the 'if' statement above will fail. |
756 | */ |
856 | */ |
757 | op->speed_left--; |
857 | --op->speed_left; |
758 | process_object (op); |
858 | process_object (op); |
759 | |
859 | |
760 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
860 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
761 | goto error; |
861 | goto error; |
762 | } |
862 | } |
… | |
… | |
772 | /* See if we hit the creature */ |
872 | /* See if we hit the creature */ |
773 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
873 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
774 | { |
874 | { |
775 | int hitdam = base_dam; |
875 | int hitdam = base_dam; |
776 | |
876 | |
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) |
877 | if (!simple_attack) |
795 | { |
878 | { |
796 | /* If you hit something, the victim should *always* wake up. |
879 | /* If you hit something, the victim should *always* wake up. |
797 | * Before, invisible hitters could avoid doing this. |
880 | * Before, invisible hitters could avoid doing this. |
798 | * -b.t. */ |
881 | * -b.t. */ |
799 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
882 | if (op->flag [FLAG_SLEEP]) |
800 | CLEAR_FLAG (op, FLAG_SLEEP); |
883 | op->clr_flag (FLAG_SLEEP); |
801 | |
884 | |
802 | /* If the victim can't see the attacker, it may alert others |
885 | /* If the victim can't see the attacker, it may alert others |
803 | * for help. */ |
886 | * for help. */ |
804 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
887 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
805 | npc_call_help (op); |
888 | npc_call_help (op); |
806 | |
889 | |
807 | /* if you were hidden and hit by a creature, you are discovered */ |
890 | /* if you were hidden and hit by a creature, you are discovered */ |
808 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
891 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
809 | { |
892 | { |
810 | make_visible (op); |
893 | make_visible (op); |
|
|
894 | |
811 | if (op->type == PLAYER) |
895 | if (op->type == PLAYER) |
812 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
896 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
813 | } |
897 | } |
814 | |
898 | |
815 | /* thrown items (hitter) will have various effects |
899 | /* thrown items (hitter) will have various effects |
816 | * when they hit the victim. For things like thrown daggers, |
900 | * when they hit the victim. For things like thrown daggers, |
817 | * this sets 'hitter' to the actual dagger, and not the |
901 | * this sets 'hitter' to the actual dagger, and not the |
… | |
… | |
829 | if (hitdam <= 0) |
913 | if (hitdam <= 0) |
830 | hitdam = 1; |
914 | hitdam = 1; |
831 | |
915 | |
832 | type = hitter->attacktype; |
916 | type = hitter->attacktype; |
833 | |
917 | |
|
|
918 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
919 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
920 | * This check is important for the most simple monsters out there in the |
|
|
921 | * game content (maps, archs). For example orcs: They would have |
|
|
922 | * no attacktype at all. |
|
|
923 | * |
|
|
924 | * Some time in the future someone should just go into the game data |
|
|
925 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
926 | * more trees in the african rain forests with this check. |
|
|
927 | */ |
834 | if (!type) |
928 | if (!type) |
835 | type = AT_PHYSICAL; |
929 | type = AT_PHYSICAL; |
836 | |
930 | |
837 | /* Handle monsters that hit back */ |
931 | /* Handle monsters that hit back */ |
838 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
932 | if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE]) |
839 | { |
933 | { |
840 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
934 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
841 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
935 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
842 | |
936 | |
843 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
937 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
… | |
… | |
869 | } |
963 | } |
870 | |
964 | |
871 | int |
965 | int |
872 | attack_ob (object *op, object *hitter) |
966 | attack_ob (object *op, object *hitter) |
873 | { |
967 | { |
874 | |
|
|
875 | if (hitter->head) |
|
|
876 | hitter = hitter->head; |
968 | hitter = hitter->head_ (); |
|
|
969 | |
877 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
970 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
878 | } |
971 | } |
879 | |
972 | |
880 | /* op is the arrow, tmp is what is stopping the arrow. |
973 | /* op is the arrow, tmp is what is stopping the arrow. |
881 | * |
974 | * |
… | |
… | |
890 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
983 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
891 | * stick around. |
984 | * stick around. |
892 | */ |
985 | */ |
893 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
986 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
894 | { |
987 | { |
895 | if (tmp->head != NULL) |
988 | 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; |
989 | return 1; |
905 | } |
990 | } |
906 | else |
991 | else |
907 | return 0; |
992 | return 0; |
908 | } |
993 | } |
… | |
… | |
922 | /* Disassemble missile */ |
1007 | /* Disassemble missile */ |
923 | if (op->inv) |
1008 | if (op->inv) |
924 | { |
1009 | { |
925 | container = op; |
1010 | container = op; |
926 | hitter = op->inv; |
1011 | hitter = op->inv; |
927 | hitter->remove (); |
|
|
928 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
1012 | 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 |
1013 | /* 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 |
1014 | * 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 |
1015 | * removed at the end of this function must be able to deal with empty |
932 | * THROWN_OBJs. */ |
1016 | * THROWN_OBJs. */ |
933 | } |
1017 | } |
… | |
… | |
947 | * other places as well!) |
1031 | * other places as well!) |
948 | */ |
1032 | */ |
949 | if (hitter->destroyed () || hitter->env != NULL) |
1033 | if (hitter->destroyed () || hitter->env != NULL) |
950 | { |
1034 | { |
951 | if (container) |
1035 | if (container) |
952 | { |
|
|
953 | container->remove (); |
|
|
954 | container->destroy (); |
1036 | container->destroy (); |
955 | } |
|
|
956 | |
1037 | |
957 | return 0; |
1038 | return 0; |
958 | } |
1039 | } |
959 | |
1040 | |
960 | /* Missile hit victim */ |
1041 | /* Missile hit victim */ |
… | |
… | |
984 | * can fly over but not otherwise move over. What is the correct |
1065 | * can fly over but not otherwise move over. What is the correct |
985 | * way to handle those otherwise? |
1066 | * way to handle those otherwise? |
986 | */ |
1067 | */ |
987 | if (victim->x != hitter->x || victim->y != hitter->y) |
1068 | if (victim->x != hitter->x || victim->y != hitter->y) |
988 | { |
1069 | { |
|
|
1070 | if (victim->destroyed ()) |
|
|
1071 | hitter->destroy (); |
|
|
1072 | else |
|
|
1073 | { |
989 | hitter->remove (); |
1074 | hitter->remove (); |
990 | hitter->x = victim->x; |
1075 | hitter->x = victim->x; |
991 | hitter->y = victim->y; |
1076 | hitter->y = victim->y; |
992 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1077 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1078 | } |
993 | } |
1079 | } |
994 | else |
1080 | else |
995 | /* Else leave arrow where it is */ |
1081 | /* Else leave arrow where it is */ |
996 | merge_ob (hitter, NULL); |
1082 | merge_ob (hitter, NULL); |
997 | |
1083 | |
… | |
… | |
1009 | } |
1095 | } |
1010 | |
1096 | |
1011 | return op; |
1097 | return op; |
1012 | } |
1098 | } |
1013 | |
1099 | |
1014 | |
1100 | static void |
1015 | void |
|
|
1016 | tear_down_wall (object *op) |
1101 | tear_down_wall (object *op) |
1017 | { |
1102 | { |
1018 | int perc = 0; |
|
|
1019 | |
|
|
1020 | if (!op->stats.maxhp) |
1103 | if (!op->stats.maxhp) |
1021 | { |
|
|
1022 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1104 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1023 | perc = 1; |
1105 | else if (!op->has_anim ()) |
1024 | } |
|
|
1025 | else if (!GET_ANIM_ID (op)) |
|
|
1026 | { |
1106 | { |
1027 | /* Object has been called - no animations, so remove it */ |
1107 | /* Object has been called - no animations, so remove it */ |
1028 | if (op->stats.hp < 0) |
1108 | if (op->stats.hp < 0) |
1029 | op->destroy (); |
1109 | op->destroy (); |
1030 | |
1110 | |
1031 | return; /* no animations, so nothing more to do */ |
1111 | return; /* no animations, so nothing more to do */ |
1032 | } |
1112 | } |
1033 | |
1113 | |
1034 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1114 | // we use frames 1..num-2 as intermediate frames, so |
|
|
1115 | // the last frame is used only when hp < 0. |
|
|
1116 | int perc = clamp ( |
|
|
1117 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
|
|
1118 | 0, op->anim_frames () - 1 |
|
|
1119 | ); |
1035 | |
1120 | |
1036 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1121 | 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); |
1122 | update_object (op, UP_OBJ_FACE); |
1043 | |
1123 | |
1044 | if (perc == NUM_ANIMATIONS (op) - 1) |
1124 | if (op->stats.hp < 0) |
1045 | { /* Reached the last animation */ |
1125 | { /* Reached the last animation */ |
1046 | if (op->face == blank_face) |
1126 | if (op->face == blank_face) |
1047 | /* If the last face is blank, remove the ob */ |
1127 | /* If the last face is blank, remove the ob */ |
1048 | op->destroy (); |
1128 | op->destroy (); |
1049 | else |
1129 | else |
1050 | { /* The last face was not blank, leave an image */ |
1130 | { /* The last face was not blank, leave an image */ |
1051 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1131 | op->flag [FLAG_BLOCKSVIEW] = false; |
1052 | update_all_los (op->map, op->x, op->y); |
1132 | update_all_los (op->map, op->x, op->y); |
1053 | op->move_block = 0; |
1133 | op->move_block = 0; |
1054 | CLEAR_FLAG (op, FLAG_ALIVE); |
1134 | op->flag [FLAG_ALIVE] = false; |
1055 | } |
1135 | } |
1056 | } |
1136 | } |
1057 | } |
1137 | } |
1058 | |
1138 | |
1059 | void |
1139 | static void |
1060 | scare_creature (object *target, object *hitter) |
1140 | scare_creature (object *target, object *hitter) |
1061 | { |
1141 | { |
1062 | object *owner = hitter->owner; |
1142 | target->flag [FLAG_SCARED] = true; |
1063 | |
1143 | |
1064 | if (!owner) |
|
|
1065 | owner = hitter; |
|
|
1066 | |
|
|
1067 | SET_FLAG (target, FLAG_SCARED); |
|
|
1068 | if (!target->enemy) |
1144 | if (!target->enemy) |
1069 | target->enemy = owner; |
1145 | target->enemy = hitter->outer_owner (); |
1070 | } |
|
|
1071 | |
|
|
1072 | |
|
|
1073 | /* This returns the amount of damage hitter does to op with the |
|
|
1074 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1075 | * This doesn't damage the player, but returns how much it should |
|
|
1076 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1077 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1078 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1079 | int |
|
|
1080 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
1081 | { |
|
|
1082 | int doesnt_slay = 1; |
|
|
1083 | |
|
|
1084 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
1085 | if (attacknum >= NROFATTACKS) |
|
|
1086 | { |
|
|
1087 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
|
|
1088 | return 0; |
|
|
1089 | } |
|
|
1090 | |
|
|
1091 | if (dam < 0) |
|
|
1092 | { |
|
|
1093 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); |
|
|
1094 | return 0; |
|
|
1095 | } |
|
|
1096 | |
|
|
1097 | /* 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. */ |
|
|
1099 | if (attacknum == ATNR_INTERNAL) |
|
|
1100 | return dam; |
|
|
1101 | |
|
|
1102 | if (hitter->slaying) |
|
|
1103 | { |
|
|
1104 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
|
|
1105 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
|
|
1106 | { |
|
|
1107 | doesnt_slay = 0; |
|
|
1108 | dam *= 3; |
|
|
1109 | } |
|
|
1110 | } |
|
|
1111 | |
|
|
1112 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
|
|
1113 | if (op->resist[attacknum]) |
|
|
1114 | { |
|
|
1115 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1116 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1117 | dam *= (100 - op->resist[attacknum]); |
|
|
1118 | if (dam >= 100) |
|
|
1119 | dam /= 100; |
|
|
1120 | else |
|
|
1121 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
|
|
1122 | } |
|
|
1123 | |
|
|
1124 | /* Special hack. By default, if immune to something, you |
|
|
1125 | * shouldn't need to worry. However, acid is an exception, since |
|
|
1126 | * it can still damage your items. Only include attacktypes if |
|
|
1127 | * special processing is needed */ |
|
|
1128 | |
|
|
1129 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
|
|
1130 | return 0; |
|
|
1131 | |
|
|
1132 | /* Keep this in order - makes things easier to find */ |
|
|
1133 | |
|
|
1134 | switch (attacknum) |
|
|
1135 | { |
|
|
1136 | case ATNR_PHYSICAL: |
|
|
1137 | /* here also check for diseases */ |
|
|
1138 | check_physically_infect (op, hitter); |
|
|
1139 | break; |
|
|
1140 | |
|
|
1141 | /* Don't need to do anything for: |
|
|
1142 | magic, |
|
|
1143 | fire, |
|
|
1144 | electricity, |
|
|
1145 | cold */ |
|
|
1146 | |
|
|
1147 | case ATNR_CONFUSION: |
|
|
1148 | case ATNR_POISON: |
|
|
1149 | case ATNR_SLOW: |
|
|
1150 | case ATNR_PARALYZE: |
|
|
1151 | case ATNR_FEAR: |
|
|
1152 | case ATNR_CANCELLATION: |
|
|
1153 | case ATNR_DEPLETE: |
|
|
1154 | case ATNR_BLIND: |
|
|
1155 | { |
|
|
1156 | /* chance for inflicting a special attack depends on the |
|
|
1157 | * difference between attacker's and defender's level |
|
|
1158 | */ |
|
|
1159 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
|
|
1160 | |
|
|
1161 | /* First, only creatures/players with speed can be affected. |
|
|
1162 | * Second, just getting hit doesn't mean it always affects |
|
|
1163 | * you. Third, you still get a saving through against the |
|
|
1164 | * effect. |
|
|
1165 | */ |
|
|
1166 | if (op->speed && |
|
|
1167 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1168 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
1169 | { |
|
|
1170 | |
|
|
1171 | /* Player has been hit by something */ |
|
|
1172 | if (attacknum == ATNR_CONFUSION) |
|
|
1173 | confuse_player (op, hitter, dam); |
|
|
1174 | else if (attacknum == ATNR_POISON) |
|
|
1175 | poison_player (op, hitter, dam); |
|
|
1176 | else if (attacknum == ATNR_SLOW) |
|
|
1177 | slow_player (op, hitter, dam); |
|
|
1178 | else if (attacknum == ATNR_PARALYZE) |
|
|
1179 | paralyze_player (op, hitter, dam); |
|
|
1180 | else if (attacknum == ATNR_FEAR) |
|
|
1181 | scare_creature (op, hitter); |
|
|
1182 | else if (attacknum == ATNR_CANCELLATION) |
|
|
1183 | cancellation (op); |
|
|
1184 | else if (attacknum == ATNR_DEPLETE) |
|
|
1185 | op->drain_stat (); |
|
|
1186 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
|
|
1187 | blind_player (op, hitter, dam); |
|
|
1188 | } |
|
|
1189 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
1190 | } |
|
|
1191 | break; |
|
|
1192 | |
|
|
1193 | case ATNR_ACID: |
|
|
1194 | { |
|
|
1195 | int flag = 0; |
|
|
1196 | |
|
|
1197 | /* Items only get corroded if you're not on a battleground and |
|
|
1198 | * if your acid resistance is below 50%. */ |
|
|
1199 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
|
|
1200 | { |
|
|
1201 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1202 | { |
|
|
1203 | if (tmp->invisible) |
|
|
1204 | continue; |
|
|
1205 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
|
|
1206 | /* >= 10% acid res. on items will protect these */ |
|
|
1207 | continue; |
|
|
1208 | if (!(tmp->materials & M_IRON)) |
|
|
1209 | continue; |
|
|
1210 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
1211 | continue; |
|
|
1212 | if (tmp->type == RING |
|
|
1213 | /* removed boots and gloves from exclusion list in PR */ |
|
|
1214 | || tmp->type == GIRDLE |
|
|
1215 | || tmp->type == AMULET |
|
|
1216 | || tmp->type == WAND |
|
|
1217 | || tmp->type == ROD |
|
|
1218 | || tmp->type == HORN) |
|
|
1219 | continue; /* To avoid some strange effects */ |
|
|
1220 | |
|
|
1221 | /* High damage acid has better chance of corroding |
|
|
1222 | objects */ |
|
|
1223 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
1224 | { |
|
|
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; |
|
|
1230 | tmp->magic--; |
|
|
1231 | if (op->type == PLAYER) |
|
|
1232 | esrv_send_item (op, tmp); |
|
|
1233 | } |
|
|
1234 | } |
|
|
1235 | |
|
|
1236 | if (flag) |
|
|
1237 | op->update_stats (); /* Something was corroded */ |
|
|
1238 | } |
|
|
1239 | } |
|
|
1240 | break; |
|
|
1241 | |
|
|
1242 | case ATNR_DRAIN: |
|
|
1243 | { |
|
|
1244 | /* rate is the proportion of exp drained. High rate means |
|
|
1245 | * not much is drained, low rate means a lot is drained. |
|
|
1246 | */ |
|
|
1247 | int rate; |
|
|
1248 | |
|
|
1249 | if (op->resist[ATNR_DRAIN] >= 0) |
|
|
1250 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
1251 | else |
|
|
1252 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
1253 | |
|
|
1254 | if (op->stats.exp <= rate) |
|
|
1255 | { |
|
|
1256 | if (op->type == GOLEM) |
|
|
1257 | dam = 999; /* Its force is "sucked" away. 8) */ |
|
|
1258 | else |
|
|
1259 | /* If we can't drain, lets try to do physical damage */ |
|
|
1260 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
1261 | } |
|
|
1262 | else |
|
|
1263 | { |
|
|
1264 | /* Randomly give the hitter some hp */ |
|
|
1265 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
1266 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
1267 | hitter->stats.hp++; |
|
|
1268 | |
|
|
1269 | /* Can't do drains on battleground spaces. |
|
|
1270 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
1271 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
1272 | * nothing happens. |
|
|
1273 | * Try to credit the owner. We try to display player -> player drain |
|
|
1274 | * attacks, hence all the != PLAYER checks. |
|
|
1275 | */ |
|
|
1276 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1277 | { |
|
|
1278 | object *owner = hitter->owner; |
|
|
1279 | |
|
|
1280 | if (owner && owner != hitter) |
|
|
1281 | { |
|
|
1282 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
1283 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
1284 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
1285 | } |
|
|
1286 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
1287 | { |
|
|
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
|
|
1290 | } |
|
|
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
|
|
1292 | } |
|
|
1293 | |
|
|
1294 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
1295 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
1296 | * as the messages will say you missed |
|
|
1297 | */ |
|
|
1298 | } |
|
|
1299 | } |
|
|
1300 | break; |
|
|
1301 | |
|
|
1302 | case ATNR_TURN_UNDEAD: |
|
|
1303 | { |
|
|
1304 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
|
|
1305 | { |
|
|
1306 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
1307 | object *god = find_god (determine_god (owner)); |
|
|
1308 | int div = 1; |
|
|
1309 | |
|
|
1310 | /* if undead are not an enemy of your god, you turn them |
|
|
1311 | * at half strength */ |
|
|
1312 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
|
|
1313 | div = 2; |
|
|
1314 | /* 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))) |
|
|
1316 | scare_creature (op, owner); |
|
|
1317 | } |
|
|
1318 | else |
|
|
1319 | dam = 0; /* don't damage non undead - should we damage |
|
|
1320 | undead? */ |
|
|
1321 | } |
|
|
1322 | break; |
|
|
1323 | |
|
|
1324 | case ATNR_DEATH: |
|
|
1325 | deathstrike_player (op, hitter, &dam); |
|
|
1326 | break; |
|
|
1327 | |
|
|
1328 | case ATNR_CHAOS: |
|
|
1329 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
|
|
1330 | dam = 0; |
|
|
1331 | break; |
|
|
1332 | |
|
|
1333 | case ATNR_COUNTERSPELL: |
|
|
1334 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
|
|
1335 | dam = 0; |
|
|
1336 | /* This should never happen. Counterspell is handled |
|
|
1337 | * seperately and filtered out. If this does happen, |
|
|
1338 | * Counterspell has no effect on anything but spells, so it |
|
|
1339 | * does no damage. */ |
|
|
1340 | break; |
|
|
1341 | |
|
|
1342 | case ATNR_HOLYWORD: |
|
|
1343 | { |
|
|
1344 | /* This has already been handled by hit_player, |
|
|
1345 | * no need to check twice -- DAMN */ |
|
|
1346 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
1347 | |
|
|
1348 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
1349 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
1350 | scare_creature (op, owner); |
|
|
1351 | } |
|
|
1352 | break; |
|
|
1353 | |
|
|
1354 | case ATNR_LIFE_STEALING: |
|
|
1355 | { |
|
|
1356 | int new_hp; |
|
|
1357 | |
|
|
1358 | /* this is replacement to drain for players, instead of taking |
|
|
1359 | * exp it takes hp. It is geared for players, probably not |
|
|
1360 | * much use giving it to monsters |
|
|
1361 | * |
|
|
1362 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
1363 | * damage it does do to the player. Given that, |
|
|
1364 | * it only does 1/10'th normal damage (hence the divide by |
|
|
1365 | * 1000). |
|
|
1366 | */ |
|
|
1367 | /* You can't steal life from something undead */ |
|
|
1368 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
|
|
1369 | return 0; |
|
|
1370 | |
|
|
1371 | /* If drain protection is higher than life stealing, use that */ |
|
|
1372 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
1373 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
1374 | else |
|
|
1375 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1376 | |
|
|
1377 | /* You die at -1 hp, not zero. */ |
|
|
1378 | if (dam > (op->stats.hp + 1)) |
|
|
1379 | dam = op->stats.hp + 1; |
|
|
1380 | |
|
|
1381 | new_hp = hitter->stats.hp + dam; |
|
|
1382 | if (new_hp > hitter->stats.maxhp) |
|
|
1383 | new_hp = hitter->stats.maxhp; |
|
|
1384 | |
|
|
1385 | if (new_hp > hitter->stats.hp) |
|
|
1386 | hitter->stats.hp = new_hp; |
|
|
1387 | } |
|
|
1388 | } |
|
|
1389 | |
|
|
1390 | return dam; |
|
|
1391 | } |
1146 | } |
1392 | |
1147 | |
1393 | /* GROS: This code comes from hit_player. It has been made external to |
1148 | /* GROS: This code comes from hit_player. It has been made external to |
1394 | * allow script procedures to "kill" objects in a combat-like fashion. |
1149 | * allow script procedures to "kill" objects in a combat-like fashion. |
1395 | * It was initially used by (kill-object) developed for the Collector's |
1150 | * It was initially used by (kill-object) developed for the Collector's |
… | |
… | |
1407 | */ |
1162 | */ |
1408 | int |
1163 | int |
1409 | kill_object (object *op, int dam, object *hitter, int type) |
1164 | kill_object (object *op, int dam, object *hitter, int type) |
1410 | { |
1165 | { |
1411 | char buf[MAX_BUF]; |
1166 | char buf[MAX_BUF]; |
1412 | const char *skill; |
1167 | shstr skill; |
1413 | int maxdam = 0; |
1168 | int maxdam = 0; |
1414 | int battleg = 0; /* true if op standing on battleground */ |
1169 | int battleg = 0; /* true if op standing on battleground */ |
1415 | int pk = 0; /* true if op and what controls hitter are both players */ |
1170 | int pk = 0; /* true if op and what controls hitter are both players */ |
1416 | object *owner = NULL; |
1171 | object *owner = 0; |
1417 | object *skop = NULL; |
1172 | object *skop = 0; |
1418 | |
1173 | |
1419 | if (op->stats.hp >= 0) |
1174 | if (op->stats.hp >= 0) |
1420 | return -1; |
1175 | return -1; |
1421 | |
1176 | |
1422 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1177 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1426 | * this creature. The function(s) that call us have already |
1181 | * this creature. The function(s) that call us have already |
1427 | * adjusted the creatures HP total, so that is negative. |
1182 | * adjusted the creatures HP total, so that is negative. |
1428 | */ |
1183 | */ |
1429 | maxdam = dam + op->stats.hp + 1; |
1184 | maxdam = dam + op->stats.hp + 1; |
1430 | |
1185 | |
1431 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1186 | if (op->flag [FLAG_BLOCKSVIEW]) |
1432 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1187 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1433 | |
1188 | |
1434 | if (op->type == DOOR) |
1189 | if (op->type == DOOR) |
1435 | { |
1190 | { |
1436 | op->set_speed (0.1); |
1191 | op->set_speed (0.1f); |
1437 | op->speed_left = -0.05; |
1192 | op->speed_left = -0.05f; |
1438 | return maxdam; |
1193 | return maxdam; |
1439 | } |
1194 | } |
1440 | |
1195 | |
1441 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1196 | if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER) |
1442 | { |
1197 | { |
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 (); |
1198 | op->drop_and_destroy (); |
1449 | return maxdam; |
1199 | return maxdam; |
1450 | } |
1200 | } |
1451 | |
1201 | |
1452 | /* Now lets start dealing with experience we get for killing something */ |
1202 | /* Now lets start dealing with experience we get for killing something */ |
1453 | |
1203 | |
1454 | owner = hitter->owner; |
1204 | owner = hitter->outer_owner (); |
1455 | if (!owner) |
1205 | if (!owner) |
1456 | owner = hitter; |
1206 | owner = hitter; |
1457 | |
1207 | |
1458 | /* is the victim (op) standing on battleground? */ |
1208 | /* is the victim (op) standing on battleground? */ |
1459 | if (op_on_battleground (op, NULL, NULL)) |
1209 | if (op_on_battleground (op, NULL, NULL)) |
… | |
… | |
1464 | pk = 1; |
1214 | pk = 1; |
1465 | |
1215 | |
1466 | /* Player killed something */ |
1216 | /* Player killed something */ |
1467 | if (owner->type == PLAYER) |
1217 | if (owner->type == PLAYER) |
1468 | { |
1218 | { |
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 |
1219 | /* Log players killing other players - makes it easier to detect |
1473 | * and filter out malicious player killers - that is why the |
1220 | * and filter out malicious player killers - that is why the |
1474 | * ip address is included. |
1221 | * ip address is included. |
1475 | */ |
1222 | */ |
1476 | if (op->type == PLAYER && !battleg) |
1223 | if (op->type == PLAYER && !battleg) |
… | |
… | |
1496 | else |
1243 | else |
1497 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1244 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1498 | |
1245 | |
1499 | /* Only play sounds for melee kills */ |
1246 | /* Only play sounds for melee kills */ |
1500 | if (hitter->type == PLAYER) |
1247 | if (hitter->type == PLAYER) |
1501 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1248 | owner->play_sound (sound_find ("player_kills")); |
1502 | } |
1249 | } |
1503 | |
1250 | |
1504 | /* If a player kills another player, not on |
1251 | /* If a player kills another player, not on |
1505 | * battleground, the "killer" looses 1 luck. Since this is |
1252 | * battleground, the "killer" looses 1 luck. Since this is |
1506 | * not reversible, it's actually quite a pain IMHO. -AV |
1253 | * not reversible, it's actually quite a pain IMHO. -AV |
… | |
… | |
1511 | */ |
1258 | */ |
1512 | if (op->type == PLAYER && owner != op && !battleg) |
1259 | if (op->type == PLAYER && owner != op && !battleg) |
1513 | owner->change_luck (-settings.pk_luck_penalty); |
1260 | owner->change_luck (-settings.pk_luck_penalty); |
1514 | |
1261 | |
1515 | /* This code below deals with finding the appropriate skill |
1262 | /* This code below deals with finding the appropriate skill |
1516 | * to credit exp to. This is a bit problematic - we should |
1263 | * to credit exp to. This is a bit problematic - we should |
1517 | * probably never really have to look at current_weapon->skill |
1264 | * probably never really have to look at current_weapon->skill |
1518 | */ |
1265 | */ |
1519 | skill = 0; |
|
|
1520 | |
|
|
1521 | if (hitter->skill && hitter->type != PLAYER) |
1266 | if (hitter->skill && hitter->type != PLAYER) |
1522 | skill = hitter->skill; |
1267 | skill = hitter->skill; |
1523 | else if (owner->chosen_skill) |
1268 | else if (owner->chosen_skill) |
1524 | { |
1269 | { |
1525 | skill = owner->chosen_skill->skill; |
|
|
1526 | skop = owner->chosen_skill; |
1270 | skop = owner->chosen_skill; |
|
|
1271 | skill = skop->skill; |
1527 | } |
1272 | } |
1528 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1273 | else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon) |
1529 | skill = owner->current_weapon->skill; |
1274 | skill = owner->current_weapon->skill; |
1530 | else |
1275 | else |
|
|
1276 | { |
|
|
1277 | LOG (llevError | logBacktrace, |
1531 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1278 | "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1279 | "op: %s\n" "hitter: %s\n" "owner: %s\n", |
|
|
1280 | owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1281 | skill = 0; |
|
|
1282 | } |
1532 | |
1283 | |
1533 | /* We have the skill we want to credit to - now find the object this goes |
1284 | /* 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! |
1285 | * to. Make sure skop is an actual skill, and not a skill tool! |
1535 | */ |
|
|
1536 | if ((!skop || skop->type != SKILL) && skill) |
|
|
1537 | { |
1286 | */ |
1538 | int i; |
1287 | skop = owner->contr->find_skill (skill); |
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 */ |
1288 | } /* Was it a player that hit somethign */ |
1548 | else |
1289 | else |
1549 | skill = 0; |
1290 | skill = 0; |
1550 | |
1291 | |
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 */ |
1292 | /* These may have been set in the player code section above */ |
1561 | if (!skop) |
1293 | if (!skop) |
1562 | skop = hitter->chosen_skill; |
1294 | skop = hitter->chosen_skill; |
1563 | |
1295 | |
1564 | if (!skill && skop) |
1296 | if (!skill && skop) |
1565 | skill = skop->skill; |
1297 | skill = skop->skill; |
1566 | |
1298 | |
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 */ |
1299 | /* If you didn't kill yourself, and your not the wizard */ |
1570 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1300 | if (owner != op && !op->flag [FLAG_WIZ]) |
1571 | { |
1301 | { |
1572 | int exp; |
1302 | int exp; |
1573 | |
1303 | |
1574 | /* Really don't give much experience for killing other players */ |
1304 | /* Really don't give much experience for killing other players */ |
1575 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1305 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1576 | if (op->type == PLAYER) |
|
|
1577 | { |
|
|
1578 | if (battleg) |
1306 | if (battleg) |
|
|
1307 | { |
|
|
1308 | if (op->is_player ()) |
1579 | { |
1309 | { |
1580 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1310 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1581 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1311 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1582 | } |
1312 | } |
1583 | else |
1313 | |
|
|
1314 | exp = 0; |
|
|
1315 | } |
|
|
1316 | else if (op->is_player ()) |
1584 | exp = op->stats.exp / 1000; |
1317 | exp = op->stats.exp / 1000; |
1585 | } |
|
|
1586 | else |
1318 | else |
1587 | exp = calc_skill_exp (owner, op, skop); |
1319 | exp = calc_skill_exp (owner, op, skop); |
1588 | |
|
|
1589 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1590 | * exp by killing him |
|
|
1591 | */ |
|
|
1592 | if (battleg) |
|
|
1593 | exp = 0; |
|
|
1594 | |
1320 | |
1595 | /* Don't know why this is set this way - doesn't make |
1321 | /* Don't know why this is set this way - doesn't make |
1596 | * sense to just divide everything by two for no reason. |
1322 | * sense to just divide everything by two for no reason. |
1597 | */ |
1323 | */ |
1598 | |
1324 | |
… | |
… | |
1636 | } /* else part of a party */ |
1362 | } /* else part of a party */ |
1637 | } /* end if person didn't kill himself */ |
1363 | } /* end if person didn't kill himself */ |
1638 | |
1364 | |
1639 | if (op->type != PLAYER) |
1365 | if (op->type != PLAYER) |
1640 | { |
1366 | { |
1641 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1367 | if (op->flag [FLAG_FRIENDLY]) |
1642 | { |
1368 | { |
1643 | object *owner1 = op->owner; |
1369 | object *owner1 = op->owner; |
1644 | |
1370 | |
1645 | if (owner1 && owner1->type == PLAYER) |
1371 | if (owner1 && owner1->type == PLAYER) |
1646 | { |
1372 | { |
1647 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1373 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1648 | /* Maybe we should include the owner that killed this, maybe not */ |
1374 | /* 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); |
1375 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1650 | } |
1376 | } |
1651 | |
1377 | |
1652 | remove_friendly_object (op); |
1378 | remove_friendly_object (op); |
1653 | } |
1379 | } |
1654 | |
1380 | |
1655 | op->destroy (); |
1381 | op->drop_and_destroy (); |
1656 | } |
1382 | } |
1657 | else |
1383 | else |
1658 | { |
|
|
1659 | /* Player has been killed! */ |
1384 | /* Player has been killed! */ |
1660 | if (owner->type == PLAYER) |
1385 | 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 | |
1386 | |
1666 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1387 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1667 | * continues in the calling function. |
1388 | * continues in the calling function. |
1668 | */ |
1389 | */ |
1669 | return maxdam; |
1390 | return maxdam; |
1670 | } |
1391 | } |
1671 | |
1392 | |
1672 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1393 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1673 | * Returns 0 this is not friendly fire |
1394 | * Returns 0 this is not friendly fire |
1674 | */ |
1395 | */ |
1675 | |
|
|
1676 | int |
1396 | int |
1677 | friendly_fire (object *op, object *hitter) |
1397 | friendly_fire (object *op, object *hitter) |
1678 | { |
1398 | { |
1679 | object *owner; |
1399 | object *owner; |
1680 | int friendlyfire; |
1400 | int friendlyfire; |
… | |
… | |
1699 | } |
1419 | } |
1700 | |
1420 | |
1701 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1421 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1702 | friendlyfire = 0; |
1422 | friendlyfire = 0; |
1703 | } |
1423 | } |
|
|
1424 | |
1704 | return friendlyfire; |
1425 | return friendlyfire; |
1705 | } |
1426 | } |
1706 | |
|
|
1707 | |
1427 | |
1708 | /* This isn't used just for players, but in fact most objects. |
1428 | /* 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 |
1429 | * 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 |
1430 | * is what is hitting the object, type is the attacktype, and |
1711 | * full_hit is set if monster area does not matter. |
1431 | * full_hit is set if monster area does not matter. |
… | |
… | |
1713 | * modify it. |
1433 | * modify it. |
1714 | */ |
1434 | */ |
1715 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1435 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1716 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1436 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1717 | int |
1437 | int |
1718 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1438 | hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit) |
1719 | { |
1439 | { |
1720 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1440 | int magic = type & AT_MAGIC; |
1721 | int maxattacktype, attacknum; |
|
|
1722 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1441 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1442 | int maxdam = 0, ndam = 0, attacktype = 1; |
|
|
1443 | int maxattacktype; |
1723 | int simple_attack; |
1444 | int simple_attack; |
1724 | int rtn_kill = 0; |
1445 | int rtn_kill = 0; |
1725 | int friendlyfire; |
1446 | int friendlyfire; |
1726 | |
1447 | |
1727 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1448 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1728 | return 0; |
1449 | return 0; |
1729 | |
1450 | |
1730 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1451 | /* 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)) |
1452 | if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE]) |
1732 | return 0; |
1453 | return 0; |
1733 | |
1454 | |
1734 | #ifdef PROHIBIT_PLAYERKILL |
1455 | // only allow pk for hostile players |
1735 | if (op->type == PLAYER) |
1456 | if (op->type == PLAYER) |
1736 | { |
1457 | { |
1737 | object *owner = hitter->owner; |
1458 | object *owner = hitter->owner; |
1738 | |
1459 | |
1739 | if (!owner) |
1460 | if (!owner) |
1740 | owner = hitter; |
1461 | owner = hitter; |
1741 | |
1462 | |
1742 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1463 | if (owner->type == PLAYER |
|
|
1464 | && (!op_on_battleground (op, 0, 0) |
|
|
1465 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1466 | && op != owner) |
1743 | return 0; |
1467 | return 0; |
1744 | } |
1468 | } |
1745 | #endif |
|
|
1746 | |
1469 | |
1747 | if (body_attack) |
1470 | if (body_attack) |
1748 | { |
1471 | { |
1749 | /* slow and paralyze must hit the head. But we don't want to just |
1472 | /* 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 |
1473 | * return - we still need to process other attacks the spell still |
… | |
… | |
1776 | |
1499 | |
1777 | break; |
1500 | break; |
1778 | } |
1501 | } |
1779 | } |
1502 | } |
1780 | |
1503 | |
1781 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1504 | if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0) |
1782 | { |
1505 | { |
1783 | /* FIXME: If a player is killed by a rune in a door, the |
1506 | /* FIXME: If a player is killed by a rune in a door, the |
1784 | * destroyed() check above doesn't return, and might get here. |
1507 | * destroyed() check above doesn't return, and might get here. |
1785 | */ |
1508 | */ |
|
|
1509 | |
|
|
1510 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1511 | gets it's speed_left raised on each mover-tick. |
|
|
1512 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1513 | and waiting for that to run out. |
|
|
1514 | */ |
1786 | LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); |
1515 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1787 | return 0; |
1516 | return 0; |
1788 | } |
1517 | } |
1789 | |
1518 | |
1790 | #ifdef ATTACK_DEBUG |
1519 | #ifdef ATTACK_DEBUG |
1791 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1520 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1818 | */ |
1547 | */ |
1819 | if (type & AT_HOLYWORD) |
1548 | if (type & AT_HOLYWORD) |
1820 | { |
1549 | { |
1821 | object *god; |
1550 | object *god; |
1822 | |
1551 | |
1823 | if ((!hitter->slaying || |
1552 | if ((!hitter->slaying |
1824 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1553 | || (!(op->race && hitter->slaying.contains (op->race)) |
1825 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1554 | && !(op->name && hitter->slaying.contains (op->name)))) |
1826 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1555 | && (!op->flag [FLAG_UNDEAD] |
1827 | (hitter->title != NULL |
1556 | || (hitter->title |
1828 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1557 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1558 | && god->race.contains (shstr_undead)))) |
1829 | return 0; |
1559 | return 0; |
1830 | } |
1560 | } |
1831 | |
1561 | |
1832 | maxattacktype = type; /* initialise this to something */ |
1562 | maxattacktype = type; /* initialise this to something */ |
1833 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1563 | for_all_bits_sparse_32 (type, attacknum) |
1834 | { |
1564 | { |
|
|
1565 | uint32_t attacktype = 1 << attacknum; |
|
|
1566 | |
1835 | /* Magic isn't really a true attack type - it gets combined with other |
1567 | /* Magic isn't really a true attack type - it gets combined with other |
1836 | * attack types. As such, skip it over. However, if magic is |
1568 | * attack types. As such, skip it over. However, if magic is |
1837 | * the only attacktype in the group, then still attack with it |
1569 | * the only attacktype in the group, then still attack with it |
1838 | */ |
1570 | */ |
1839 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
1571 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
… | |
… | |
1842 | /* Go through and hit the player with each attacktype, one by one. |
1574 | /* Go through and hit the player with each attacktype, one by one. |
1843 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1575 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1844 | * it. It will do the appropriate action for attacktypes with |
1576 | * it. It will do the appropriate action for attacktypes with |
1845 | * effects (slow, paralization, etc. |
1577 | * effects (slow, paralization, etc. |
1846 | */ |
1578 | */ |
1847 | if (type & attacktype) |
|
|
1848 | { |
|
|
1849 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1579 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1580 | |
1850 | /* the >= causes us to prefer messages from special attacks, if |
1581 | /* the >= causes us to prefer messages from special attacks, if |
1851 | * the damage is equal. |
1582 | * the damage is equal. |
1852 | */ |
1583 | */ |
1853 | if (ndam >= maxdam) |
1584 | if (ndam >= maxdam) |
1854 | { |
1585 | { |
1855 | maxdam = ndam; |
1586 | maxdam = ndam; |
1856 | maxattacktype = 1 << attacknum; |
1587 | maxattacktype = 1 << attacknum; |
1857 | } |
|
|
1858 | } |
1588 | } |
1859 | } |
1589 | } |
1860 | |
1590 | |
1861 | /* if this is friendly fire then do a set % of damage only |
1591 | /* if this is friendly fire then do a set % of damage only |
1862 | * Note - put a check in to make sure this attack is actually |
1592 | * Note - put a check in to make sure this attack is actually |
… | |
… | |
1865 | */ |
1595 | */ |
1866 | friendlyfire = friendly_fire (op, hitter); |
1596 | friendlyfire = friendly_fire (op, hitter); |
1867 | if (friendlyfire && maxdam) |
1597 | if (friendlyfire && maxdam) |
1868 | { |
1598 | { |
1869 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1599 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1870 | #ifndef COZY_SERVER |
|
|
1871 | maxdam++; |
|
|
1872 | #endif |
|
|
1873 | |
1600 | |
1874 | #ifdef ATTACK_DEBUG |
1601 | #ifdef ATTACK_DEBUG |
1875 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1602 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1876 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1603 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1877 | #endif |
1604 | #endif |
1878 | } |
1605 | } |
1879 | |
1606 | |
1880 | if (!full_hit) |
1607 | if (!full_hit) |
1881 | { |
1608 | { |
1882 | archetype *at; |
|
|
1883 | int area; |
1609 | int area; |
1884 | int remainder; |
1610 | int remainder; |
1885 | |
1611 | |
1886 | area = 0; |
1612 | area = 0; |
1887 | for (at = op->arch; at != NULL; at = at->more) |
1613 | |
|
|
1614 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1888 | area++; |
1615 | area++; |
|
|
1616 | |
1889 | assert (area > 0); |
1617 | assert (area > 0); |
1890 | |
1618 | |
1891 | /* basically: maxdam /= area; we try to "simulate" a float |
1619 | /* basically: maxdam /= area; we try to "simulate" a float |
1892 | value-effect */ |
1620 | value-effect */ |
1893 | remainder = 100 * (maxdam % area) / area; |
1621 | remainder = 100 * (maxdam % area) / area; |
… | |
… | |
1898 | |
1626 | |
1899 | #ifdef ATTACK_DEBUG |
1627 | #ifdef ATTACK_DEBUG |
1900 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1628 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1901 | #endif |
1629 | #endif |
1902 | |
1630 | |
|
|
1631 | // for now, only do this for active objects, otherwise they |
|
|
1632 | // keep a refcount for a long time and I see no usefulness |
|
|
1633 | // for an non-active objetc to know its enemy. |
|
|
1634 | if (op->active) |
1903 | if (hitter->owner) |
1635 | if (hitter->owner) |
1904 | op->enemy = hitter->owner; |
1636 | op->enemy = hitter->owner; |
1905 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1637 | else if (hitter->flag [FLAG_ALIVE]) |
1906 | op->enemy = hitter; |
1638 | op->enemy = hitter; |
1907 | |
1639 | |
1908 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1640 | if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER) |
1909 | { |
1641 | { |
1910 | /* The unaggressives look after themselves 8) */ |
1642 | /* The unaggressives look after themselves 8) */ |
1911 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1643 | op->clr_flag (FLAG_UNAGGRESSIVE); |
1912 | npc_call_help (op); |
1644 | npc_call_help (op); |
1913 | } |
1645 | } |
1914 | |
1646 | |
1915 | if (magic && did_make_save (op, op->level, 0)) |
1647 | if (magic && did_make_save (op, op->level, 0)) |
1916 | maxdam = maxdam / 2; |
1648 | maxdam = maxdam / 2; |
… | |
… | |
1918 | attack_message (maxdam, maxattacktype, op, hitter); |
1650 | attack_message (maxdam, maxattacktype, op, hitter); |
1919 | |
1651 | |
1920 | op->stats.hp -= maxdam; |
1652 | op->stats.hp -= maxdam; |
1921 | |
1653 | |
1922 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1654 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1923 | if ((op->stats.hp >= 0) && |
1655 | if (op->stats.hp >= 0 |
1924 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1656 | && (op->flag [FLAG_MONSTER] || op->type == PLAYER) |
1925 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
1657 | && op->stats.hp * 100 < op->stats.maxhp * op->run_away) |
1926 | { |
1658 | { |
1927 | |
1659 | |
1928 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1660 | if (op->flag [FLAG_MONSTER]) |
1929 | SET_FLAG (op, FLAG_RUN_AWAY); |
1661 | op->set_flag (FLAG_RUN_AWAY); |
1930 | else |
1662 | else |
1931 | scare_creature (op, hitter); |
1663 | scare_creature (op, hitter); |
1932 | } |
1664 | } |
1933 | |
1665 | |
1934 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1666 | if (op->flag [FLAG_TEAR_DOWN]) |
1935 | { |
1667 | { |
1936 | if (maxdam) |
1668 | if (maxdam) |
1937 | tear_down_wall (op); |
1669 | tear_down_wall (op); |
1938 | |
1670 | |
1939 | return maxdam; /* nothing more to do for wall */ |
1671 | return maxdam; /* nothing more to do for wall */ |
… | |
… | |
1942 | /* See if the creature has been killed */ |
1674 | /* See if the creature has been killed */ |
1943 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1675 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1944 | if (rtn_kill != -1) |
1676 | if (rtn_kill != -1) |
1945 | return rtn_kill; |
1677 | return rtn_kill; |
1946 | |
1678 | |
1947 | |
|
|
1948 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1679 | /* 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 |
1680 | * that before if the player was immune to ghosthit, the monster |
1950 | * remained - that is no longer the case. |
1681 | * remained - that is no longer the case. |
1951 | */ |
1682 | */ |
1952 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1683 | if (hitter->flag [FLAG_ONE_HIT]) |
1953 | { |
|
|
1954 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1955 | remove_friendly_object (hitter); |
|
|
1956 | |
|
|
1957 | hitter->destroy (); |
1684 | hitter->drop_and_destroy (); |
1958 | } |
|
|
1959 | /* Lets handle creatures that are splitting now */ |
1685 | /* Lets handle creatures that are splitting now */ |
1960 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1686 | else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING]) |
1961 | { |
1687 | { |
1962 | int i; |
|
|
1963 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1688 | int friendly = op->flag [FLAG_FRIENDLY]; |
1964 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1689 | int unaggressive = op->flag [FLAG_UNAGGRESSIVE]; |
1965 | object *owner = op->owner; |
1690 | object *owner = op->owner; |
1966 | |
1691 | |
1967 | if (!op->other_arch) |
1692 | if (!op->other_arch) |
1968 | { |
1693 | { |
1969 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1694 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1970 | return maxdam; |
1695 | return maxdam; |
1971 | } |
1696 | } |
1972 | |
1697 | |
1973 | op->remove (); |
1698 | op->remove (); |
1974 | |
1699 | |
1975 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1700 | for (int i = 0; i < op->stats.food; i++) |
1976 | { /* This doesn't handle op->more yet */ |
1701 | { /* This doesn't handle op->more yet */ |
1977 | object *tmp = arch_to_object (op->other_arch); |
1702 | object *tmp = op->other_arch->instance (); |
1978 | int j; |
|
|
1979 | |
1703 | |
1980 | tmp->stats.hp = op->stats.hp; |
1704 | tmp->stats.hp = op->stats.hp; |
1981 | |
1705 | |
1982 | if (friendly) |
1706 | if (friendly) |
1983 | { |
1707 | { |
… | |
… | |
1987 | if (owner) |
1711 | if (owner) |
1988 | tmp->set_owner (owner); |
1712 | tmp->set_owner (owner); |
1989 | } |
1713 | } |
1990 | |
1714 | |
1991 | if (unaggressive) |
1715 | if (unaggressive) |
1992 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1716 | tmp->set_flag (FLAG_UNAGGRESSIVE); |
1993 | |
1717 | |
1994 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1718 | int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1995 | |
1719 | |
1996 | if (j == -1) /* No spot to put this monster */ |
1720 | if (j == -1) /* No spot to put this monster */ |
1997 | tmp->destroy (); |
1721 | tmp->destroy (); |
1998 | else |
1722 | else |
1999 | { |
1723 | { |
… | |
… | |
2003 | } |
1727 | } |
2004 | |
1728 | |
2005 | op->destroy (); |
1729 | op->destroy (); |
2006 | } |
1730 | } |
2007 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1731 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2008 | hitter->destroy (); |
1732 | hitter->drop_and_destroy (); |
2009 | |
1733 | |
2010 | return maxdam; |
1734 | return maxdam; |
2011 | } |
1735 | } |
2012 | |
1736 | |
2013 | |
1737 | static void |
2014 | void |
|
|
2015 | poison_player (object *op, object *hitter, int dam) |
1738 | poison_player (object *op, object *hitter, int dam) |
2016 | { |
1739 | { |
2017 | archetype *at = archetype::find ("poisoning"); |
1740 | archetype *at = archetype::find (shstr_poisoning); |
2018 | object *tmp = present_arch_in_ob (at, op); |
1741 | object *tmp = present_arch_in_ob (at, op); |
2019 | |
1742 | |
2020 | if (tmp == NULL) |
1743 | if (!tmp) |
2021 | { |
1744 | { |
2022 | if ((tmp = arch_to_object (at)) == NULL) |
1745 | tmp = insert_ob_in_ob (at->instance (), op); |
2023 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
1746 | /* peterm: give poisoning some teeth. It should |
|
|
1747 | * be able to kill things better than it does: |
|
|
1748 | * damage should be dependent something--I choose to |
|
|
1749 | * do this: if it's a monster, the damage from the |
|
|
1750 | * poisoning goes as the level of the monster/2. |
|
|
1751 | * If anything else, goes as damage. |
|
|
1752 | */ |
|
|
1753 | |
|
|
1754 | if (hitter->flag [FLAG_ALIVE]) |
|
|
1755 | tmp->stats.dam += hitter->level / 2; |
2024 | else |
1756 | else |
2025 | { |
|
|
2026 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2027 | /* peterm: give poisoning some teeth. It should |
|
|
2028 | * be able to kill things better than it does: |
|
|
2029 | * damage should be dependent something--I choose to |
|
|
2030 | * do this: if it's a monster, the damage from the |
|
|
2031 | * poisoning goes as the level of the monster/2. |
|
|
2032 | * If anything else, goes as damage. |
|
|
2033 | */ |
|
|
2034 | |
|
|
2035 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2036 | tmp->stats.dam += hitter->level / 2; |
|
|
2037 | else |
|
|
2038 | tmp->stats.dam = dam; |
1757 | tmp->stats.dam = dam; |
2039 | |
1758 | |
2040 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
1759 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
2041 | if (hitter->skill && hitter->skill != tmp->skill) |
1760 | if (hitter->skill && hitter->skill != tmp->skill) |
2042 | { |
|
|
2043 | tmp->skill = hitter->skill; |
1761 | tmp->skill = hitter->skill; |
2044 | } |
|
|
2045 | |
1762 | |
2046 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
1763 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
2047 | |
1764 | |
2048 | if (op->type == PLAYER) |
1765 | if (op->type == PLAYER) |
2049 | { |
1766 | { |
2050 | /* player looses stats, maximum is -10 of each */ |
1767 | /* player looses stats, maximum is -10 of each */ |
2051 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
1768 | tmp->stats.Con = max (-(dam / 4 + 1), -10); |
2052 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
1769 | tmp->stats.Str = max (-(dam / 3 + 2), -10); |
2053 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
1770 | tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
2054 | tmp->stats.Int = MAX (-dam / 7, -10); |
1771 | tmp->stats.Int = max (-(dam / 7 ), -10); |
2055 | SET_FLAG (tmp, FLAG_APPLIED); |
1772 | tmp->set_flag (FLAG_APPLIED); |
2056 | op->update_stats (); |
1773 | op->update_stats (); |
2057 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
1774 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
1775 | op->play_sound (tmp->sound); |
2058 | } |
1776 | } |
|
|
1777 | |
2059 | if (hitter->type == PLAYER) |
1778 | if (hitter->type == PLAYER) |
2060 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
1779 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2061 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
1780 | 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); |
1781 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2063 | } |
1782 | |
2064 | tmp->speed_left = 0; |
1783 | tmp->speed_left = 0; |
2065 | } |
1784 | } |
2066 | else |
1785 | else |
2067 | tmp->stats.food++; |
1786 | tmp->stats.food++; |
2068 | } |
1787 | } |
2069 | |
1788 | |
2070 | void |
1789 | static void |
2071 | slow_player (object *op, object *hitter, int dam) |
1790 | slow_player (object *op, object *hitter, int dam) |
2072 | { |
1791 | { |
2073 | archetype *at = archetype::find ("slowness"); |
1792 | archetype *at = archetype::find (shstr_slowness); |
2074 | object *tmp; |
1793 | object *tmp; |
2075 | |
1794 | |
2076 | if (at == NULL) |
1795 | if (!at) |
2077 | { |
|
|
2078 | LOG (llevError, "Can't find slowness archetype.\n"); |
1796 | LOG (llevError, "Can't find slowness archetype.\n"); |
2079 | } |
1797 | |
2080 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
1798 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2081 | { |
1799 | { |
2082 | tmp = arch_to_object (at); |
1800 | tmp = at->instance (); |
2083 | tmp = insert_ob_in_ob (tmp, op); |
1801 | tmp = insert_ob_in_ob (tmp, op); |
2084 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
1802 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2085 | } |
1803 | } |
2086 | else |
1804 | else |
2087 | tmp->stats.food++; |
1805 | tmp->stats.food++; |
2088 | SET_FLAG (tmp, FLAG_APPLIED); |
1806 | |
|
|
1807 | tmp->set_flag (FLAG_APPLIED); |
2089 | tmp->speed_left = 0; |
1808 | tmp->speed_left = 0; |
2090 | op->update_stats (); |
1809 | op->update_stats (); |
2091 | } |
1810 | } |
2092 | |
1811 | |
2093 | void |
1812 | void |
2094 | confuse_player (object *op, object *hitter, int dam) |
1813 | confuse_player (object *op, object *hitter, int dam) |
2095 | { |
1814 | { |
2096 | object *tmp; |
1815 | object *tmp; |
2097 | int maxduration; |
1816 | int maxduration; |
2098 | |
1817 | |
2099 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
1818 | tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
2100 | if (!tmp) |
1819 | if (!tmp) |
2101 | { |
1820 | { |
2102 | tmp = get_archetype (FORCE_NAME); |
1821 | tmp = get_archetype (FORCE_NAME); |
2103 | tmp = insert_ob_in_ob (tmp, op); |
1822 | tmp = insert_ob_in_ob (tmp, op); |
2104 | } |
1823 | } |
… | |
… | |
2106 | /* Duration added per hit and max. duration of confusion both depend |
1825 | /* Duration added per hit and max. duration of confusion both depend |
2107 | * on the player's resistance |
1826 | * on the player's resistance |
2108 | */ |
1827 | */ |
2109 | tmp->speed = 0.05; |
1828 | tmp->speed = 0.05; |
2110 | tmp->subtype = FORCE_CONFUSION; |
1829 | tmp->subtype = FORCE_CONFUSION; |
2111 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1830 | tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2112 | tmp->name = "confusion"; |
1831 | tmp->name = shstr_confusion; |
2113 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1832 | maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1833 | |
2114 | if (tmp->duration > maxduration) |
1834 | if (tmp->duration > maxduration) |
2115 | tmp->duration = maxduration; |
1835 | tmp->duration = maxduration; |
2116 | |
1836 | |
2117 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
1837 | if (op->type == PLAYER && !op->flag [FLAG_CONFUSED]) |
2118 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
1838 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2119 | SET_FLAG (op, FLAG_CONFUSED); |
1839 | |
|
|
1840 | op->set_flag (FLAG_CONFUSED); |
2120 | } |
1841 | } |
2121 | |
1842 | |
2122 | void |
1843 | void |
2123 | blind_player (object *op, object *hitter, int dam) |
1844 | blind_player (object *op, object *hitter, int dam) |
2124 | { |
1845 | { |
… | |
… | |
2129 | return; |
1850 | return; |
2130 | |
1851 | |
2131 | tmp = present_in_ob (BLINDNESS, op); |
1852 | tmp = present_in_ob (BLINDNESS, op); |
2132 | if (!tmp) |
1853 | if (!tmp) |
2133 | { |
1854 | { |
2134 | tmp = get_archetype ("blindness"); |
1855 | tmp = get_archetype (shstr_blindness); |
2135 | SET_FLAG (tmp, FLAG_BLIND); |
1856 | tmp->set_flag (FLAG_BLIND); |
2136 | SET_FLAG (tmp, FLAG_APPLIED); |
1857 | tmp->set_flag (FLAG_APPLIED); |
2137 | /* use floats so we don't lose too much precision due to rounding errors. |
1858 | /* use floats so we don't lose too much precision due to rounding errors. |
2138 | * speed is a float anyways. |
1859 | * speed is a float anyways. |
2139 | */ |
1860 | */ |
2140 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
1861 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2141 | |
1862 | |
… | |
… | |
2156 | } |
1877 | } |
2157 | |
1878 | |
2158 | void |
1879 | void |
2159 | paralyze_player (object *op, object *hitter, int dam) |
1880 | paralyze_player (object *op, object *hitter, int dam) |
2160 | { |
1881 | { |
2161 | float effect, max; |
|
|
2162 | |
|
|
2163 | /* object *tmp; */ |
|
|
2164 | |
|
|
2165 | /* This is strange stuff... someone knows for what this is |
1882 | /* This is strange stuff... someone knows for what this is |
2166 | * written? Well, i think this can and should be removed |
1883 | * written? Well, i think this can and should be removed |
2167 | */ |
1884 | */ |
2168 | |
1885 | |
2169 | /* |
1886 | /* |
… | |
… | |
2173 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
1890 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2174 | } |
1891 | } |
2175 | */ |
1892 | */ |
2176 | |
1893 | |
2177 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
1894 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2178 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
1895 | float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; |
2179 | |
1896 | |
2180 | if (effect == 0) |
|
|
2181 | return; |
|
|
2182 | |
|
|
2183 | op->speed_left -= FABS (op->speed) * effect; |
1897 | op->speed_left -= op->speed * effect; |
2184 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
1898 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2185 | |
1899 | |
2186 | /* max number of ticks to be affected for. */ |
1900 | /* max number of ticks to be affected for. */ |
2187 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
1901 | float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
1902 | |
2188 | if (op->speed_left < -(FABS (op->speed) * max)) |
1903 | max_it (op->speed_left, -op->speed * max); |
2189 | op->speed_left = (float) -(FABS (op->speed) * max); |
|
|
2190 | |
1904 | |
2191 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
1905 | /* tmp->stats.food = (signed short) (max / op->speed); */ |
2192 | } |
1906 | } |
2193 | |
|
|
2194 | |
1907 | |
2195 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
1908 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2196 | * the computed damaged. |
1909 | * the computed damaged. |
2197 | */ |
1910 | */ |
2198 | void |
1911 | static void |
2199 | deathstrike_player (object *op, object *hitter, int *dam) |
1912 | deathstrike_player (object *op, object *hitter, int *dam) |
2200 | { |
1913 | { |
2201 | /* The intention of a death attack is to kill outright things |
1914 | /* The intention of a death attack is to kill outright things |
2202 | ** that are a lot weaker than the attacker, have a chance of killing |
1915 | ** that are a lot weaker than the attacker, have a chance of killing |
2203 | ** things somewhat weaker than the caster, and no chance of |
1916 | ** things somewhat weaker than the caster, and no chance of |
… | |
… | |
2207 | ** field of the deathstriking object */ |
1920 | ** field of the deathstriking object */ |
2208 | |
1921 | |
2209 | int atk_lev, def_lev, kill_lev; |
1922 | int atk_lev, def_lev, kill_lev; |
2210 | |
1923 | |
2211 | if (hitter->slaying) |
1924 | if (hitter->slaying) |
2212 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
1925 | if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead)) |
|
|
1926 | || (op->race && hitter->slaying.contains (op->race)))) |
2213 | return; |
1927 | return; |
2214 | |
1928 | |
2215 | def_lev = op->level; |
1929 | def_lev = op->level; |
2216 | if (def_lev < 1) |
1930 | if (def_lev < 1) |
2217 | { |
1931 | { |
2218 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
1932 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
2219 | def_lev = 1; |
1933 | def_lev = 1; |
2220 | } |
1934 | } |
|
|
1935 | |
2221 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
1936 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2222 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
1937 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2223 | atk_lev, def_lev); */ |
1938 | atk_lev, def_lev); */ |
2224 | |
1939 | |
2225 | if (atk_lev >= def_lev) |
1940 | if (atk_lev >= def_lev) |
… | |
… | |
2240 | */ |
1955 | */ |
2241 | *dam *= kill_lev / def_lev; |
1956 | *dam *= kill_lev / def_lev; |
2242 | } |
1957 | } |
2243 | } |
1958 | } |
2244 | else |
1959 | else |
2245 | { |
|
|
2246 | *dam = 0; /* no harm done */ |
1960 | *dam = 0; /* no harm done */ |
|
|
1961 | } |
|
|
1962 | |
|
|
1963 | /* This returns the amount of damage hitter does to op with the |
|
|
1964 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1965 | * This doesn't damage the player, but returns how much it should |
|
|
1966 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1967 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1968 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1969 | int |
|
|
1970 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
1971 | { |
|
|
1972 | int doesnt_slay = 1; |
|
|
1973 | |
|
|
1974 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
1975 | if (attacknum >= NROFATTACKS) |
2247 | } |
1976 | { |
2248 | } |
1977 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
2249 | |
1978 | return 0; |
2250 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
2251 | * items (like attacking living creatures--a potion thrown at a |
|
|
2252 | * monster). |
|
|
2253 | */ |
|
|
2254 | static void |
|
|
2255 | thrown_item_effect (object *hitter, object *victim) |
|
|
2256 | { |
|
|
2257 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2258 | { |
1979 | } |
2259 | /* May not need a switch for just 2 types, but this makes it |
1980 | |
2260 | * easier for expansion. |
1981 | if (dam < 0) |
|
|
1982 | { |
|
|
1983 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1984 | dam, hitter->debug_desc (), op->debug_desc ()); |
|
|
1985 | return 0; |
|
|
1986 | } |
|
|
1987 | |
|
|
1988 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
|
|
1989 | * people can't mess with that or it otherwise get confused. */ |
|
|
1990 | if (attacknum == ATNR_INTERNAL) |
|
|
1991 | return dam; |
|
|
1992 | |
|
|
1993 | if (hitter->slaying) |
|
|
1994 | { |
|
|
1995 | if ((op->race && hitter->slaying.contains (op->race)) |
|
|
1996 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
2261 | */ |
1997 | { |
2262 | switch (hitter->type) |
1998 | doesnt_slay = 0; |
|
|
1999 | dam *= 3; |
2263 | { |
2000 | } |
2264 | case POTION: |
2001 | } |
2265 | /* should player get a save throw instead of checking magic protection? */ |
2002 | |
2266 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
2003 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
2267 | (void) apply_potion (victim, hitter); |
2004 | if (op->resist[attacknum]) |
|
|
2005 | { |
|
|
2006 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
2007 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
2008 | dam *= (100 - op->resist[attacknum]); |
|
|
2009 | if (dam >= 100) |
|
|
2010 | dam /= 100; |
|
|
2011 | else |
|
|
2012 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
|
|
2013 | } |
|
|
2014 | |
|
|
2015 | /* Special hack. By default, if immune to something, you |
|
|
2016 | * shouldn't need to worry. However, acid is an exception, since |
|
|
2017 | * it can still damage your items. Only include attacktypes if |
|
|
2018 | * special processing is needed */ |
|
|
2019 | |
|
|
2020 | if (op->resist[attacknum] >= 100 |
|
|
2021 | && doesnt_slay |
|
|
2022 | && attacknum != ATNR_ACID) |
|
|
2023 | return 0; |
|
|
2024 | |
|
|
2025 | /* Keep this in order - makes things easier to find */ |
|
|
2026 | |
|
|
2027 | switch (attacknum) |
|
|
2028 | { |
|
|
2029 | case ATNR_PHYSICAL: |
|
|
2030 | /* here also check for diseases */ |
|
|
2031 | check_physically_infect (op, hitter); |
2268 | break; |
2032 | break; |
2269 | |
2033 | |
2270 | case POISON: /* poison drinks */ |
2034 | /* Don't need to do anything for: |
2271 | /* As with potions, should monster get a save? */ |
2035 | magic, |
2272 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2036 | fire, |
2273 | apply_poison (victim, hitter); |
2037 | electricity, |
|
|
2038 | cold */ |
|
|
2039 | |
|
|
2040 | case ATNR_CONFUSION: |
|
|
2041 | case ATNR_POISON: |
|
|
2042 | case ATNR_SLOW: |
|
|
2043 | case ATNR_PARALYZE: |
|
|
2044 | case ATNR_FEAR: |
|
|
2045 | case ATNR_CANCELLATION: |
|
|
2046 | case ATNR_DEPLETE: |
|
|
2047 | case ATNR_BLIND: |
|
|
2048 | { |
|
|
2049 | /* chance for inflicting a special attack depends on the |
|
|
2050 | * difference between attacker's and defender's level |
|
|
2051 | */ |
|
|
2052 | int level_diff = min (110, max (0, op->level - hitter->level)); |
|
|
2053 | |
|
|
2054 | /* First, only creatures/players with speed can be affected. |
|
|
2055 | * Second, just getting hit doesn't mean it always affects |
|
|
2056 | * you. Third, you still get a saving through against the |
|
|
2057 | * effect. |
|
|
2058 | */ |
|
|
2059 | if (op->has_active_speed () |
|
|
2060 | && (op->flag [FLAG_MONSTER] || op->type == PLAYER) |
|
|
2061 | && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) |
|
|
2062 | && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
2063 | { |
|
|
2064 | |
|
|
2065 | /* Player has been hit by something */ |
|
|
2066 | if (attacknum == ATNR_CONFUSION) |
|
|
2067 | confuse_player (op, hitter, dam); |
|
|
2068 | else if (attacknum == ATNR_POISON) |
|
|
2069 | poison_player (op, hitter, dam); |
|
|
2070 | else if (attacknum == ATNR_SLOW) |
|
|
2071 | slow_player (op, hitter, dam); |
|
|
2072 | else if (attacknum == ATNR_PARALYZE) |
|
|
2073 | paralyze_player (op, hitter, dam); |
|
|
2074 | else if (attacknum == ATNR_FEAR) |
|
|
2075 | scare_creature (op, hitter); |
|
|
2076 | else if (attacknum == ATNR_CANCELLATION) |
|
|
2077 | cancellation (op); |
|
|
2078 | else if (attacknum == ATNR_DEPLETE) |
|
|
2079 | op->drain_stat (); |
|
|
2080 | else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR]) |
|
|
2081 | blind_player (op, hitter, dam); |
|
|
2082 | } |
|
|
2083 | |
|
|
2084 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
2085 | } |
2274 | break; |
2086 | break; |
2275 | |
2087 | |
2276 | /* Removed case statements that did nothing. |
2088 | case ATNR_ACID: |
2277 | * food may be poisonous, but monster must be willing to eat it, |
2089 | { |
2278 | * so we don't handle it here. |
2090 | int flag = 0; |
2279 | * Containers should perhaps break open, but that code was disabled. |
2091 | |
|
|
2092 | /* Items only get corroded if you're not on a battleground and |
|
|
2093 | * if your acid resistance is below 50%. */ |
|
|
2094 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
|
|
2095 | { |
|
|
2096 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2097 | { |
|
|
2098 | if (tmp->invisible) |
|
|
2099 | continue; |
|
|
2100 | if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10)) |
|
|
2101 | /* >= 10% acid res. on items will protect these */ |
|
|
2102 | continue; |
|
|
2103 | if (!(tmp->materials & M_IRON)) |
|
|
2104 | continue; |
|
|
2105 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
2106 | continue; |
|
|
2107 | if (tmp->type == RING |
|
|
2108 | /* removed boots and gloves from exclusion list in PR */ |
|
|
2109 | || tmp->type == GIRDLE |
|
|
2110 | || tmp->type == AMULET |
|
|
2111 | || tmp->type == WAND |
|
|
2112 | || tmp->type == ROD |
|
|
2113 | || tmp->type == HORN) |
|
|
2114 | continue; /* To avoid some strange effects */ |
|
|
2115 | |
|
|
2116 | /* High damage acid has better chance of corroding |
|
|
2117 | objects */ |
|
|
2118 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
2119 | { |
|
|
2120 | flag = 1; |
|
|
2121 | tmp->magic--; |
|
|
2122 | |
|
|
2123 | if (object *pl = tmp->visible_to ()) |
|
|
2124 | { |
|
|
2125 | /* Make this more visible */ |
|
|
2126 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
|
|
2127 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
2128 | |
|
|
2129 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
|
|
2130 | } |
|
|
2131 | } |
|
|
2132 | } |
|
|
2133 | |
|
|
2134 | if (flag) |
|
|
2135 | op->update_stats (); /* Something was corroded */ |
|
|
2136 | } |
|
|
2137 | } |
|
|
2138 | break; |
|
|
2139 | |
|
|
2140 | case ATNR_DRAIN: |
|
|
2141 | { |
|
|
2142 | /* rate is the proportion of exp drained. High rate means |
|
|
2143 | * not much is drained, low rate means a lot is drained. |
|
|
2144 | */ |
|
|
2145 | int rate; |
|
|
2146 | |
|
|
2147 | if (op->resist[ATNR_DRAIN] >= 0) |
|
|
2148 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
2149 | else |
|
|
2150 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
2151 | |
|
|
2152 | if (op->stats.exp <= rate) |
|
|
2153 | { |
|
|
2154 | if (op->type == GOLEM) |
|
|
2155 | dam = 9998; /* Its force is "sucked" away. 8) */ |
|
|
2156 | else |
|
|
2157 | /* If we can't drain, lets try to do physical damage */ |
|
|
2158 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
2159 | } |
|
|
2160 | else |
|
|
2161 | { |
|
|
2162 | /* Randomly give the hitter some hp */ |
|
|
2163 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
2164 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
2165 | hitter->stats.hp++; |
|
|
2166 | |
|
|
2167 | /* Can't do drains on battleground spaces. |
|
|
2168 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
2169 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
2170 | * nothing happens. |
|
|
2171 | * Try to credit the owner. We try to display player -> player drain |
|
|
2172 | * attacks, hence all the != PLAYER checks. |
2280 | */ |
2173 | */ |
|
|
2174 | if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ]) |
|
|
2175 | { |
|
|
2176 | object *owner = hitter->owner; |
|
|
2177 | |
|
|
2178 | if (owner && owner != hitter) |
|
|
2179 | { |
|
|
2180 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
2181 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
2182 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
2183 | } |
|
|
2184 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
2185 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
2186 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
|
|
2187 | |
|
|
2188 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
|
|
2189 | } |
|
|
2190 | |
|
|
2191 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
2192 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
2193 | * as the messages will say you missed |
|
|
2194 | */ |
|
|
2195 | } |
|
|
2196 | } |
|
|
2197 | break; |
|
|
2198 | |
|
|
2199 | case ATNR_TURN_UNDEAD: |
2281 | } |
2200 | { |
2282 | } |
2201 | if (op->flag [FLAG_UNDEAD]) |
2283 | } |
2202 | { |
|
|
2203 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2204 | object *god = find_god (determine_god (owner)); |
|
|
2205 | int div = 1; |
2284 | |
2206 | |
2285 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2207 | /* if undead are not an enemy of your god, you turn them |
|
|
2208 | * at half strength */ |
|
|
2209 | if (!god || !god->slaying.contains (shstr_undead)) |
|
|
2210 | div = 2; |
2286 | |
2211 | |
2287 | int |
2212 | /* Give a bonus if you resist turn undead */ |
2288 | adj_attackroll (object *hitter, object *target) |
2213 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2289 | { |
2214 | scare_creature (op, owner); |
2290 | object *attacker = hitter; |
2215 | } |
2291 | int adjust = 0; |
2216 | else |
|
|
2217 | dam = 0; /* don't damage non undead - should we damage |
|
|
2218 | undead? */ |
|
|
2219 | } |
|
|
2220 | break; |
2292 | |
2221 | |
2293 | /* safety */ |
2222 | case ATNR_DEATH: |
2294 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
2223 | deathstrike_player (op, hitter, &dam); |
2295 | { |
2224 | break; |
2296 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
2297 | return 0; |
|
|
2298 | } |
|
|
2299 | |
2225 | |
2300 | /* aimed missiles use the owning object's sight */ |
2226 | case ATNR_CHAOS: |
2301 | if (is_aimed_missile (hitter)) |
2227 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
2302 | { |
2228 | dam = 0; |
2303 | if ((attacker = hitter->owner) == NULL) |
2229 | break; |
2304 | attacker = hitter; |
2230 | |
2305 | /* A player who saves but hasn't quit still could have objects |
2231 | case ATNR_COUNTERSPELL: |
2306 | * owned by him - need to handle that case to avoid crashes. |
2232 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
|
|
2233 | dam = 0; |
|
|
2234 | /* This should never happen. Counterspell is handled |
|
|
2235 | * seperately and filtered out. If this does happen, |
|
|
2236 | * Counterspell has no effect on anything but spells, so it |
|
|
2237 | * does no damage. */ |
|
|
2238 | break; |
|
|
2239 | |
|
|
2240 | case ATNR_HOLYWORD: |
|
|
2241 | { |
|
|
2242 | /* This has already been handled by hit_player, |
|
|
2243 | * no need to check twice -- DAMN */ |
|
|
2244 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2245 | |
|
|
2246 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
2247 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
2248 | scare_creature (op, owner); |
|
|
2249 | } |
|
|
2250 | break; |
|
|
2251 | |
|
|
2252 | case ATNR_LIFE_STEALING: |
|
|
2253 | { |
|
|
2254 | int new_hp; |
|
|
2255 | |
|
|
2256 | /* this is replacement to drain for players, instead of taking |
|
|
2257 | * exp it takes hp. It is geared for players, probably not |
|
|
2258 | * much use giving it to monsters |
|
|
2259 | * |
|
|
2260 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
2261 | * damage it does do to the player. Given that, |
|
|
2262 | * it only does 1/10'th normal damage (hence the divide by |
|
|
2263 | * 1000). |
2307 | */ |
2264 | */ |
2308 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2265 | /* You can't steal life from something undead */ |
2309 | attacker = hitter; |
2266 | if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD])) |
2310 | } |
|
|
2311 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2312 | return 0; |
|
|
2313 | |
|
|
2314 | /* determine the condtions under which we make an attack. |
|
|
2315 | * Add more cases, as the need occurs. */ |
|
|
2316 | |
|
|
2317 | if (!can_see_enemy (attacker, target)) |
|
|
2318 | { |
|
|
2319 | /* target is unseen */ |
|
|
2320 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
2321 | adjust -= 10; |
|
|
2322 | /* 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)) |
|
|
2324 | adjust -= target->map->darkness; |
|
|
2325 | } |
|
|
2326 | |
|
|
2327 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
2328 | adjust -= 3; |
|
|
2329 | |
|
|
2330 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
2331 | adjust += 1; |
|
|
2332 | |
|
|
2333 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
2334 | adjust += 1; |
|
|
2335 | |
|
|
2336 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
2337 | adjust -= 3; |
|
|
2338 | |
|
|
2339 | /* if we attack at a different 'altitude' its harder */ |
|
|
2340 | if ((attacker->move_type & target->move_type) == 0) |
|
|
2341 | adjust -= 2; |
|
|
2342 | |
|
|
2343 | #if 0 |
|
|
2344 | /* slower attacks are less likely to succeed. We should use a |
|
|
2345 | * comparison between attacker/target speeds BUT, players have |
|
|
2346 | * a generally faster speed, so this will wind up being a HUGE |
|
|
2347 | * disadantage for the monsters! Too bad, because missiles which |
|
|
2348 | * fly fast should have a better chance of hitting a slower target. |
|
|
2349 | */ |
|
|
2350 | if (hitter->speed < target->speed) |
|
|
2351 | adjust += ((float) hitter->speed - target->speed); |
|
|
2352 | #endif |
|
|
2353 | |
|
|
2354 | #if 0 |
|
|
2355 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
2356 | #endif |
|
|
2357 | |
|
|
2358 | return adjust; |
|
|
2359 | } |
|
|
2360 | |
|
|
2361 | |
|
|
2362 | /* determine if the object is an 'aimed' missile */ |
|
|
2363 | int |
|
|
2364 | is_aimed_missile (object *op) |
|
|
2365 | { |
|
|
2366 | |
|
|
2367 | /* 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. |
|
|
2369 | */ |
|
|
2370 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2371 | { |
|
|
2372 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
2373 | return 1; |
2267 | return 0; |
2374 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2268 | |
2375 | return 1; |
2269 | /* If drain protection is higher than life stealing, use that */ |
|
|
2270 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
2271 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
2272 | else |
|
|
2273 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
2274 | |
|
|
2275 | /* You die at -1 hp, not zero. */ |
|
|
2276 | if (dam > (op->stats.hp + 1)) |
|
|
2277 | dam = op->stats.hp + 1; |
|
|
2278 | |
|
|
2279 | new_hp = hitter->stats.hp + dam; |
|
|
2280 | if (new_hp > hitter->stats.maxhp) |
|
|
2281 | new_hp = hitter->stats.maxhp; |
|
|
2282 | |
|
|
2283 | if (new_hp > hitter->stats.hp) |
|
|
2284 | hitter->stats.hp = new_hp; |
|
|
2285 | } |
2376 | } |
2286 | } |
|
|
2287 | |
2377 | return 0; |
2288 | return dam; |
2378 | } |
2289 | } |
|
|
2290 | |