1 | /* |
1 | /* |
2 | * static char *rcsid_attack_c = |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | * "$Id: attack.C,v 1.2 2006/08/25 17:11:53 root Exp $"; |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
|
|
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
|
|
6 | * Copyright (C) 1992 Frank Tore Johansen |
|
|
7 | * |
|
|
8 | * This program is free software; you can redistribute it and/or modify |
|
|
9 | * it under the terms of the GNU General Public License as published by |
|
|
10 | * the Free Software Foundation; either version 2 of the License, or |
|
|
11 | * (at your option) any later version. |
|
|
12 | * |
|
|
13 | * This program is distributed in the hope that it will be useful, |
|
|
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
|
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
|
16 | * GNU General Public License for more details. |
|
|
17 | * |
|
|
18 | * You should have received a copy of the GNU General Public License |
|
|
19 | * along with this program; if not, write to the Free Software |
|
|
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
|
|
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
4 | */ |
23 | */ |
5 | /* |
|
|
6 | CrossFire, A Multiplayer game for X-windows |
|
|
7 | |
|
|
8 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
|
|
9 | Copyright (C) 1992 Frank Tore Johansen |
|
|
10 | |
|
|
11 | This program is free software; you can redistribute it and/or modify |
|
|
12 | it under the terms of the GNU General Public License as published by |
|
|
13 | the Free Software Foundation; either version 2 of the License, or |
|
|
14 | (at your option) any later version. |
|
|
15 | |
|
|
16 | This program is distributed in the hope that it will be useful, |
|
|
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
|
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
|
19 | GNU General Public License for more details. |
|
|
20 | |
|
|
21 | You should have received a copy of the GNU General Public License |
|
|
22 | along with this program; if not, write to the Free Software |
|
|
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
24 | |
|
|
25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
|
|
26 | */ |
|
|
27 | #include <assert.h> |
24 | #include <assert.h> |
28 | #include <global.h> |
25 | #include <global.h> |
29 | #include <living.h> |
26 | #include <living.h> |
30 | #include <material.h> |
27 | #include <material.h> |
31 | #include <skills.h> |
28 | #include <skills.h> |
32 | |
29 | |
33 | #ifndef __CEXTRACT__ |
30 | #ifndef __CEXTRACT__ |
34 | #include <sproto.h> |
31 | # include <sproto.h> |
35 | #endif |
32 | #endif |
36 | |
33 | |
37 | #include <sounds.h> |
34 | #include <sounds.h> |
38 | |
35 | |
39 | typedef struct att_msg_str { |
36 | typedef struct att_msg_str |
|
|
37 | { |
40 | char *msg1; |
38 | char *msg1; |
41 | char *msg2; |
39 | char *msg2; |
42 | } att_msg; |
40 | } att_msg; |
43 | |
41 | |
44 | /*#define ATTACK_DEBUG*/ |
42 | /*#define ATTACK_DEBUG*/ |
45 | |
43 | |
46 | /* cancels object *op. Cancellation basically means an object loses |
44 | /* cancels object *op. Cancellation basically means an object loses |
47 | * its magical benefits. |
45 | * its magical benefits. |
48 | */ |
46 | */ |
|
|
47 | void |
49 | void cancellation(object *op) |
48 | cancellation (object *op) |
50 | { |
49 | { |
51 | object *tmp; |
|
|
52 | |
|
|
53 | if (op->invisible) |
50 | if (op->invisible) |
54 | return; |
51 | return; |
55 | |
52 | |
56 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { |
53 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
54 | { |
57 | /* Recur through the inventory */ |
55 | /* Recurse through the inventory */ |
58 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
56 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
59 | if (!did_make_save_item(tmp, AT_CANCELLATION,op)) |
57 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
60 | cancellation(tmp); |
58 | cancellation (tmp); |
61 | } |
59 | } |
62 | else if(FABS(op->magic)<=(rndm(0, 5))) { |
60 | else if (FABS (op->magic) <= rndm (0, 5)) |
|
|
61 | { |
63 | /* Nullify this object. This code could probably be more complete */ |
62 | /* Nullify this object. This code could probably be more complete */ |
64 | /* in what abilities it should cancel */ |
63 | /* in what abilities it should cancel */ |
65 | op->magic=0; |
64 | op->magic = 0; |
|
|
65 | |
66 | CLEAR_FLAG(op, FLAG_DAMNED); |
66 | CLEAR_FLAG (op, FLAG_DAMNED); |
67 | CLEAR_FLAG(op, FLAG_CURSED); |
67 | CLEAR_FLAG (op, FLAG_CURSED); |
68 | CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); |
68 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
69 | CLEAR_FLAG(op, FLAG_KNOWN_CURSED); |
69 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
|
70 | |
70 | if (op->env && op->env->type == PLAYER) { |
71 | if (op->env && op->env->type == PLAYER) |
71 | esrv_send_item (op->env, op); |
72 | esrv_send_item (op->env, op); |
72 | } |
|
|
73 | } |
73 | } |
74 | } |
74 | } |
75 | |
|
|
76 | |
|
|
77 | |
75 | |
78 | /* did_make_save_item just checks to make sure the item actually |
76 | /* did_make_save_item just checks to make sure the item actually |
79 | * made its saving throw based on the tables. It does not take |
77 | * made its saving throw based on the tables. It does not take |
80 | * any further action (like destroying the item). |
78 | * any further action (like destroying the item). |
81 | */ |
79 | */ |
82 | |
80 | int |
83 | int did_make_save_item(object *op, int type, object *originator) { |
81 | did_make_save_item (object *op, int type, object *originator) |
|
|
82 | { |
84 | int i, roll, saves=0, attacks=0, number; |
83 | int i, roll, saves = 0, attacks = 0, number; |
85 | materialtype_t *mt; |
84 | materialtype_t *mt; |
86 | |
85 | |
87 | if (op->materialname == NULL) { |
86 | if (op->materialname == NULL) |
|
|
87 | { |
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { |
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
89 | if (op->material & mt->material) |
89 | if (op->materials & mt->material) |
90 | break; |
90 | break; |
91 | } |
91 | } |
92 | } else |
92 | else |
93 | mt = name_to_material(op->materialname); |
93 | mt = name_to_material (op->materialname); |
|
|
94 | |
94 | if (mt == NULL) |
95 | if (mt == NULL) |
95 | return TRUE; |
|
|
96 | roll = rndm(1, 20); |
|
|
97 | |
|
|
98 | /* the attacktypes have no meaning for object saves |
|
|
99 | * If the type is only magic, don't adjust type - basically, if |
|
|
100 | * pure magic is hitting an object, it should save. However, if it |
|
|
101 | * is magic teamed with something else, then strip out the |
|
|
102 | * magic type, and instead let the fire, cold, or whatever component |
|
|
103 | * destroy the item. Otherwise, you get the case of poisoncloud |
|
|
104 | * destroying objects because it has magic attacktype. |
|
|
105 | */ |
|
|
106 | if (type != AT_MAGIC) |
|
|
107 | type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| |
|
|
108 | AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| |
|
|
109 | AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| |
|
|
110 | AT_MAGIC); |
|
|
111 | |
|
|
112 | if (type == 0) |
|
|
113 | return TRUE; |
|
|
114 | if (roll == 20) |
|
|
115 | return TRUE; |
|
|
116 | if (roll == 1) |
|
|
117 | return FALSE; |
|
|
118 | |
|
|
119 | for (number=0; number < NROFATTACKS; number++) { |
|
|
120 | i = 1<<number; |
|
|
121 | if (!(i&type)) |
|
|
122 | continue; |
|
|
123 | attacks++; |
|
|
124 | if (op->resist[number] == 100) |
|
|
125 | saves++; |
|
|
126 | else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) |
|
|
127 | saves++; |
|
|
128 | else if ((20-mt->save[number])/3 > originator->stats.dam) |
|
|
129 | saves++; |
|
|
130 | } |
|
|
131 | |
|
|
132 | if (saves==attacks || attacks==0) |
|
|
133 | return TRUE; |
|
|
134 | if ((saves==0) || (rndm(1, attacks) > saves)) |
|
|
135 | return FALSE; |
|
|
136 | return TRUE; |
96 | return TRUE; |
|
|
97 | |
|
|
98 | roll = rndm (1, 20); |
|
|
99 | |
|
|
100 | /* the attacktypes have no meaning for object saves |
|
|
101 | * 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 |
|
|
103 | * is magic teamed with something else, then strip out the |
|
|
104 | * magic type, and instead let the fire, cold, or whatever component |
|
|
105 | * destroy the item. Otherwise, you get the case of poisoncloud |
|
|
106 | * destroying objects because it has magic attacktype. |
|
|
107 | */ |
|
|
108 | if (type != AT_MAGIC) |
|
|
109 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
|
|
110 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
|
|
111 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
|
|
112 | |
|
|
113 | if (type == 0) |
|
|
114 | return TRUE; |
|
|
115 | if (roll == 20) |
|
|
116 | return TRUE; |
|
|
117 | if (roll == 1) |
|
|
118 | return FALSE; |
|
|
119 | |
|
|
120 | for (number = 0; number < NROFATTACKS; number++) |
|
|
121 | { |
|
|
122 | i = 1 << number; |
|
|
123 | if (!(i & type)) |
|
|
124 | continue; |
|
|
125 | attacks++; |
|
|
126 | if (op->resist[number] == 100) |
|
|
127 | saves++; |
|
|
128 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
|
|
129 | saves++; |
|
|
130 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
|
|
131 | saves++; |
|
|
132 | } |
|
|
133 | |
|
|
134 | if (saves == attacks || attacks == 0) |
|
|
135 | return TRUE; |
|
|
136 | |
|
|
137 | if (saves == 0 || (rndm (1, attacks) > saves)) |
|
|
138 | return FALSE; |
|
|
139 | |
|
|
140 | return TRUE; |
137 | } |
141 | } |
138 | |
142 | |
139 | /* This function calls did_make_save_item. It then performs the |
143 | /* This function calls did_make_save_item. It then performs the |
140 | * appropriate actions to the item (such as burning the item up, |
144 | * appropriate actions to the item (such as burning the item up, |
141 | * calling cancellation, etc.) |
145 | * calling cancellation, etc.) |
142 | */ |
146 | */ |
143 | |
147 | void |
144 | void save_throw_object (object *op, int type, object *originator) |
148 | save_throw_object (object *op, int type, object *originator) |
145 | { |
149 | { |
146 | if ( ! did_make_save_item (op, type,originator)) |
150 | if (!did_make_save_item (op, type, originator)) |
147 | { |
151 | { |
148 | object *env=op->env; |
152 | object *env = op->env; |
149 | int x=op->x,y=op->y; |
153 | int x = op->x, y = op->y; |
150 | mapstruct *m=op->map; |
154 | maptile *m = op->map; |
151 | |
155 | |
152 | op = stop_item (op); |
156 | op = stop_item (op); |
153 | if (op == NULL) |
157 | if (op == NULL) |
154 | return; |
158 | return; |
155 | |
159 | |
156 | /* Hacked the following so that type LIGHTER will work. |
160 | /* Hacked the following so that type LIGHTER will work. |
157 | * Also, objects which are potenital "lights" that are hit by |
161 | * Also, objects which are potenital "lights" that are hit by |
158 | * flame/elect attacks will be set to glow. "lights" are any |
162 | * flame/elect attacks will be set to glow. "lights" are any |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
163 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * (and please note that we cant fail our save and reach this |
164 | * (and please note that we cant fail our save and reach this |
161 | * function if the object doesnt contain a material that can burn. |
165 | * function if the object doesnt contain a material that can burn. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
166 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | */ |
167 | */ |
164 | if(type&(AT_FIRE|AT_ELECTRICITY) |
168 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
165 | &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { |
|
|
166 | const char *arch=op->other_arch->name; |
|
|
167 | |
|
|
168 | op = decrease_ob_nr (op, 1); |
|
|
169 | if (op) |
|
|
170 | fix_stopped_item (op, m, originator); |
|
|
171 | if((op = get_archetype(arch))!=NULL) { |
|
|
172 | if(env) { |
|
|
173 | op->x=env->x,op->y=env->y; |
|
|
174 | insert_ob_in_ob(op,env); |
|
|
175 | if (env->contr) |
|
|
176 | esrv_send_item(env, op); |
|
|
177 | } else { |
|
|
178 | op->x=x,op->y=y; |
|
|
179 | insert_ob_in_map(op,m,originator,0); |
|
|
180 | } |
|
|
181 | } |
|
|
182 | return; |
|
|
183 | } |
169 | { |
184 | if(type&AT_CANCELLATION) { /* Cancellation. */ |
170 | const char *arch = op->other_arch->name; |
185 | cancellation(op); |
171 | |
|
|
172 | op = decrease_ob_nr (op, 1); |
|
|
173 | |
|
|
174 | if (op) |
186 | fix_stopped_item (op, m, originator); |
175 | fix_stopped_item (op, m, originator); |
187 | return; |
176 | |
188 | } |
177 | if ((op = get_archetype (arch)) != NULL) |
189 | if(op->nrof>1) { |
178 | { |
190 | op = decrease_ob_nr(op,rndm(0, op->nrof-1)); |
|
|
191 | if (op) |
179 | if (env) |
192 | fix_stopped_item (op, m, originator); |
180 | { |
193 | } else { |
181 | op->x = env->x, op->y = env->y; |
194 | if (op->env) { |
|
|
195 | object *tmp= is_player_inv(op->env); |
|
|
196 | |
|
|
197 | if (tmp) { |
|
|
198 | esrv_del_item(tmp->contr, op->count); |
|
|
199 | } |
|
|
200 | } |
|
|
201 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
202 | remove_ob(op); |
|
|
203 | free_object(op); |
|
|
204 | } |
|
|
205 | if(type&(AT_FIRE|AT_ELECTRICITY)) { |
|
|
206 | if(env) { |
|
|
207 | op=get_archetype("burnout"); |
|
|
208 | op->x=env->x,op->y=env->y; |
|
|
209 | insert_ob_in_ob(op,env); |
182 | insert_ob_in_ob (op, env); |
210 | } else { |
183 | if (env->contr) |
|
|
184 | esrv_send_item (env, op); |
|
|
185 | } |
|
|
186 | else |
|
|
187 | { |
|
|
188 | op->x = x, op->y = y; |
211 | replace_insert_ob_in_map("burnout",originator); |
189 | insert_ob_in_map (op, m, originator, 0); |
212 | } |
190 | } |
213 | } |
191 | } |
214 | return; |
192 | |
215 | } |
|
|
216 | /* The value of 50 is arbitrary. */ |
|
|
217 | if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) && |
|
|
218 | !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) { |
|
|
219 | object *tmp; |
|
|
220 | archetype *at = find_archetype("icecube"); |
|
|
221 | if (at == NULL) |
|
|
222 | return; |
193 | return; |
223 | op = stop_item (op); |
194 | } |
224 | if (op == NULL) |
195 | |
|
|
196 | if (type & AT_CANCELLATION) |
|
|
197 | { /* Cancellation. */ |
|
|
198 | cancellation (op); |
|
|
199 | fix_stopped_item (op, m, originator); |
225 | return; |
200 | return; |
226 | if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { |
201 | } |
227 | tmp = arch_to_object(at); |
202 | |
228 | tmp->x=op->x,tmp->y=op->y; |
203 | if (op->nrof > 1) |
229 | /* This was in the old (pre new movement code) - |
204 | { |
230 | * icecubes have slow_move set to 1 - don't want |
205 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
231 | * that for ones we create. |
206 | |
232 | */ |
207 | if (op) |
233 | tmp->move_slow_penalty=0; |
208 | fix_stopped_item (op, m, originator); |
234 | tmp->move_slow=0; |
209 | } |
235 | insert_ob_in_map(tmp,op->map,originator,0); |
210 | else |
|
|
211 | { |
|
|
212 | if (op->env) |
|
|
213 | { |
|
|
214 | object *tmp = op->in_player (); |
|
|
215 | |
|
|
216 | if (tmp) |
|
|
217 | esrv_del_item (tmp->contr, op->count); |
|
|
218 | } |
|
|
219 | |
|
|
220 | op->destroy (); |
|
|
221 | } |
|
|
222 | |
|
|
223 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
|
|
224 | if (env) |
|
|
225 | { |
|
|
226 | op = get_archetype ("burnout"); |
|
|
227 | op->x = env->x, op->y = env->y; |
|
|
228 | insert_ob_in_ob (op, env); |
236 | } |
229 | } |
237 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
230 | else |
238 | remove_ob(op); |
231 | replace_insert_ob_in_map ("burnout", originator); |
239 | (void) insert_ob_in_ob(op,tmp); |
232 | |
|
|
233 | return; |
|
|
234 | } |
|
|
235 | |
|
|
236 | /* The value of 50 is arbitrary. */ |
|
|
237 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
|
|
238 | { |
|
|
239 | object *tmp; |
|
|
240 | archetype *at = archetype::find ("icecube"); |
|
|
241 | |
|
|
242 | if (at == NULL) |
240 | return; |
243 | return; |
|
|
244 | |
|
|
245 | op = stop_item (op); |
|
|
246 | if (op == NULL) |
|
|
247 | return; |
|
|
248 | |
|
|
249 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
|
|
250 | { |
|
|
251 | tmp = arch_to_object (at); |
|
|
252 | tmp->x = op->x, tmp->y = op->y; |
|
|
253 | /* This was in the old (pre new movement code) - |
|
|
254 | * icecubes have slow_move set to 1 - don't want |
|
|
255 | * that for ones we create. |
|
|
256 | */ |
|
|
257 | tmp->move_slow_penalty = 0; |
|
|
258 | tmp->move_slow = 0; |
|
|
259 | insert_ob_in_map (tmp, op->map, originator, 0); |
|
|
260 | } |
|
|
261 | |
|
|
262 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
263 | op->remove (); |
|
|
264 | |
|
|
265 | insert_ob_in_ob (op, tmp); |
|
|
266 | return; |
241 | } |
267 | } |
242 | } |
268 | } |
243 | |
269 | |
244 | /* Object op is hitting the map. |
270 | /* Object op is hitting the map. |
245 | * op is going in direction 'dir' |
271 | * op is going in direction 'dir' |
246 | * type is the attacktype of the object. |
272 | * type is the attacktype of the object. |
247 | * full_hit is set if monster area does not matter. |
273 | * full_hit is set if monster area does not matter. |
248 | * returns 1 if it hits something, 0 otherwise. |
274 | * returns 1 if it hits something, 0 otherwise. |
249 | */ |
275 | */ |
250 | |
276 | |
|
|
277 | int |
251 | int hit_map(object *op, int dir, int type, int full_hit) { |
278 | hit_map (object *op, int dir, int type, int full_hit) |
252 | object *tmp, *next; |
279 | { |
253 | mapstruct *map; |
280 | maptile *map; |
254 | sint16 x, y; |
281 | sint16 x, y; |
255 | int retflag=0; /* added this flag.. will return 1 if it hits a monster */ |
282 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
256 | |
283 | |
257 | tag_t op_tag, next_tag=0; |
|
|
258 | |
|
|
259 | if (QUERY_FLAG (op, FLAG_FREED)) { |
284 | if (QUERY_FLAG (op, FLAG_FREED)) |
|
|
285 | { |
260 | LOG (llevError, "BUG: hit_map(): free object\n"); |
286 | LOG (llevError, "BUG: hit_map(): free object\n"); |
261 | return 0; |
287 | return 0; |
262 | } |
288 | } |
263 | |
289 | |
264 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { |
290 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
|
|
291 | { |
265 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", |
292 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
266 | op->arch->name, op->name); |
293 | return 0; |
267 | return 0; |
|
|
268 | } |
294 | } |
269 | |
295 | |
270 | if ( ! op->map) { |
296 | if (!op->map) |
|
|
297 | { |
271 | LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); |
298 | LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name); |
272 | return 0; |
299 | return 0; |
273 | } |
300 | } |
274 | |
301 | |
275 | if (op->head) op=op->head; |
302 | if (op->head) |
|
|
303 | op = op->head; |
276 | |
304 | |
277 | op_tag = op->count; |
|
|
278 | |
|
|
279 | map = op->map; |
305 | map = op->map; |
280 | x = op->x + freearr_x[dir]; |
306 | x = op->x + freearr_x[dir]; |
281 | y = op->y + freearr_y[dir]; |
307 | y = op->y + freearr_y[dir]; |
282 | if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP) |
|
|
283 | return 0; |
|
|
284 | |
308 | |
285 | /* peterm: a few special cases for special attacktypes --counterspell |
309 | if (!xy_normalise (map, x, y)) |
286 | * must be out here because it strikes things which are not alive |
|
|
287 | */ |
|
|
288 | |
|
|
289 | if (type & AT_COUNTERSPELL) { |
|
|
290 | counterspell(op,dir); /* see spell_effect.c */ |
|
|
291 | |
|
|
292 | /* If the only attacktype is counterspell or magic, don't need |
|
|
293 | * to do any further processing. |
|
|
294 | */ |
|
|
295 | if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ |
|
|
296 | return 0; |
|
|
297 | } |
|
|
298 | type &= ~AT_COUNTERSPELL; |
|
|
299 | } |
|
|
300 | |
|
|
301 | if(type & AT_CHAOS){ |
|
|
302 | shuffle_attack(op,1); /*1 flag tells it to change the face */ |
|
|
303 | update_object(op,UP_OBJ_FACE); |
|
|
304 | type &= ~AT_CHAOS; |
|
|
305 | } |
|
|
306 | |
|
|
307 | next = get_map_ob (map, x, y); |
|
|
308 | if (next) |
|
|
309 | next_tag = next->count; |
|
|
310 | |
|
|
311 | while (next) { |
|
|
312 | if (was_destroyed (next, next_tag)) { |
|
|
313 | /* There may still be objects that were above 'next', but there is no |
|
|
314 | * simple way to find out short of copying all object references and |
|
|
315 | * tags into a temporary array before we start processing the first |
|
|
316 | * object. That's why we just abort. |
|
|
317 | * |
|
|
318 | * This happens whenever attack spells (like fire) hit a pile |
|
|
319 | * of objects. This is not a bug - nor an error. The errormessage |
|
|
320 | * below was spamming the logs for absolutely no reason. |
|
|
321 | */ |
|
|
322 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
|
|
323 | break; |
|
|
324 | } |
|
|
325 | tmp = next; |
|
|
326 | next = tmp->above; |
|
|
327 | if (next) |
|
|
328 | next_tag = next->count; |
|
|
329 | |
|
|
330 | if (QUERY_FLAG (tmp, FLAG_FREED)) { |
|
|
331 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
332 | break; |
|
|
333 | } |
|
|
334 | |
|
|
335 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
|
|
336 | * For example, 'tmp' was put in an icecube. |
|
|
337 | * This is one of the few cases where on_same_map should not be used. |
|
|
338 | */ |
|
|
339 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
|
|
340 | continue; |
|
|
341 | |
|
|
342 | /* Need to hit everyone in the transport with this spell */ |
|
|
343 | if (tmp->type == TRANSPORT) { |
|
|
344 | object *pl; |
|
|
345 | |
|
|
346 | for (pl=tmp->inv; pl; pl=pl->below) { |
|
|
347 | if (pl->type == PLAYER) |
|
|
348 | hit_player(pl,op->stats.dam,op,type,full_hit); |
|
|
349 | } |
|
|
350 | } |
|
|
351 | |
|
|
352 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) { |
|
|
353 | hit_player(tmp,op->stats.dam,op,type,full_hit); |
|
|
354 | retflag |=1; |
|
|
355 | if (was_destroyed (op, op_tag)) |
|
|
356 | break; |
|
|
357 | } |
|
|
358 | /* Here we are potentially destroying an object. If the object has |
|
|
359 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
|
|
360 | * that weak walls have is_alive set, which prevent objects from |
|
|
361 | * passing over/through them. We don't care what type of movement |
|
|
362 | * the wall blocks - if it blocks any type of movement, can't be |
|
|
363 | * destroyed right now. |
|
|
364 | */ |
|
|
365 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && |
|
|
366 | !tmp->move_block) { |
|
|
367 | save_throw_object(tmp,type,op); |
|
|
368 | if (was_destroyed (op, op_tag)) |
|
|
369 | break; |
|
|
370 | } |
|
|
371 | } |
|
|
372 | return 0; |
310 | return 0; |
373 | } |
|
|
374 | |
311 | |
|
|
312 | // elmex: a safe map tile can't be hit! |
|
|
313 | // this should prevent most harmful effects on items and players there. |
|
|
314 | mapspace &ms = map->at (x, y); |
|
|
315 | |
|
|
316 | if (ms.flags () & P_SAFE) |
|
|
317 | return 0; |
|
|
318 | |
|
|
319 | /* peterm: a few special cases for special attacktypes --counterspell |
|
|
320 | * must be out here because it strikes things which are not alive |
|
|
321 | */ |
|
|
322 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
323 | { |
|
|
324 | if (type & AT_COUNTERSPELL) |
|
|
325 | { |
|
|
326 | counterspell (op, dir); /* see spell_effect.c */ |
|
|
327 | |
|
|
328 | /* If the only attacktype is counterspell or magic, don't need |
|
|
329 | * to do any further processing. |
|
|
330 | */ |
|
|
331 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
|
|
332 | return 0; |
|
|
333 | |
|
|
334 | type &= ~AT_COUNTERSPELL; |
|
|
335 | } |
|
|
336 | |
|
|
337 | if (type & AT_CHAOS) |
|
|
338 | { |
|
|
339 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
|
|
340 | update_object (op, UP_OBJ_FACE); |
|
|
341 | type &= ~AT_CHAOS; |
|
|
342 | } |
|
|
343 | } |
|
|
344 | |
|
|
345 | /* There may still be objects that were above 'next', but there is no |
|
|
346 | * simple way to find out short of copying all object references and |
|
|
347 | * tags into a temporary array before we start processing the first |
|
|
348 | * object. That's why we just abort on destroy. |
|
|
349 | * |
|
|
350 | * This happens whenever attack spells (like fire) hit a pile |
|
|
351 | * of objects. This is not a bug - nor an error. |
|
|
352 | */ |
|
|
353 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
354 | { |
|
|
355 | object *tmp = next; |
|
|
356 | next = tmp->above; |
|
|
357 | |
|
|
358 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
|
|
359 | * For example, 'tmp' was put in an icecube. |
|
|
360 | * This is one of the few cases where on_same_map should not be used. |
|
|
361 | */ |
|
|
362 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
|
|
363 | continue; |
|
|
364 | |
|
|
365 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
366 | { |
|
|
367 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
|
|
368 | retflag |= 1; |
|
|
369 | |
|
|
370 | if (op->destroyed ()) |
|
|
371 | break; |
|
|
372 | } |
|
|
373 | /* Here we are potentially destroying an object. If the object has |
|
|
374 | * 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 |
|
|
376 | * 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 |
|
|
378 | * destroyed right now. |
|
|
379 | */ |
|
|
380 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
|
|
381 | { |
|
|
382 | save_throw_object (tmp, type, op); |
|
|
383 | |
|
|
384 | if (op->destroyed ()) |
|
|
385 | break; |
|
|
386 | } |
|
|
387 | } |
|
|
388 | |
|
|
389 | return 0; |
|
|
390 | } |
|
|
391 | |
|
|
392 | void |
375 | void attack_message(int dam, int type, object *op, object *hitter) { |
393 | attack_message (int dam, int type, object *op, object *hitter) |
|
|
394 | { |
376 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
395 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
377 | int i, found=0; |
396 | int i, found = 0; |
378 | mapstruct *map; |
397 | maptile *map; |
379 | object *next, *tmp; |
398 | object *next, *tmp; |
380 | |
399 | |
381 | /* put in a few special messages for some of the common attacktypes |
400 | /* put in a few special messages for some of the common attacktypes |
382 | * a player might have. For example, fire, electric, cold, etc |
401 | * a player might have. For example, fire, electric, cold, etc |
383 | * [garbled 20010919] |
402 | * [garbled 20010919] |
384 | */ |
403 | */ |
385 | |
404 | |
386 | if (dam == 9998 && op->type == DOOR) { |
405 | if (dam == 9998 && op->type == DOOR) |
|
|
406 | { |
387 | sprintf(buf1, "unlock %s", op->name); |
407 | sprintf (buf1, "unlock %s", &op->name); |
388 | sprintf(buf2, " unlocks"); |
408 | sprintf (buf2, " unlocks"); |
389 | found++; |
409 | found++; |
|
|
410 | } |
|
|
411 | if (dam < 0) |
390 | } |
412 | { |
391 | if(dam<0) { |
|
|
392 | sprintf(buf1, "hit %s", op->name); |
413 | sprintf (buf1, "hit %s", &op->name); |
393 | sprintf(buf2, " hits"); |
414 | sprintf (buf2, " hits"); |
394 | found++; |
415 | found++; |
|
|
416 | } |
395 | } else if(dam==0) { |
417 | else if (dam == 0) |
|
|
418 | { |
396 | sprintf(buf1, "missed %s", op->name); |
419 | sprintf (buf1, "missed %s", &op->name); |
397 | sprintf(buf2, " misses"); |
420 | sprintf (buf2, " misses"); |
398 | found++; |
421 | found++; |
|
|
422 | } |
399 | } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
423 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
400 | hitter->type == POISONING || |
424 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
401 | (type & AT_POISON && IS_LIVE(op))) && !found) { |
425 | { |
402 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; |
426 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
403 | i++) |
427 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
404 | if (dam < attack_mess[ATM_SUFFER][i].level |
428 | { |
405 | || attack_mess[ATM_SUFFER][i+1].level == -1) { |
429 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
406 | sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, |
|
|
407 | op->name, attack_mess[ATM_SUFFER][i].buf2); |
|
|
408 | strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
430 | strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
409 | found++; |
431 | found++; |
410 | break; |
432 | break; |
|
|
433 | } |
411 | } |
434 | } |
412 | } else if (op->type == DOOR && !found) { |
435 | else if (op->type == DOOR && !found) |
|
|
436 | { |
413 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; |
437 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++) |
414 | i++) |
438 | if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1) |
415 | if (dam < attack_mess[ATM_DOOR][i].level |
439 | { |
416 | || attack_mess[ATM_DOOR][i+1].level == -1) { |
440 | sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2); |
417 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, |
|
|
418 | op->name, attack_mess[ATM_DOOR][i].buf2); |
|
|
419 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
441 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
420 | found++; |
442 | found++; |
421 | break; |
443 | break; |
|
|
444 | } |
422 | } |
445 | } |
423 | } else if (hitter->type == PLAYER && IS_LIVE(op)) { |
446 | else if (hitter->type == PLAYER && op->is_alive ()) |
|
|
447 | { |
424 | if (USING_SKILL(hitter, SK_KARATE)) { |
448 | if (USING_SKILL (hitter, SK_KARATE)) |
|
|
449 | { |
425 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; |
450 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
426 | i++) |
451 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
427 | if (dam < attack_mess[ATM_KARATE][i].level |
452 | { |
428 | || attack_mess[ATM_KARATE][i+1].level == -1) { |
453 | sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2); |
429 | sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, |
|
|
430 | op->name, attack_mess[ATM_KARATE][i].buf2); |
|
|
431 | strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
454 | strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
432 | found++; |
455 | found++; |
433 | break; |
456 | break; |
|
|
457 | } |
434 | } |
458 | } |
435 | } else if (USING_SKILL(hitter, SK_CLAWING)) { |
459 | else if (USING_SKILL (hitter, SK_CLAWING)) |
|
|
460 | { |
436 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; |
461 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++) |
437 | i++) |
462 | if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1) |
438 | if (dam < attack_mess[ATM_CLAW][i].level |
463 | { |
439 | || attack_mess[ATM_CLAW][i+1].level == -1) { |
464 | sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2); |
440 | sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, |
|
|
441 | op->name, attack_mess[ATM_CLAW][i].buf2); |
|
|
442 | strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
465 | strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
443 | found++; |
466 | found++; |
444 | break; |
467 | break; |
|
|
468 | } |
445 | } |
469 | } |
446 | } else if (USING_SKILL(hitter, SK_PUNCHING)) { |
470 | else if (USING_SKILL (hitter, SK_PUNCHING)) |
|
|
471 | { |
447 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; |
472 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++) |
448 | i++) |
473 | if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1) |
449 | if (dam < attack_mess[ATM_PUNCH][i].level |
474 | { |
450 | || attack_mess[ATM_PUNCH][i+1].level == -1) { |
475 | sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2); |
451 | sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, |
|
|
452 | op->name, attack_mess[ATM_PUNCH][i].buf2); |
|
|
453 | strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
476 | strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
454 | found++; |
477 | found++; |
455 | break; |
478 | break; |
|
|
479 | } |
456 | } |
480 | } |
457 | } |
|
|
458 | } |
481 | } |
|
|
482 | |
459 | if (found) { |
483 | if (found) |
460 | /* done */ |
484 | { |
|
|
485 | /* done */ |
|
|
486 | } |
461 | } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { |
487 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
|
|
488 | { |
462 | sprintf(buf1, "hit"); /* just in case */ |
489 | sprintf (buf1, "hit"); /* just in case */ |
463 | for (i=0; i < MAXATTACKMESS; i++) |
490 | for (i = 0; i < MAXATTACKMESS; i++) |
464 | if (dam < attack_mess[ATM_ARROW][i].level |
491 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
465 | || attack_mess[ATM_ARROW][i+1].level == -1) { |
492 | { |
466 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
493 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
467 | found++; |
494 | found++; |
468 | break; |
495 | break; |
|
|
496 | } |
469 | } |
497 | } |
470 | } else if (type & AT_DRAIN && IS_LIVE(op)) { |
498 | else if (type & AT_DRAIN && op->is_alive ()) |
|
|
499 | { |
471 | /* drain is first, because some items have multiple attypes */ |
500 | /* drain is first, because some items have multiple attypes */ |
472 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; |
501 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
473 | i++) |
502 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
474 | if (dam < attack_mess[ATM_DRAIN][i].level |
503 | { |
475 | || attack_mess[ATM_DRAIN][i+1].level == -1) { |
504 | sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2); |
476 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, |
|
|
477 | op->name, attack_mess[ATM_DRAIN][i].buf2); |
|
|
478 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
505 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
479 | found++; |
506 | found++; |
480 | break; |
507 | break; |
|
|
508 | } |
481 | } |
509 | } |
482 | } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { |
510 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
|
|
511 | { |
483 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; |
512 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
484 | i++) |
513 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
485 | if (dam < attack_mess[ATM_ELEC][i].level |
514 | { |
486 | || attack_mess[ATM_ELEC][i+1].level == -1) { |
515 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
487 | sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, |
|
|
488 | op->name, attack_mess[ATM_ELEC][i].buf2); |
|
|
489 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
516 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
490 | found++; |
517 | found++; |
491 | break; |
518 | break; |
|
|
519 | } |
492 | } |
520 | } |
493 | } else if (type & AT_COLD && IS_LIVE(op)) { |
521 | else if (type & AT_COLD && op->is_alive ()) |
|
|
522 | { |
494 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; |
523 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
495 | i++) |
524 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
496 | if (dam < attack_mess[ATM_COLD][i].level |
525 | { |
497 | || attack_mess[ATM_COLD][i+1].level == -1) { |
526 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
498 | sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, |
|
|
499 | op->name, attack_mess[ATM_COLD][i].buf2); |
|
|
500 | strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
527 | strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
501 | found++; |
528 | found++; |
502 | break; |
529 | break; |
|
|
530 | } |
503 | } |
531 | } |
504 | } else if (type & AT_FIRE) { |
532 | else if (type & AT_FIRE) |
|
|
533 | { |
505 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; |
534 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++) |
506 | i++) |
535 | if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1) |
507 | if (dam < attack_mess[ATM_FIRE][i].level |
536 | { |
508 | || attack_mess[ATM_FIRE][i+1].level == -1) { |
537 | sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2); |
509 | sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, |
|
|
510 | op->name, attack_mess[ATM_FIRE][i].buf2); |
|
|
511 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
538 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
512 | found++; |
539 | found++; |
513 | break; |
540 | break; |
|
|
541 | } |
514 | } |
542 | } |
515 | } else if (hitter->current_weapon != NULL) { |
543 | else if (hitter->current_weapon != NULL) |
516 | int mtype; |
544 | { |
|
|
545 | int mtype; |
|
|
546 | |
517 | switch (hitter->current_weapon->weapontype) { |
547 | switch (hitter->current_weapon->weapontype) |
518 | case WEAP_HIT: mtype = ATM_BASIC; break; |
548 | { |
519 | case WEAP_SLASH: mtype = ATM_SLASH; break; |
549 | case WEAP_HIT: |
520 | case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
550 | mtype = ATM_BASIC; |
521 | case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
551 | break; |
522 | case WEAP_SLICE: mtype = ATM_SLICE; break; |
552 | case WEAP_SLASH: |
523 | case WEAP_STAB: mtype = ATM_STAB; break; |
553 | mtype = ATM_SLASH; |
524 | case WEAP_WHIP: mtype = ATM_WHIP; break; |
554 | break; |
525 | case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
555 | case WEAP_PIERCE: |
526 | case WEAP_BLUD: mtype = ATM_BLUD; break; |
556 | mtype = ATM_PIERCE; |
527 | default: mtype = ATM_BASIC; break; |
557 | break; |
528 | } |
558 | case WEAP_CLEAVE: |
|
|
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 | } |
529 | for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; |
580 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
530 | i++) |
581 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
531 | if (dam < attack_mess[mtype][i].level |
582 | { |
532 | || attack_mess[mtype][i+1].level == -1) { |
583 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
533 | sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, |
|
|
534 | op->name, attack_mess[mtype][i].buf2); |
|
|
535 | strcpy (buf2, attack_mess[mtype][i].buf3); |
584 | strcpy (buf2, attack_mess[mtype][i].buf3); |
536 | found++; |
585 | found++; |
537 | break; |
586 | break; |
|
|
587 | } |
538 | } |
588 | } |
539 | } else { |
589 | else |
|
|
590 | { |
540 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; |
591 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++) |
541 | i++) |
592 | if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1) |
542 | if (dam < attack_mess[ATM_BASIC][i].level |
593 | { |
543 | || attack_mess[ATM_BASIC][i+1].level == -1) { |
594 | sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2); |
544 | sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, |
|
|
545 | op->name, attack_mess[ATM_BASIC][i].buf2); |
|
|
546 | strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
595 | strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
547 | found++; |
596 | found++; |
548 | break; |
597 | break; |
|
|
598 | } |
549 | } |
599 | } |
550 | } |
|
|
551 | |
600 | |
552 | if (!found) { |
601 | if (!found) |
|
|
602 | { |
553 | strcpy (buf1, "hit"); |
603 | strcpy (buf1, "hit"); |
554 | strcpy (buf2, " hits"); |
604 | strcpy (buf2, " hits"); |
555 | } |
605 | } |
556 | |
606 | |
557 | /* bail out if a monster is casting spells */ |
607 | /* bail out if a monster is casting spells */ |
558 | if (!(hitter->type == PLAYER || |
608 | if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
559 | (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) |
|
|
560 | return; |
609 | return; |
561 | |
610 | |
562 | /* scale down magic considerably. */ |
611 | /* scale down magic considerably. */ |
563 | if (type & AT_MAGIC && rndm(0, 5)) |
612 | if (type & AT_MAGIC && rndm (0, 5)) |
564 | return; |
613 | return; |
565 | |
614 | |
566 | /* Did a player hurt another player? Inform both! */ |
615 | /* Did a player hurt another player? Inform both! */ |
567 | if(op->type==PLAYER && |
616 | if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
568 | (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { |
617 | { |
569 | if(get_owner(hitter)!=NULL) |
618 | if (hitter->owner != NULL) |
570 | sprintf(buf,"%s's %s%s you.", |
619 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
571 | hitter->owner->name, hitter->name, buf2); |
620 | else |
572 | else { |
621 | { |
573 | sprintf(buf,"%s%s you.",hitter->name, buf2); |
622 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
574 | if (dam != 0) { |
623 | if (dam != 0) |
575 | if (dam < 10) |
624 | { |
|
|
625 | if (dam < 10) |
576 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); |
626 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
577 | else if (dam < 20) |
627 | else if (dam < 20) |
578 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); |
628 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
579 | else |
629 | else |
580 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); |
630 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
581 | } |
631 | } |
582 | } |
632 | } |
583 | new_draw_info(NDI_BLACK, 0,op,buf); |
633 | new_draw_info (NDI_BLACK, 0, op, buf); |
584 | } /* end of player hitting player */ |
634 | } /* end of player hitting player */ |
585 | |
635 | |
586 | if(hitter->type==PLAYER) { |
636 | if (hitter->type == PLAYER) |
|
|
637 | { |
587 | sprintf(buf,"You %s.",buf1); |
638 | sprintf (buf, "You %s.", buf1); |
588 | if (dam != 0) { |
639 | if (dam != 0) |
|
|
640 | { |
589 | if (dam < 10) |
641 | if (dam < 10) |
590 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); |
642 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
591 | else if (dam < 20) |
643 | else if (dam < 20) |
592 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); |
644 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
593 | else |
645 | else |
594 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); |
646 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
595 | } |
647 | } |
596 | new_draw_info(NDI_BLACK, 0, hitter, buf); |
648 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
|
|
649 | } |
597 | } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { |
650 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
651 | { |
598 | /* look for stacked spells and start reducing the message chances */ |
652 | /* look for stacked spells and start reducing the message chances */ |
599 | if (hitter->type == SPELL_EFFECT && |
653 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
600 | (hitter->subtype == SP_EXPLOSION || |
654 | { |
601 | hitter->subtype == SP_BULLET || |
655 | i = 4; |
602 | hitter->subtype == SP_CONE)) { |
|
|
603 | i=4; |
|
|
604 | map = hitter->map; |
656 | map = hitter->map; |
605 | if (out_of_map(map, hitter->x, hitter->y)) |
657 | if (out_of_map (map, hitter->x, hitter->y)) |
|
|
658 | return; |
|
|
659 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
|
|
660 | if (next) |
|
|
661 | while (next) |
|
|
662 | { |
|
|
663 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
|
|
664 | i *= 3; |
|
|
665 | tmp = next; |
|
|
666 | next = tmp->above; |
|
|
667 | } |
|
|
668 | if (i < 0) |
|
|
669 | return; |
|
|
670 | if (rndm (0, i) != 0) |
|
|
671 | return; |
|
|
672 | } |
|
|
673 | else if (rndm (0, 5) != 0) |
606 | return; |
674 | return; |
607 | next = get_map_ob(map, hitter->x, hitter->y); |
|
|
608 | if (next) |
|
|
609 | while(next) { |
|
|
610 | if (next->type == SPELL_EFFECT && |
|
|
611 | (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET || |
|
|
612 | next->subtype == SP_CONE)) |
|
|
613 | i*=3; |
|
|
614 | tmp = next; |
|
|
615 | next = tmp->above; |
|
|
616 | } |
|
|
617 | if (i < 0) |
|
|
618 | return; |
|
|
619 | if (rndm(0, i) != 0) |
|
|
620 | return; |
|
|
621 | } else if (rndm(0, 5) != 0) |
|
|
622 | return; |
|
|
623 | sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); |
675 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
624 | play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
676 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
625 | new_draw_info(NDI_BLACK, 0, hitter->owner, buf); |
677 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
626 | } |
678 | } |
627 | } |
679 | } |
628 | |
680 | |
629 | |
681 | |
|
|
682 | static int |
630 | static int get_attack_mode (object **target, object **hitter, |
683 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
631 | int *simple_attack) |
|
|
632 | { |
684 | { |
633 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { |
685 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
|
|
686 | { |
634 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
687 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
635 | return 1; |
688 | return 1; |
636 | } |
689 | } |
637 | if ((*target)->head) |
690 | if ((*target)->head) |
638 | *target = (*target)->head; |
691 | *target = (*target)->head; |
639 | if ((*hitter)->head) |
692 | if ((*hitter)->head) |
640 | *hitter = (*hitter)->head; |
693 | *hitter = (*hitter)->head; |
641 | if ((*hitter)->env != NULL || (*target)->env != NULL) { |
694 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
|
|
695 | { |
642 | *simple_attack = 1; |
696 | *simple_attack = 1; |
643 | return 0; |
697 | return 0; |
644 | } |
698 | } |
645 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
699 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
646 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
647 | || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) |
700 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
648 | { |
701 | { |
649 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " |
702 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
650 | "target\n", (*hitter)->arch->name, (*hitter)->name); |
|
|
651 | return 1; |
703 | return 1; |
652 | } |
704 | } |
653 | *simple_attack = 0; |
705 | *simple_attack = 0; |
654 | return 0; |
706 | return 0; |
655 | } |
707 | } |
656 | |
708 | |
|
|
709 | static int |
657 | static int abort_attack (object *target, object *hitter, int simple_attack) |
710 | abort_attack (object *target, object *hitter, int simple_attack) |
658 | { |
711 | { |
|
|
712 | |
659 | /* Check if target and hitter are still in a relation similar to the one |
713 | /* Check if target and hitter are still in a relation similar to the one |
660 | * determined by get_attack_mode(). Returns true if the relation has changed. |
714 | * determined by get_attack_mode(). Returns true if the relation has changed. |
661 | */ |
715 | */ |
662 | int new_mode; |
716 | int new_mode; |
663 | |
717 | |
664 | if (hitter->env == target || target->env == hitter) |
718 | if (hitter->env == target || target->env == hitter) |
665 | new_mode = 1; |
719 | new_mode = 1; |
666 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) |
720 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
667 | || QUERY_FLAG (target, FLAG_REMOVED) |
|
|
668 | || hitter->map == NULL || !on_same_map(hitter, target)) |
|
|
669 | return 1; |
721 | return 1; |
670 | else |
722 | else |
671 | new_mode = 0; |
723 | new_mode = 0; |
672 | return new_mode != simple_attack; |
724 | return new_mode != simple_attack; |
673 | } |
725 | } |
674 | |
726 | |
675 | static void thrown_item_effect (object *, object *); |
727 | static void thrown_item_effect (object *, object *); |
676 | |
728 | |
|
|
729 | static int |
677 | static int attack_ob_simple (object *op, object *hitter, int base_dam, |
730 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
678 | int base_wc) |
|
|
679 | { |
731 | { |
680 | int simple_attack, roll, dam=0; |
732 | int simple_attack, roll, dam = 0; |
681 | uint32 type; |
733 | uint32 type; |
682 | const char *op_name = NULL; |
734 | shstr op_name; |
683 | tag_t op_tag, hitter_tag; |
|
|
684 | |
735 | |
685 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
736 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
737 | goto error; |
|
|
738 | |
|
|
739 | if (hitter->current_weapon) |
|
|
740 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
|
|
741 | return RESULT_INT (0); |
|
|
742 | |
|
|
743 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
|
|
744 | return RESULT_INT (0); |
|
|
745 | |
|
|
746 | /* |
|
|
747 | * A little check to make it more difficult to dance forward and back |
|
|
748 | * to avoid ever being hit by monsters. |
|
|
749 | */ |
|
|
750 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
|
|
751 | { |
|
|
752 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
|
|
753 | * infinite loop occurs, with process_object calling move_monster, |
|
|
754 | * which then gets here again. By decreasing the speed before |
|
|
755 | * we call process_object, the 'if' statement above will fail. |
|
|
756 | */ |
|
|
757 | op->speed_left--; |
|
|
758 | process_object (op); |
|
|
759 | |
|
|
760 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
686 | goto error; |
761 | goto error; |
687 | |
|
|
688 | /* Lauwenmark: Handle for plugin attack event */ |
|
|
689 | execute_event(op, EVENT_ATTACK,hitter,hitter,NULL,SCRIPT_FIX_ALL); |
|
|
690 | |
|
|
691 | /* Lauwenmark: This is used to handle script_weapons with weapons. |
|
|
692 | * Only used for players. |
|
|
693 | */ |
|
|
694 | if (hitter->type==PLAYER) |
|
|
695 | { |
762 | } |
696 | if (hitter->current_weapon != NULL) |
763 | |
697 | { |
764 | op_name = op->name; |
698 | /* Lauwenmark: Handle for plugin attack event */ |
765 | |
699 | execute_event(hitter, EVENT_ATTACK,hitter->current_weapon, |
766 | roll = random_roll (1, 20, hitter, PREFER_HIGH); |
700 | op,NULL,SCRIPT_FIX_ALL); |
767 | |
|
|
768 | /* Adjust roll for various situations. */ |
|
|
769 | if (!simple_attack) |
|
|
770 | roll += adj_attackroll (hitter, op); |
|
|
771 | |
|
|
772 | /* See if we hit the creature */ |
|
|
773 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
|
|
774 | { |
|
|
775 | int hitdam = base_dam; |
|
|
776 | |
|
|
777 | if (settings.casting_time == TRUE) |
701 | } |
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!"); |
702 | } |
783 | } |
703 | op_tag = op->count; |
|
|
704 | hitter_tag = hitter->count; |
|
|
705 | |
|
|
706 | /* |
|
|
707 | * A little check to make it more difficult to dance forward and back |
|
|
708 | * to avoid ever being hit by monsters. |
|
|
709 | */ |
|
|
710 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER) |
|
|
711 | && op->speed_left > -(FABS(op->speed))*0.3) |
|
|
712 | { |
|
|
713 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
|
|
714 | * infinite loop occurs, with process_object calling move_monster, |
|
|
715 | * which then gets here again. By decreasing the speed before |
|
|
716 | * we call process_object, the 'if' statement above will fail. |
|
|
717 | */ |
|
|
718 | op->speed_left--; |
|
|
719 | process_object(op); |
|
|
720 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
|
|
721 | || abort_attack (op, hitter, simple_attack)) |
|
|
722 | goto error; |
|
|
723 | } |
|
|
724 | |
|
|
725 | add_refcount(op_name = op->name); |
|
|
726 | |
|
|
727 | roll=random_roll(1, 20, hitter, PREFER_HIGH); |
|
|
728 | |
|
|
729 | /* Adjust roll for various situations. */ |
|
|
730 | if ( ! simple_attack) |
|
|
731 | roll += adj_attackroll(hitter,op); |
|
|
732 | |
|
|
733 | /* See if we hit the creature */ |
|
|
734 | if(roll==20 || op->stats.ac>=base_wc-roll) { |
|
|
735 | int hitdam = base_dam; |
|
|
736 | if (settings.casting_time == TRUE) { |
|
|
737 | if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ |
|
|
738 | hitter->casting_time = -1; |
|
|
739 | new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " |
|
|
740 | "your spell!"); |
|
|
741 | } |
|
|
742 | if ((op->casting_time > -1)&&(hitdam > 0)){ |
784 | if ((op->casting_time > -1) && (hitdam > 0)) |
743 | op->casting_time = -1; |
|
|
744 | if (op->type == PLAYER) { |
|
|
745 | new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " |
|
|
746 | "your spell!"); |
|
|
747 | new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL, |
|
|
748 | "%s was hit by %s and lost a spell.", |
|
|
749 | op_name,hitter->name); |
|
|
750 | } |
|
|
751 | } |
|
|
752 | } |
|
|
753 | if ( ! simple_attack) |
|
|
754 | { |
785 | { |
755 | /* If you hit something, the victim should *always* wake up. |
786 | op->casting_time = -1; |
756 | * Before, invisible hitters could avoid doing this. |
|
|
757 | * -b.t. */ |
|
|
758 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
759 | CLEAR_FLAG(op,FLAG_SLEEP); |
|
|
760 | |
|
|
761 | /* If the victim can't see the attacker, it may alert others |
|
|
762 | * for help. */ |
|
|
763 | if (op->type != PLAYER && ! can_see_enemy (op, hitter) |
|
|
764 | && ! get_owner (op) && rndm(0, op->stats.Int)) |
|
|
765 | npc_call_help (op); |
|
|
766 | |
|
|
767 | /* if you were hidden and hit by a creature, you are discovered*/ |
|
|
768 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { |
|
|
769 | make_visible (op); |
|
|
770 | if (op->type == PLAYER) |
787 | if (op->type == PLAYER) |
771 | new_draw_info (NDI_UNIQUE, 0, op, |
788 | { |
772 | "You were hit by a wild attack. " |
789 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
773 | "You are no longer hidden!"); |
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 | } |
774 | } |
792 | } |
|
|
793 | } |
|
|
794 | if (!simple_attack) |
|
|
795 | { |
|
|
796 | /* If you hit something, the victim should *always* wake up. |
|
|
797 | * Before, invisible hitters could avoid doing this. |
|
|
798 | * -b.t. */ |
|
|
799 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
800 | CLEAR_FLAG (op, FLAG_SLEEP); |
775 | |
801 | |
|
|
802 | /* If the victim can't see the attacker, it may alert others |
|
|
803 | * for help. */ |
|
|
804 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
|
|
805 | npc_call_help (op); |
|
|
806 | |
|
|
807 | /* if you were hidden and hit by a creature, you are discovered */ |
|
|
808 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
809 | { |
|
|
810 | make_visible (op); |
|
|
811 | if (op->type == PLAYER) |
|
|
812 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
|
|
813 | } |
|
|
814 | |
776 | /* thrown items (hitter) will have various effects |
815 | /* thrown items (hitter) will have various effects |
777 | * when they hit the victim. For things like thrown daggers, |
816 | * when they hit the victim. For things like thrown daggers, |
778 | * this sets 'hitter' to the actual dagger, and not the |
817 | * this sets 'hitter' to the actual dagger, and not the |
779 | * wrapper object. |
818 | * wrapper object. |
780 | */ |
819 | */ |
781 | thrown_item_effect (hitter, op); |
820 | thrown_item_effect (hitter, op); |
782 | if (was_destroyed (hitter, hitter_tag) |
821 | |
783 | || was_destroyed (op, op_tag) |
822 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
784 | || abort_attack (op, hitter, simple_attack)) |
|
|
785 | goto leave; |
823 | goto leave; |
786 | } |
824 | } |
787 | |
825 | |
788 | /* Need to do at least 1 damage, otherwise there is no point |
826 | /* Need to do at least 1 damage, otherwise there is no point |
789 | * to go further and it will cause FPE's below. |
827 | * to go further and it will cause FPE's below. |
790 | */ |
828 | */ |
791 | if (hitdam<=0) hitdam=1; |
829 | if (hitdam <= 0) |
|
|
830 | hitdam = 1; |
792 | |
831 | |
793 | type=hitter->attacktype; |
832 | type = hitter->attacktype; |
794 | if(!type) type=AT_PHYSICAL; |
833 | |
|
|
834 | if (!type) |
|
|
835 | type = AT_PHYSICAL; |
|
|
836 | |
795 | /* Handle monsters that hit back */ |
837 | /* Handle monsters that hit back */ |
796 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) |
838 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
797 | && QUERY_FLAG (hitter, FLAG_ALIVE)) |
839 | { |
798 | { |
|
|
799 | if (op->attacktype & AT_ACID && hitter->type==PLAYER) |
840 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
800 | new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); |
841 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
801 | hit_player(hitter, random_roll(0, (op->stats.dam), hitter, |
842 | |
802 | PREFER_LOW),op, op->attacktype, 1); |
843 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
803 | if (was_destroyed (op, op_tag) |
844 | |
804 | || was_destroyed (hitter, hitter_tag) |
845 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
805 | || abort_attack (op, hitter, simple_attack)) |
|
|
806 | goto leave; |
846 | goto leave; |
807 | } |
847 | } |
808 | |
848 | |
809 | /* In the new attack code, it should handle multiple attack |
849 | /* In the new attack code, it should handle multiple attack |
810 | * types in its area, so remove it from here. |
850 | * types in its area, so remove it from here. |
811 | */ |
851 | */ |
812 | dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), |
852 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
813 | hitter, type, 1); |
853 | |
814 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
854 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
815 | || abort_attack (op, hitter, simple_attack)) |
|
|
816 | goto leave; |
855 | goto leave; |
817 | } /* end of if hitter hit op */ |
856 | } /* end of if hitter hit op */ |
818 | /* if we missed, dam=0 */ |
857 | /* if we missed, dam=0 */ |
819 | |
858 | |
820 | /*attack_message(dam, type, op, hitter);*/ |
859 | /*attack_message(dam, type, op, hitter); */ |
821 | |
860 | |
822 | goto leave; |
861 | goto leave; |
823 | |
862 | |
824 | error: |
863 | error: |
825 | dam = 1; |
864 | dam = 1; |
826 | goto leave; |
|
|
827 | |
865 | |
828 | leave: |
866 | leave: |
829 | if (op_name) |
|
|
830 | free_string (op_name); |
|
|
831 | |
867 | |
832 | return dam; |
868 | return dam; |
833 | } |
869 | } |
834 | |
870 | |
|
|
871 | int |
835 | int attack_ob (object *op, object *hitter) |
872 | attack_ob (object *op, object *hitter) |
836 | { |
873 | { |
837 | |
874 | |
838 | if (hitter->head) |
875 | if (hitter->head) |
839 | hitter = hitter->head; |
876 | hitter = hitter->head; |
840 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
877 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
841 | } |
878 | } |
842 | |
879 | |
843 | /* op is the arrow, tmp is what is stopping the arrow. |
880 | /* op is the arrow, tmp is what is stopping the arrow. |
844 | * |
881 | * |
845 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
882 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
846 | */ |
883 | */ |
|
|
884 | static int |
847 | static int stick_arrow (object *op, object *tmp) |
885 | stick_arrow (object *op, object *tmp) |
848 | { |
886 | { |
849 | /* If the missile hit a player, we insert it in their inventory. |
887 | /* If the missile hit a player, we insert it in their inventory. |
850 | * However, if the missile is heavy, we don't do so (assume it falls |
888 | * However, if the missile is heavy, we don't do so (assume it falls |
851 | * to the ground after a hit). What a good value for this is up to |
889 | * to the ground after a hit). What a good value for this is up to |
852 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
890 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
853 | * stick around. |
891 | * stick around. |
854 | */ |
892 | */ |
855 | if (op->weight <= 5000 && tmp->stats.hp >= 0) { |
893 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
|
|
894 | { |
856 | if(tmp->head != NULL) |
895 | if (tmp->head != NULL) |
857 | tmp = tmp->head; |
896 | tmp = tmp->head; |
858 | remove_ob (op); |
897 | |
|
|
898 | op->remove (); |
859 | op = insert_ob_in_ob(op,tmp); |
899 | op = insert_ob_in_ob (op, tmp); |
|
|
900 | |
860 | if (tmp->type== PLAYER) |
901 | if (tmp->type == PLAYER) |
861 | esrv_send_item (tmp, op); |
902 | esrv_send_item (tmp, op); |
|
|
903 | |
862 | return 1; |
904 | return 1; |
|
|
905 | } |
863 | } else |
906 | else |
864 | return 0; |
907 | return 0; |
865 | } |
908 | } |
866 | |
909 | |
867 | /* hit_with_arrow() disassembles the missile, attacks the victim and |
910 | /* hit_with_arrow() disassembles the missile, attacks the victim and |
868 | * reassembles the missile. |
911 | * reassembles the missile. |
869 | * |
912 | * |
870 | * It returns a pointer to the reassembled missile, or NULL if the missile |
913 | * It returns a pointer to the reassembled missile, or NULL if the missile |
871 | * isn't available anymore. |
914 | * isn't available anymore. |
872 | */ |
915 | */ |
|
|
916 | object * |
873 | object *hit_with_arrow (object *op, object *victim) |
917 | hit_with_arrow (object *op, object *victim) |
874 | { |
918 | { |
875 | object *container, *hitter; |
919 | object *container, *hitter; |
876 | int hit_something = 0; |
920 | int hit_something = 0; |
877 | tag_t victim_tag, hitter_tag; |
|
|
878 | sint16 victim_x, victim_y; |
|
|
879 | |
921 | |
880 | /* Disassemble missile */ |
922 | /* Disassemble missile */ |
881 | if (op->inv) { |
923 | if (op->inv) |
|
|
924 | { |
882 | container = op; |
925 | container = op; |
883 | hitter = op->inv; |
926 | hitter = op->inv; |
884 | remove_ob (hitter); |
927 | hitter->remove (); |
885 | insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); |
928 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
886 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
929 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
887 | * might be called until this THROWN_OBJ is either reassembled or |
930 | * might be called until this THROWN_OBJ is either reassembled or |
888 | * removed at the end of this function must be able to deal with empty |
931 | * removed at the end of this function must be able to deal with empty |
889 | * THROWN_OBJs. */ |
932 | * THROWN_OBJs. */ |
890 | } else { |
933 | } |
|
|
934 | else |
|
|
935 | { |
891 | container = NULL; |
936 | container = 0; |
892 | hitter = op; |
937 | hitter = op; |
893 | } |
938 | } |
894 | |
939 | |
895 | /* Try to hit victim */ |
940 | /* Try to hit victim */ |
896 | victim_x = victim->x; |
|
|
897 | victim_y = victim->y; |
|
|
898 | victim_tag = victim->count; |
|
|
899 | hitter_tag = hitter->count; |
|
|
900 | /* Lauwenmark: Handling plugin attack event for thrown items */ |
|
|
901 | if (execute_event(op, EVENT_ATTACK,hitter,victim,NULL,SCRIPT_FIX_ALL) == 0) |
|
|
902 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, |
941 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
903 | op->stats.wc); |
|
|
904 | |
942 | |
905 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
943 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
906 | * arrow, move_apply() calls this function, arrow sticks in demon, |
944 | * arrow, move_apply() calls this function, arrow sticks in demon, |
907 | * attack_ob_simple() returns, and we've got an arrow that still exists |
945 | * attack_ob_simple() returns, and we've got an arrow that still exists |
908 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
946 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
909 | * other places as well!) |
947 | * other places as well!) |
910 | */ |
948 | */ |
911 | if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { |
949 | if (hitter->destroyed () || hitter->env != NULL) |
|
|
950 | { |
912 | if (container) { |
951 | if (container) |
913 | remove_ob (container); |
|
|
914 | free_object (container); |
|
|
915 | } |
952 | { |
|
|
953 | container->remove (); |
|
|
954 | container->destroy (); |
|
|
955 | } |
|
|
956 | |
916 | return NULL; |
957 | return 0; |
917 | } |
958 | } |
918 | |
959 | |
919 | /* Missile hit victim */ |
960 | /* Missile hit victim */ |
920 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
961 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
921 | * through the target |
962 | * through the target |
922 | */ |
963 | */ |
923 | if (hit_something && op->speed <= 10.0) |
964 | if (hit_something && op->speed <= 10.0) |
924 | { |
965 | { |
925 | /* Stop arrow */ |
966 | /* Stop arrow */ |
926 | if (container == NULL) { |
967 | if (!container) |
|
|
968 | { |
927 | hitter = fix_stopped_arrow (hitter); |
969 | hitter = fix_stopped_arrow (hitter); |
928 | if (hitter == NULL) |
970 | if (!hitter) |
929 | return NULL; |
971 | return 0; |
|
|
972 | } |
930 | } else { |
973 | else |
931 | remove_ob (container); |
974 | container->destroy (); |
932 | free_object (container); |
|
|
933 | } |
|
|
934 | |
975 | |
935 | /* Try to stick arrow into victim */ |
976 | /* Try to stick arrow into victim */ |
936 | if ( ! was_destroyed (victim, victim_tag) |
977 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
937 | && stick_arrow (hitter, victim)) |
|
|
938 | return NULL; |
978 | return 0; |
939 | |
979 | |
940 | /* Else try to put arrow on victim's map square |
980 | /* Else try to put arrow on victim's map square |
941 | * remove check for P_WALL here. If the arrow got to this |
981 | * remove check for P_WALL here. If the arrow got to this |
942 | * space, that is good enough - with the new movement code, |
982 | * space, that is good enough - with the new movement code, |
943 | * there is now the potential for lots of spaces where something |
983 | * there is now the potential for lots of spaces where something |
944 | * can fly over but not otherwise move over. What is the correct |
984 | * can fly over but not otherwise move over. What is the correct |
945 | * way to handle those otherwise? |
985 | * way to handle those otherwise? |
946 | */ |
986 | */ |
947 | if (victim_x != hitter->x || victim_y != hitter->y) { |
987 | if (victim->x != hitter->x || victim->y != hitter->y) |
948 | remove_ob (hitter); |
988 | { |
|
|
989 | hitter->remove (); |
949 | hitter->x = victim_x; |
990 | hitter->x = victim->x; |
950 | hitter->y = victim_y; |
991 | hitter->y = victim->y; |
951 | insert_ob_in_map (hitter, victim->map, hitter,0); |
992 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
993 | } |
952 | } else { |
994 | else |
953 | /* Else leave arrow where it is */ |
995 | /* Else leave arrow where it is */ |
954 | merge_ob (hitter, NULL); |
996 | merge_ob (hitter, NULL); |
955 | } |
997 | |
956 | return NULL; |
998 | return 0; |
957 | } |
999 | } |
958 | |
1000 | |
959 | if (hit_something && op->speed >= 10.0) |
1001 | if (hit_something && op->speed >= 10.0) |
960 | op->speed -= 1.0; |
1002 | op->speed -= 1.0; |
961 | |
1003 | |
962 | /* Missile missed victim - reassemble missile */ |
1004 | /* Missile missed victim - reassemble missile */ |
963 | if (container) { |
1005 | if (container) |
964 | remove_ob (hitter); |
1006 | { |
|
|
1007 | hitter->remove (); |
965 | insert_ob_in_ob (hitter, container); |
1008 | insert_ob_in_ob (hitter, container); |
966 | } |
1009 | } |
|
|
1010 | |
967 | return op; |
1011 | return op; |
968 | } |
1012 | } |
969 | |
1013 | |
970 | |
1014 | |
|
|
1015 | void |
971 | void tear_down_wall(object *op) |
1016 | tear_down_wall (object *op) |
972 | { |
1017 | { |
973 | int perc=0; |
1018 | int perc = 0; |
974 | |
1019 | |
975 | if (!op->stats.maxhp) { |
1020 | if (!op->stats.maxhp) |
|
|
1021 | { |
976 | LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); |
1022 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
977 | perc = 1; |
1023 | perc = 1; |
|
|
1024 | } |
978 | } else if(!GET_ANIM_ID(op)) { |
1025 | else if (!GET_ANIM_ID (op)) |
|
|
1026 | { |
979 | /* Object has been called - no animations, so remove it */ |
1027 | /* Object has been called - no animations, so remove it */ |
980 | if(op->stats.hp<0) { |
1028 | if (op->stats.hp < 0) |
981 | remove_ob(op); /* Should update LOS */ |
1029 | op->destroy (); |
982 | free_object(op); |
1030 | |
983 | /* Don't know why this is here - remove_ob should do it for us */ |
|
|
984 | /*update_position(m, x, y);*/ |
|
|
985 | } |
|
|
986 | return; /* no animations, so nothing more to do */ |
1031 | return; /* no animations, so nothing more to do */ |
987 | } |
1032 | } |
988 | perc = NUM_ANIMATIONS(op) |
1033 | |
989 | - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; |
1034 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
|
|
1035 | |
990 | if (perc >= (int) NUM_ANIMATIONS(op)) |
1036 | if (perc >= (int) NUM_ANIMATIONS (op)) |
991 | perc = NUM_ANIMATIONS(op)-1; |
1037 | perc = NUM_ANIMATIONS (op) - 1; |
992 | else if (perc < 1) |
1038 | else if (perc < 1) |
993 | perc = 1; |
1039 | perc = 1; |
|
|
1040 | |
994 | SET_ANIMATION(op, perc); |
1041 | SET_ANIMATION (op, perc); |
995 | update_object(op,UP_OBJ_FACE); |
1042 | update_object (op, UP_OBJ_FACE); |
996 | if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ |
1043 | |
|
|
1044 | if (perc == NUM_ANIMATIONS (op) - 1) |
|
|
1045 | { /* Reached the last animation */ |
997 | if(op->face==blank_face) { |
1046 | if (op->face == blank_face) |
998 | /* If the last face is blank, remove the ob */ |
1047 | /* If the last face is blank, remove the ob */ |
999 | remove_ob(op); /* Should update LOS */ |
1048 | op->destroy (); |
1000 | free_object(op); |
1049 | else |
1001 | |
1050 | { /* The last face was not blank, leave an image */ |
1002 | /* remove_ob should call update_position for us */ |
|
|
1003 | /*update_position(m, x, y);*/ |
|
|
1004 | |
|
|
1005 | } else { /* The last face was not blank, leave an image */ |
|
|
1006 | CLEAR_FLAG(op, FLAG_BLOCKSVIEW); |
1051 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1007 | update_all_los(op->map, op->x, op->y); |
1052 | update_all_los (op->map, op->x, op->y); |
1008 | op->move_block = 0; |
1053 | op->move_block = 0; |
1009 | CLEAR_FLAG(op, FLAG_ALIVE); |
1054 | CLEAR_FLAG (op, FLAG_ALIVE); |
1010 | } |
1055 | } |
1011 | } |
1056 | } |
1012 | } |
1057 | } |
1013 | |
1058 | |
|
|
1059 | void |
1014 | void scare_creature(object *target, object *hitter) |
1060 | scare_creature (object *target, object *hitter) |
1015 | { |
1061 | { |
1016 | object *owner = get_owner(hitter); |
1062 | object *owner = hitter->owner; |
1017 | |
1063 | |
1018 | if (!owner) owner=hitter; |
1064 | if (!owner) |
|
|
1065 | owner = hitter; |
1019 | |
1066 | |
1020 | SET_FLAG(target, FLAG_SCARED); |
1067 | SET_FLAG (target, FLAG_SCARED); |
1021 | if (!target->enemy) target->enemy=owner; |
1068 | if (!target->enemy) |
|
|
1069 | target->enemy = owner; |
1022 | } |
1070 | } |
1023 | |
1071 | |
1024 | |
1072 | |
1025 | /* This returns the amount of damage hitter does to op with the |
1073 | /* This returns the amount of damage hitter does to op with the |
1026 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1074 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1027 | * This doesn't damage the player, but returns how much it should |
1075 | * This doesn't damage the player, but returns how much it should |
1028 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1076 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1029 | * Note - changed for PR code - we now pass the attack number and not |
1077 | * Note - changed for PR code - we now pass the attack number and not |
1030 | * the attacktype. Makes it easier for the PR code. */ |
1078 | * the attacktype. Makes it easier for the PR code. */ |
1031 | |
1079 | int |
1032 | int hit_player_attacktype(object *op, object *hitter, int dam, |
1080 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1033 | uint32 attacknum, int magic) { |
1081 | { |
1034 | |
|
|
1035 | int doesnt_slay = 1; |
1082 | int doesnt_slay = 1; |
1036 | |
1083 | |
1037 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1084 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1038 | if (attacknum >= NROFATTACKS) { |
1085 | if (attacknum >= NROFATTACKS) |
|
|
1086 | { |
1039 | LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1087 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1040 | return 0; |
1088 | return 0; |
1041 | } |
|
|
1042 | |
1089 | } |
|
|
1090 | |
1043 | if (dam < 0) { |
1091 | if (dam < 0) |
1044 | LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); |
|
|
1045 | return 0; |
|
|
1046 | } |
|
|
1047 | |
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 | |
1048 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1097 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1049 | * people can't mess with that or it otherwise get confused. */ |
1098 | * people can't mess with that or it otherwise get confused. */ |
1050 | if (attacknum == ATNR_INTERNAL) return dam; |
1099 | if (attacknum == ATNR_INTERNAL) |
1051 | |
1100 | return dam; |
|
|
1101 | |
1052 | if (hitter->slaying) { |
1102 | if (hitter->slaying) |
|
|
1103 | { |
1053 | if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || |
1104 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1054 | (op->arch && (op->arch->name != NULL) && |
1105 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1055 | strstr(op->arch->name, hitter->slaying)) |
1106 | { |
1056 | ){ |
1107 | doesnt_slay = 0; |
1057 | doesnt_slay = 0; |
1108 | dam *= 3; |
1058 | dam *= 3; |
|
|
1059 | } |
1109 | } |
1060 | } |
1110 | } |
1061 | |
1111 | |
1062 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1112 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1063 | if (op->resist[attacknum]) { |
1113 | if (op->resist[attacknum]) |
|
|
1114 | { |
1064 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1115 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1065 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1116 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1066 | dam *= (100-op->resist[attacknum]); |
1117 | dam *= (100 - op->resist[attacknum]); |
1067 | if (dam >= 100) dam /= 100; |
1118 | if (dam >= 100) |
|
|
1119 | dam /= 100; |
1068 | else |
1120 | else |
1069 | dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; |
1121 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
1070 | } |
1122 | } |
1071 | |
1123 | |
1072 | /* Special hack. By default, if immune to something, you |
1124 | /* Special hack. By default, if immune to something, you |
1073 | * shouldn't need to worry. However, acid is an exception, since |
1125 | * shouldn't need to worry. However, acid is an exception, since |
1074 | * it can still damage your items. Only include attacktypes if |
1126 | * it can still damage your items. Only include attacktypes if |
1075 | * special processing is needed */ |
1127 | * special processing is needed */ |
1076 | |
1128 | |
1077 | if ((op->resist[attacknum] >= 100) && |
1129 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1078 | doesnt_slay && (attacknum != ATNR_ACID)) |
|
|
1079 | return 0; |
1130 | return 0; |
1080 | |
1131 | |
1081 | /* Keep this in order - makes things easier to find */ |
1132 | /* Keep this in order - makes things easier to find */ |
|
|
1133 | |
|
|
1134 | switch (attacknum) |
1082 | |
1135 | { |
1083 | switch(attacknum) { |
|
|
1084 | case ATNR_PHYSICAL: |
1136 | case ATNR_PHYSICAL: |
1085 | /* here also check for diseases */ |
1137 | /* here also check for diseases */ |
1086 | check_physically_infect(op, hitter); |
1138 | check_physically_infect (op, hitter); |
1087 | break; |
1139 | break; |
1088 | |
1140 | |
1089 | /* Don't need to do anything for: |
1141 | /* Don't need to do anything for: |
1090 | magic, |
1142 | magic, |
1091 | fire, |
1143 | fire, |
1092 | electricity, |
1144 | electricity, |
1093 | cold */ |
1145 | cold */ |
1094 | |
1146 | |
1095 | case ATNR_CONFUSION: |
1147 | case ATNR_CONFUSION: |
1096 | case ATNR_POISON: |
1148 | case ATNR_POISON: |
1097 | case ATNR_SLOW: |
1149 | case ATNR_SLOW: |
1098 | case ATNR_PARALYZE: |
1150 | case ATNR_PARALYZE: |
1099 | case ATNR_FEAR: |
1151 | case ATNR_FEAR: |
1100 | case ATNR_CANCELLATION: |
1152 | case ATNR_CANCELLATION: |
1101 | case ATNR_DEPLETE: |
1153 | case ATNR_DEPLETE: |
1102 | case ATNR_BLIND: |
1154 | case ATNR_BLIND: |
1103 | { |
1155 | { |
1104 | /* chance for inflicting a special attack depends on the |
1156 | /* chance for inflicting a special attack depends on the |
1105 | * difference between attacker's and defender's level |
1157 | * difference between attacker's and defender's level |
1106 | */ |
1158 | */ |
1107 | int level_diff = MIN(110, MAX(0, op->level - hitter->level)); |
1159 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1108 | |
1160 | |
1109 | /* First, only creatures/players with speed can be affected. |
1161 | /* First, only creatures/players with speed can be affected. |
1110 | * Second, just getting hit doesn't mean it always affects |
1162 | * Second, just getting hit doesn't mean it always affects |
1111 | * you. Third, you still get a saving through against the |
1163 | * you. Third, you still get a saving through against the |
1112 | * effect. |
1164 | * effect. |
1113 | */ |
1165 | */ |
1114 | if (op->speed && |
1166 | if (op->speed && |
1115 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && |
1167 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1116 | !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && |
1168 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1117 | !did_make_save(op, level_diff, op->resist[attacknum]/10)) { |
1169 | { |
1118 | |
1170 | |
1119 | /* Player has been hit by something */ |
1171 | /* Player has been hit by something */ |
1120 | if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); |
1172 | if (attacknum == ATNR_CONFUSION) |
1121 | else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); |
1173 | confuse_player (op, hitter, dam); |
1122 | else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); |
1174 | else if (attacknum == ATNR_POISON) |
1123 | else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); |
1175 | poison_player (op, hitter, dam); |
1124 | else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); |
1176 | else if (attacknum == ATNR_SLOW) |
1125 | else if (attacknum == ATNR_CANCELLATION) cancellation(op); |
1177 | slow_player (op, hitter, dam); |
1126 | else if (attacknum == ATNR_DEPLETE) drain_stat(op); |
1178 | else if (attacknum == ATNR_PARALYZE) |
1127 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && |
1179 | paralyze_player (op, hitter, dam); |
1128 | !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); |
1180 | else if (attacknum == ATNR_FEAR) |
1129 | } |
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 | } |
1130 | dam = 0; /* These are all effects and don't do real damage */ |
1189 | dam = 0; /* These are all effects and don't do real damage */ |
1131 | } |
1190 | } |
1132 | break; |
1191 | break; |
|
|
1192 | |
1133 | case ATNR_ACID: |
1193 | case ATNR_ACID: |
1134 | { |
1194 | { |
1135 | int flag=0; |
1195 | int flag = 0; |
1136 | |
1196 | |
1137 | /* Items only get corroded if you're not on a battleground and |
1197 | /* Items only get corroded if you're not on a battleground and |
1138 | * if your acid resistance is below 50%. */ |
1198 | * if your acid resistance is below 50%. */ |
1139 | if (!op_on_battleground(op, NULL, NULL) && |
1199 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1140 | (op->resist[ATNR_ACID] < 50)) |
1200 | { |
1141 | { |
1201 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1142 | object *tmp; |
1202 | { |
1143 | for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
1203 | if (tmp->invisible) |
1144 | if(tmp->invisible) |
1204 | continue; |
1145 | continue; |
1205 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1146 | if(!QUERY_FLAG(tmp, FLAG_APPLIED) || |
|
|
1147 | (tmp->resist[ATNR_ACID] >= 10)) |
|
|
1148 | /* >= 10% acid res. on itmes will protect these */ |
1206 | /* >= 10% acid res. on items will protect these */ |
1149 | continue; |
1207 | continue; |
1150 | if(!(tmp->material & M_IRON)) |
1208 | if (!(tmp->materials & M_IRON)) |
1151 | continue; |
1209 | continue; |
1152 | if(tmp->magic < -4) /* Let's stop at -5 */ |
1210 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1153 | continue; |
1211 | continue; |
1154 | if(tmp->type==RING || |
1212 | if (tmp->type == RING |
1155 | /* removed boots and gloves from exclusion list in |
1213 | /* removed boots and gloves from exclusion list in PR */ |
1156 | PR */ |
1214 | || tmp->type == GIRDLE |
1157 | tmp->type==GIRDLE || |
1215 | || tmp->type == AMULET |
1158 | tmp->type==AMULET || |
1216 | || tmp->type == WAND |
1159 | tmp->type==WAND || |
1217 | || tmp->type == ROD |
1160 | tmp->type==ROD || |
1218 | || tmp->type == HORN) |
1161 | tmp->type==HORN) |
|
|
1162 | continue; /* To avoid some strange effects */ |
1219 | continue; /* To avoid some strange effects */ |
1163 | |
1220 | |
1164 | /* High damage acid has better chance of corroding |
1221 | /* High damage acid has better chance of corroding |
1165 | objects */ |
1222 | objects */ |
1166 | if(rndm(0, dam+4) > |
1223 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1167 | random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { |
1224 | { |
1168 | if(op->type == PLAYER) |
1225 | if (op->type == PLAYER) |
1169 | /* Make this more visible */ |
1226 | /* Make this more visible */ |
1170 | new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, |
1227 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1171 | "The %s's acid corrodes your %s!", |
1228 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1172 | query_name(hitter), query_name(tmp)); |
1229 | flag = 1; |
1173 | flag = 1; |
1230 | tmp->magic--; |
1174 | tmp->magic--; |
1231 | if (op->type == PLAYER) |
1175 | if(op->type == PLAYER) |
1232 | esrv_send_item (op, tmp); |
1176 | esrv_send_item(op, tmp); |
1233 | } |
1177 | } |
1234 | } |
1178 | } |
1235 | |
1179 | if(flag) |
1236 | if (flag) |
1180 | fix_player(op); /* Something was corroded */ |
1237 | op->update_stats (); /* Something was corroded */ |
1181 | } |
1238 | } |
1182 | } |
1239 | } |
1183 | break; |
1240 | break; |
|
|
1241 | |
1184 | case ATNR_DRAIN: |
1242 | case ATNR_DRAIN: |
1185 | { |
1243 | { |
1186 | /* rate is the proportion of exp drained. High rate means |
1244 | /* rate is the proportion of exp drained. High rate means |
1187 | * not much is drained, low rate means a lot is drained. |
1245 | * not much is drained, low rate means a lot is drained. |
1188 | */ |
1246 | */ |
1189 | int rate; |
1247 | int rate; |
1190 | |
1248 | |
1191 | if(op->resist[ATNR_DRAIN] >= 0) |
1249 | if (op->resist[ATNR_DRAIN] >= 0) |
1192 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1250 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1193 | else |
1251 | else |
1194 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1252 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1195 | |
1253 | |
1196 | if(op->stats.exp <= rate) { |
1254 | if (op->stats.exp <= rate) |
|
|
1255 | { |
1197 | if(op->type == GOLEM) |
1256 | if (op->type == GOLEM) |
1198 | dam = 999; /* Its force is "sucked" away. 8) */ |
1257 | dam = 999; /* Its force is "sucked" away. 8) */ |
1199 | else |
1258 | else |
1200 | /* If we can't drain, lets try to do physical damage */ |
1259 | /* If we can't drain, lets try to do physical damage */ |
1201 | dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); |
1260 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1202 | } else { |
1261 | } |
|
|
1262 | else |
|
|
1263 | { |
1203 | /* Randomly give the hitter some hp */ |
1264 | /* Randomly give the hitter some hp */ |
1204 | if(hitter->stats.hp<hitter->stats.maxhp && |
1265 | if (hitter->stats.hp < hitter->stats.maxhp && |
1205 | (op->level > hitter->level) && |
1266 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1206 | random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) |
1267 | hitter->stats.hp++; |
1207 | hitter->stats.hp++; |
|
|
1208 | |
1268 | |
1209 | /* Can't do drains on battleground spaces. |
1269 | /* Can't do drains on battleground spaces. |
1210 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1270 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1211 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1271 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1212 | * nothing happens. |
1272 | * nothing happens. |
1213 | * Try to credit the owner. We try to display player -> player drain |
1273 | * Try to credit the owner. We try to display player -> player drain |
1214 | * attacks, hence all the != PLAYER checks. |
1274 | * attacks, hence all the != PLAYER checks. |
1215 | */ |
1275 | */ |
1216 | if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
1276 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1217 | object *owner = get_owner(hitter); |
1277 | { |
|
|
1278 | object *owner = hitter->owner; |
1218 | |
1279 | |
1219 | if (owner && owner != hitter) { |
1280 | if (owner && owner != hitter) |
|
|
1281 | { |
1220 | if (op->type != PLAYER || owner->type != PLAYER) |
1282 | if (op->type != PLAYER || owner->type != PLAYER) |
1221 | change_exp(owner, op->stats.exp/(rate*2), |
1283 | change_exp (owner, op->stats.exp / (rate * 2), |
1222 | hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); |
1284 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
1285 | } |
1223 | } else if (op->type != PLAYER || hitter->type != PLAYER) { |
1286 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
1287 | { |
1224 | change_exp(hitter, op->stats.exp/(rate*2), |
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
1225 | hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1226 | } |
1290 | } |
1227 | change_exp(op,-op->stats.exp/rate, NULL, 0); |
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1228 | } |
1292 | } |
|
|
1293 | |
1229 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1294 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1230 | * drain attack, you won't know that you are actually sucking out EXP, |
1295 | * drain attack, you won't know that you are actually sucking out EXP, |
1231 | * as the messages will say you missed |
1296 | * as the messages will say you missed |
1232 | */ |
1297 | */ |
1233 | } |
1298 | } |
1234 | } |
1299 | } |
1235 | break; |
1300 | break; |
|
|
1301 | |
1236 | case ATNR_TURN_UNDEAD: |
1302 | case ATNR_TURN_UNDEAD: |
1237 | { |
1303 | { |
1238 | if (QUERY_FLAG(op,FLAG_UNDEAD)) { |
1304 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1239 | object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); |
1305 | { |
|
|
1306 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1240 | object *god = find_god (determine_god (owner)); |
1307 | object *god = find_god (determine_god (owner)); |
1241 | int div = 1; |
1308 | int div = 1; |
1242 | |
1309 | |
1243 | /* if undead are not an enemy of your god, you turn them |
1310 | /* if undead are not an enemy of your god, you turn them |
1244 | * at half strength */ |
1311 | * at half strength */ |
1245 | if (! god || ! god->slaying || |
1312 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1246 | strstr (god->slaying, undead_name) == NULL) |
|
|
1247 | div = 2; |
1313 | div = 2; |
1248 | /* Give a bonus if you resist turn undead */ |
1314 | /* Give a bonus if you resist turn undead */ |
1249 | if (op->level * div < |
1315 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1250 | (turn_bonus[owner->stats.Wis]+owner->level + |
1316 | scare_creature (op, owner); |
1251 | (op->resist[ATNR_TURN_UNDEAD]/100))) |
1317 | } |
1252 | scare_creature(op, owner); |
1318 | else |
1253 | } |
|
|
1254 | else |
|
|
1255 | dam = 0; /* don't damage non undead - should we damage |
1319 | dam = 0; /* don't damage non undead - should we damage |
1256 | undead? */ |
1320 | undead? */ |
|
|
1321 | } |
1257 | } break; |
1322 | break; |
|
|
1323 | |
1258 | case ATNR_DEATH: |
1324 | case ATNR_DEATH: |
1259 | deathstrike_player(op, hitter, &dam); |
1325 | deathstrike_player (op, hitter, &dam); |
1260 | break; |
1326 | break; |
|
|
1327 | |
1261 | case ATNR_CHAOS: |
1328 | case ATNR_CHAOS: |
1262 | LOG(llevError, |
1329 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1263 | "%s was hit by %s with non-specific chaos.\n", |
1330 | dam = 0; |
1264 | query_name(op), |
1331 | break; |
1265 | query_name(hitter)); |
1332 | |
1266 | dam = 0; |
|
|
1267 | break; |
|
|
1268 | case ATNR_COUNTERSPELL: |
1333 | case ATNR_COUNTERSPELL: |
1269 | LOG(llevError, |
1334 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1270 | "%s was hit by %s with counterspell attack.\n", |
1335 | dam = 0; |
1271 | query_name(op), |
|
|
1272 | query_name(hitter)); |
|
|
1273 | dam = 0; |
|
|
1274 | /* This should never happen. Counterspell is handled |
1336 | /* This should never happen. Counterspell is handled |
1275 | * seperately and filtered out. If this does happen, |
1337 | * seperately and filtered out. If this does happen, |
1276 | * Counterspell has no effect on anything but spells, so it |
1338 | * Counterspell has no effect on anything but spells, so it |
1277 | * does no damage. */ |
1339 | * does no damage. */ |
1278 | break; |
1340 | break; |
|
|
1341 | |
1279 | case ATNR_HOLYWORD: |
1342 | case ATNR_HOLYWORD: |
1280 | { |
1343 | { |
1281 | /* This has already been handled by hit_player, |
1344 | /* This has already been handled by hit_player, |
1282 | * no need to check twice -- DAMN */ |
1345 | * no need to check twice -- DAMN */ |
1283 | |
1346 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1284 | object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); |
1347 | |
1285 | |
|
|
1286 | /* As with turn undead above, give a bonus on the saving throw */ |
1348 | /* As with turn undead above, give a bonus on the saving throw */ |
1287 | if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < |
1349 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1288 | owner->level+turn_bonus[owner->stats.Wis]) |
|
|
1289 | scare_creature(op, owner); |
1350 | scare_creature (op, owner); |
|
|
1351 | } |
1290 | } break; |
1352 | break; |
|
|
1353 | |
1291 | case ATNR_LIFE_STEALING: |
1354 | case ATNR_LIFE_STEALING: |
1292 | { |
1355 | { |
1293 | int new_hp; |
1356 | int new_hp; |
|
|
1357 | |
1294 | /* this is replacement to drain for players, instead of taking |
1358 | /* this is replacement to drain for players, instead of taking |
1295 | * exp it takes hp. It is geared for players, probably not |
1359 | * exp it takes hp. It is geared for players, probably not |
1296 | * much use giving it to monsters |
1360 | * much use giving it to monsters |
1297 | * |
1361 | * |
1298 | * life stealing doesn't do a lot of damage, but it gives the |
1362 | * life stealing doesn't do a lot of damage, but it gives the |
1299 | * damage it does do to the player. Given that, |
1363 | * damage it does do to the player. Given that, |
1300 | * it only does 1/10'th normal damage (hence the divide by |
1364 | * it only does 1/10'th normal damage (hence the divide by |
1301 | * 1000). |
1365 | * 1000). |
1302 | */ |
1366 | */ |
1303 | /* You can't steal life from something undead */ |
1367 | /* You can't steal life from something undead */ |
1304 | if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; |
1368 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
|
|
1369 | return 0; |
|
|
1370 | |
1305 | /* If drain protection is higher than life stealing, use that */ |
1371 | /* If drain protection is higher than life stealing, use that */ |
1306 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1372 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1307 | dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; |
1373 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
1374 | else |
1308 | else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1375 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1376 | |
1309 | /* You die at -1 hp, not zero. */ |
1377 | /* You die at -1 hp, not zero. */ |
1310 | if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; |
1378 | if (dam > (op->stats.hp + 1)) |
|
|
1379 | dam = op->stats.hp + 1; |
|
|
1380 | |
1311 | new_hp = hitter->stats.hp + dam; |
1381 | new_hp = hitter->stats.hp + dam; |
1312 | if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; |
1382 | if (new_hp > hitter->stats.maxhp) |
1313 | if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; |
1383 | new_hp = hitter->stats.maxhp; |
|
|
1384 | |
|
|
1385 | if (new_hp > hitter->stats.hp) |
|
|
1386 | hitter->stats.hp = new_hp; |
1314 | } |
1387 | } |
1315 | } |
1388 | } |
|
|
1389 | |
1316 | return dam; |
1390 | return dam; |
1317 | } |
1391 | } |
1318 | |
|
|
1319 | |
1392 | |
1320 | /* GROS: This code comes from hit_player. It has been made external to |
1393 | /* GROS: This code comes from hit_player. It has been made external to |
1321 | * allow script procedures to "kill" objects in a combat-like fashion. |
1394 | * allow script procedures to "kill" objects in a combat-like fashion. |
1322 | * It was initially used by (kill-object) developed for the Collector's |
1395 | * It was initially used by (kill-object) developed for the Collector's |
1323 | * Sword. Note that nothing has been changed from the original version |
1396 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1330 | * This function was a bit of a mess with hitter getting changed, |
1403 | * This function was a bit of a mess with hitter getting changed, |
1331 | * values being stored away but not used, etc. I've cleaned it up |
1404 | * values being stored away but not used, etc. I've cleaned it up |
1332 | * a bit - I think it should be functionally equivalant. |
1405 | * a bit - I think it should be functionally equivalant. |
1333 | * MSW 2002-07-17 |
1406 | * MSW 2002-07-17 |
1334 | */ |
1407 | */ |
|
|
1408 | int |
1335 | int kill_object(object *op,int dam, object *hitter, int type) |
1409 | kill_object (object *op, int dam, object *hitter, int type) |
1336 | { |
1410 | { |
1337 | char buf[MAX_BUF]; |
1411 | char buf[MAX_BUF]; |
1338 | const char *skill; |
1412 | const char *skill; |
1339 | int maxdam=0; |
1413 | int maxdam = 0; |
1340 | int battleg=0; /* true if op standing on battleground */ |
1414 | int battleg = 0; /* true if op standing on battleground */ |
1341 | int pk=0; /* true if op and what controls hitter are both players*/ |
1415 | int pk = 0; /* true if op and what controls hitter are both players */ |
1342 | object *owner=NULL; |
1416 | object *owner = NULL; |
1343 | object *skop=NULL; |
1417 | object *skop = NULL; |
1344 | |
1418 | |
1345 | if (op->stats.hp>=0) |
1419 | if (op->stats.hp >= 0) |
1346 | return -1; |
1420 | return -1; |
1347 | |
1421 | |
1348 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1422 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1349 | return 0; |
1423 | return 0; |
1350 | |
1424 | |
1351 | /* maxdam needs to be the amount of damage it took to kill |
1425 | /* maxdam needs to be the amount of damage it took to kill |
1352 | * this creature. The function(s) that call us have already |
1426 | * this creature. The function(s) that call us have already |
1353 | * adjusted the creatures HP total, so that is negative. |
1427 | * adjusted the creatures HP total, so that is negative. |
1354 | */ |
1428 | */ |
1355 | maxdam = dam + op->stats.hp + 1; |
1429 | maxdam = dam + op->stats.hp + 1; |
1356 | |
1430 | |
1357 | if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) |
1431 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1358 | update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ |
1432 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1359 | |
1433 | |
1360 | if(op->type==DOOR) { |
1434 | if (op->type == DOOR) |
1361 | op->speed = 0.1; |
1435 | { |
1362 | update_ob_speed(op); |
1436 | op->set_speed (0.1); |
1363 | op->speed_left= -0.05; |
1437 | op->speed_left = -0.05; |
1364 | return maxdam; |
1438 | return maxdam; |
1365 | } |
1439 | } |
|
|
1440 | |
1366 | if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { |
1441 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
|
|
1442 | { |
1367 | remove_friendly_object(op); |
1443 | remove_friendly_object (op); |
1368 | if (get_owner (op) != NULL && op->owner->type == PLAYER && |
1444 | |
1369 | op->owner->contr->ranges[range_golem] == op) { |
1445 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
1370 | op->owner->contr->ranges[range_golem]=NULL; |
1446 | op->owner->contr->ranges[range_golem] = 0; |
1371 | op->owner->contr->golem_count=0; |
|
|
1372 | } |
|
|
1373 | |
1447 | |
1374 | remove_ob(op); |
1448 | op->destroy (); |
1375 | free_object(op); |
|
|
1376 | return maxdam; |
1449 | return maxdam; |
1377 | } |
1450 | } |
1378 | |
1451 | |
1379 | /* Now lets start dealing with experience we get for killing something */ |
1452 | /* Now lets start dealing with experience we get for killing something */ |
1380 | |
1453 | |
1381 | owner=get_owner(hitter); |
1454 | owner = hitter->owner; |
1382 | if(owner==NULL) |
1455 | if (!owner) |
1383 | owner=hitter; |
1456 | owner = hitter; |
1384 | |
1457 | |
1385 | /* is the victim (op) standing on battleground? */ |
1458 | /* is the victim (op) standing on battleground? */ |
1386 | if (op_on_battleground(op, NULL, NULL)) battleg=1; |
1459 | if (op_on_battleground (op, NULL, NULL)) |
1387 | |
1460 | battleg = 1; |
|
|
1461 | |
1388 | /* is this player killing?*/ |
1462 | /* is this player killing? */ |
1389 | if (op->type == PLAYER && owner->type == PLAYER) pk=1; |
1463 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1464 | pk = 1; |
1390 | |
1465 | |
1391 | /* Player killed something */ |
1466 | /* Player killed something */ |
1392 | if(owner->type==PLAYER) { |
1467 | if (owner->type == PLAYER) |
|
|
1468 | { |
1393 | Log_Kill(owner->name, |
1469 | Log_Kill (owner->name, |
1394 | query_name(op),op->type, |
1470 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
1395 | (owner!=hitter) ? query_name(hitter) : NULL, |
|
|
1396 | (owner!=hitter) ? hitter->type : 0); |
|
|
1397 | |
1471 | |
1398 | /* Log players killing other players - makes it easier to detect |
1472 | /* Log players killing other players - makes it easier to detect |
1399 | * and filter out malicious player killers - that is why the |
1473 | * and filter out malicious player killers - that is why the |
1400 | * ip address is included. |
1474 | * ip address is included. |
1401 | */ |
1475 | */ |
1402 | if (op->type == PLAYER && !battleg) { |
1476 | if (op->type == PLAYER && !battleg) |
|
|
1477 | { |
1403 | time_t t=time(NULL); |
1478 | time_t t = time (NULL); |
1404 | struct tm *tmv; |
1479 | struct tm *tmv; |
1405 | char buf[256]; |
1480 | char buf[256]; |
1406 | |
1481 | |
1407 | tmv = localtime(&t); |
1482 | tmv = localtime (&t); |
1408 | strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); |
1483 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1409 | |
1484 | |
1410 | LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", |
1485 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1411 | buf, owner->name, owner->contr->socket.host, query_name(op)); |
1486 | } |
1412 | } |
|
|
1413 | |
1487 | |
1414 | /* try to filter some things out - basically, if you are |
1488 | /* try to filter some things out - basically, if you are |
1415 | * killing a level 1 creature and your level 20, you |
1489 | * killing a level 1 creature and your level 20, you |
1416 | * probably don't want to see that. |
1490 | * probably don't want to see that. |
1417 | */ |
1491 | */ |
1418 | if ( owner->level < op->level * 2|| op->stats.exp>1000) { |
1492 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1493 | { |
1419 | if(owner!=hitter) { |
1494 | if (owner != hitter) |
1420 | new_draw_info_format(NDI_BLACK, 0, owner, |
1495 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1421 | "You killed %s with %s.",query_name(op), |
1496 | else |
1422 | query_name(hitter)); |
1497 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1423 | } |
1498 | |
1424 | else { |
|
|
1425 | new_draw_info_format(NDI_BLACK, 0, owner, |
|
|
1426 | "You killed %s.",query_name(op)); |
|
|
1427 | } |
|
|
1428 | /* Only play sounds for melee kills */ |
1499 | /* Only play sounds for melee kills */ |
1429 | if (hitter->type == PLAYER) |
1500 | if (hitter->type == PLAYER) |
1430 | play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1501 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1431 | } |
1502 | } |
1432 | |
1503 | |
1433 | /* If a player kills another player, not on |
1504 | /* If a player kills another player, not on |
1434 | * battleground, the "killer" looses 1 luck. Since this is |
1505 | * battleground, the "killer" looses 1 luck. Since this is |
1435 | * not reversible, it's actually quite a pain IMHO. -AV |
1506 | * not reversible, it's actually quite a pain IMHO. -AV |
1436 | * Fix bug in that we were changing the luck of the hitter, not |
1507 | * Fix bug in that we were changing the luck of the hitter, not |
1437 | * player that the object belonged to - so if you killed another player |
1508 | * player that the object belonged to - so if you killed another player |
1438 | * with spells, pets, whatever, there was no penalty. |
1509 | * with spells, pets, whatever, there was no penalty. |
1439 | * Changed to make luck penalty configurable in settings. |
1510 | * Changed to make luck penalty configurable in settings. |
1440 | */ |
1511 | */ |
1441 | if(op->type == PLAYER && owner != op && !battleg) |
1512 | if (op->type == PLAYER && owner != op && !battleg) |
1442 | change_luck(owner, -settings.pk_luck_penalty); |
1513 | owner->change_luck (-settings.pk_luck_penalty); |
1443 | |
1514 | |
1444 | /* This code below deals with finding the appropriate skill |
1515 | /* This code below deals with finding the appropriate skill |
1445 | * to credit exp to. This is a bit problematic - we should |
1516 | * to credit exp to. This is a bit problematic - we should |
1446 | * probably never really have to look at current_weapon->skill |
1517 | * probably never really have to look at current_weapon->skill |
1447 | */ |
1518 | */ |
1448 | skill = NULL; |
1519 | skill = 0; |
1449 | if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; |
1520 | |
|
|
1521 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1522 | skill = hitter->skill; |
1450 | else if (owner->chosen_skill) { |
1523 | else if (owner->chosen_skill) |
|
|
1524 | { |
1451 | skill = owner->chosen_skill->skill; |
1525 | skill = owner->chosen_skill->skill; |
1452 | skop = owner->chosen_skill; |
1526 | skop = owner->chosen_skill; |
1453 | } |
1527 | } |
1454 | else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; |
1528 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1455 | else |
1529 | skill = owner->current_weapon->skill; |
|
|
1530 | else |
1456 | LOG(llevError,"kill_object - unable to find skill that killed monster\n"); |
1531 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1457 | |
1532 | |
1458 | /* We have the skill we want to credit to - now find the object this goes |
1533 | /* We have the skill we want to credit to - now find the object this goes |
1459 | * to. Make sure skop is an actual skill, and not a skill tool! |
1534 | * to. Make sure skop is an actual skill, and not a skill tool! |
1460 | */ |
1535 | */ |
1461 | if ((!skop || skop->type != SKILL) && skill) { |
1536 | if ((!skop || skop->type != SKILL) && skill) |
1462 | int i; |
1537 | { |
|
|
1538 | int i; |
1463 | |
1539 | |
1464 | for (i=0; i<NUM_SKILLS; i++) |
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 | { |
1465 | if (owner->contr->last_skill_ob[i] && |
1543 | skop = owner->contr->last_skill_ob[i]; |
1466 | !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { |
1544 | break; |
1467 | skop = owner->contr->last_skill_ob[i]; |
1545 | } |
1468 | break; |
1546 | } |
1469 | } |
|
|
1470 | } |
|
|
1471 | } /* Was it a player that hit somethign */ |
1547 | } /* Was it a player that hit somethign */ |
1472 | else { |
1548 | else |
1473 | skill = NULL; |
1549 | skill = 0; |
1474 | } |
|
|
1475 | |
1550 | |
1476 | /* Pet (or spell) killed something. */ |
1551 | /* Pet (or spell) killed something. */ |
1477 | if(owner != hitter ) { |
1552 | if (owner != hitter) |
1478 | (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, |
1553 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
1479 | query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); |
1554 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1480 | } |
|
|
1481 | else { |
1555 | else |
1482 | (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, |
1556 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
1483 | (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
1557 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
1484 | " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); |
1558 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1485 | } |
1559 | |
1486 | /* These may have been set in the player code section above */ |
1560 | /* These may have been set in the player code section above */ |
|
|
1561 | if (!skop) |
1487 | if (!skop) skop = hitter->chosen_skill; |
1562 | skop = hitter->chosen_skill; |
1488 | if (!skill && skop) skill=skop->skill; |
|
|
1489 | |
1563 | |
|
|
1564 | if (!skill && skop) |
|
|
1565 | skill = skop->skill; |
|
|
1566 | |
1490 | new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); |
1567 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1491 | |
1568 | |
1492 | |
|
|
1493 | /* If you didn't kill yourself, and your not the wizard */ |
1569 | /* If you didn't kill yourself, and your not the wizard */ |
1494 | if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { |
1570 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1495 | int exp; |
1571 | { |
|
|
1572 | int exp; |
1496 | |
1573 | |
1497 | /* Really don't give much experience for killing other players */ |
1574 | /* Really don't give much experience for killing other players */ |
1498 | // schmorp: temporary? reduce the amount of exp gained for pking enourmously |
1575 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1499 | if (op->type==PLAYER) { |
1576 | if (op->type == PLAYER) |
1500 | if (battleg) { |
|
|
1501 | new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); |
|
|
1502 | new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); |
|
|
1503 | } |
|
|
1504 | else |
|
|
1505 | exp = op->stats.exp / 1000; |
|
|
1506 | } |
1577 | { |
|
|
1578 | if (battleg) |
|
|
1579 | { |
|
|
1580 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1581 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
|
|
1582 | } |
1507 | else |
1583 | else |
|
|
1584 | exp = op->stats.exp / 1000; |
|
|
1585 | } |
|
|
1586 | else |
1508 | exp = calc_skill_exp(owner, op, skop); |
1587 | exp = calc_skill_exp (owner, op, skop); |
1509 | |
1588 | |
1510 | /* if op is standing on "battleground" (arena), no way to gain |
1589 | /* if op is standing on "battleground" (arena), no way to gain |
1511 | * exp by killing him |
1590 | * exp by killing him |
1512 | */ |
1591 | */ |
1513 | if (battleg) exp = 0; |
1592 | if (battleg) |
|
|
1593 | exp = 0; |
1514 | |
1594 | |
1515 | /* Don't know why this is set this way - doesn't make |
1595 | /* Don't know why this is set this way - doesn't make |
1516 | * sense to just divide everything by two for no reason. |
1596 | * sense to just divide everything by two for no reason. |
1517 | */ |
1597 | */ |
1518 | |
1598 | |
1519 | if (!settings.simple_exp) |
1599 | if (!settings.simple_exp) |
1520 | exp=exp/2; |
1600 | exp = exp / 2; |
1521 | |
1601 | |
1522 | if(owner->type!=PLAYER || owner->contr->party==NULL) { |
1602 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1523 | change_exp(owner,exp, skill, 0); |
1603 | change_exp (owner, exp, skill, 0); |
1524 | } |
1604 | else |
1525 | else { |
1605 | { |
1526 | int shares=0,count=0; |
1606 | int shares = 0, count = 0; |
1527 | |
|
|
1528 | player *pl; |
|
|
1529 | |
|
|
1530 | partylist *party=owner->contr->party; |
1607 | partylist *party = owner->contr->party; |
1531 | #ifdef PARTY_KILL_LOG |
1608 | |
1532 | add_kill_to_party(party, query_name(owner), query_name(op), exp); |
1609 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1533 | #endif |
1610 | |
1534 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
1611 | for_all_players (pl) |
1535 | if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
1612 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1536 | count++; |
1613 | { |
|
|
1614 | count++; |
1537 | shares+=(pl->ob->level+4); |
1615 | shares += (pl->ob->level + 4); |
1538 | } |
1616 | } |
|
|
1617 | |
|
|
1618 | if (count == 1 || shares > exp || !shares) |
|
|
1619 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1620 | else |
|
|
1621 | { |
|
|
1622 | int share = exp / shares, given = 0, nexp; |
|
|
1623 | |
|
|
1624 | for_all_players (pl) |
|
|
1625 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1626 | { |
|
|
1627 | nexp = (pl->ob->level + 4) * share; |
|
|
1628 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1629 | given += nexp; |
|
|
1630 | } |
|
|
1631 | |
|
|
1632 | exp -= given; |
|
|
1633 | /* give any remainder to the player */ |
|
|
1634 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
|
|
1635 | } |
|
|
1636 | } /* else part of a party */ |
|
|
1637 | } /* end if person didn't kill himself */ |
|
|
1638 | |
|
|
1639 | if (op->type != PLAYER) |
|
|
1640 | { |
|
|
1641 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
|
|
1642 | { |
|
|
1643 | object *owner1 = op->owner; |
|
|
1644 | |
|
|
1645 | if (owner1 && owner1->type == PLAYER) |
|
|
1646 | { |
|
|
1647 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
|
|
1648 | /* 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); |
|
|
1650 | } |
|
|
1651 | |
|
|
1652 | remove_friendly_object (op); |
|
|
1653 | } |
|
|
1654 | |
|
|
1655 | op->destroy (); |
1539 | } |
1656 | } |
1540 | if(count==1 || shares>exp) |
1657 | else |
1541 | change_exp(owner,exp, skill, SK_EXP_TOTAL); |
|
|
1542 | else { |
|
|
1543 | int share=exp/shares,given=0,nexp; |
|
|
1544 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
|
|
1545 | if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
|
|
1546 | nexp=(pl->ob->level+4)*share; |
|
|
1547 | change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); |
|
|
1548 | given+=nexp; |
|
|
1549 | } |
|
|
1550 | } |
|
|
1551 | exp-=given; |
|
|
1552 | /* give any remainder to the player */ |
|
|
1553 | change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); |
|
|
1554 | } |
|
|
1555 | } /* else part of a party */ |
|
|
1556 | |
|
|
1557 | } /* end if person didn't kill himself */ |
|
|
1558 | |
|
|
1559 | if(op->type!=PLAYER) { |
|
|
1560 | if(QUERY_FLAG(op,FLAG_FRIENDLY)) { |
|
|
1561 | object *owner1 = get_owner(op); |
|
|
1562 | |
|
|
1563 | if(owner1!= NULL && owner1->type == PLAYER) { |
|
|
1564 | play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); |
|
|
1565 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1566 | new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.", |
|
|
1567 | op->name,hitter->name); |
|
|
1568 | } |
|
|
1569 | remove_friendly_object(op); |
|
|
1570 | } |
|
|
1571 | remove_ob(op); |
|
|
1572 | free_object(op); |
|
|
1573 | } |
1658 | { |
1574 | /* Player has been killed! */ |
1659 | /* Player has been killed! */ |
|
|
1660 | if (owner->type == PLAYER) |
|
|
1661 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
1575 | else { |
1662 | else |
1576 | if(owner->type==PLAYER) { |
1663 | assign (op->contr->killer, hitter->name); |
1577 | snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); |
|
|
1578 | } |
|
|
1579 | else { |
|
|
1580 | strncpy(op->contr->killer,hitter->name,BIG_NAME); |
|
|
1581 | op->contr->killer[BIG_NAME-1]='\0'; |
|
|
1582 | } |
|
|
1583 | } |
1664 | } |
|
|
1665 | |
1584 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1666 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1585 | * continues in the calling function. |
1667 | * continues in the calling function. |
1586 | */ |
1668 | */ |
1587 | return maxdam; |
1669 | return maxdam; |
1588 | } |
1670 | } |
1589 | |
1671 | |
1590 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1672 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1591 | * Returns 0 this is not friendly fire |
1673 | * Returns 0 this is not friendly fire |
1592 | */ |
1674 | */ |
1593 | |
1675 | |
|
|
1676 | int |
1594 | int friendly_fire(object *op, object *hitter){ |
1677 | friendly_fire (object *op, object *hitter) |
|
|
1678 | { |
1595 | object *owner; |
1679 | object *owner; |
1596 | int friendlyfire; |
1680 | int friendlyfire; |
1597 | |
|
|
1598 | if (hitter->head) hitter=hitter->head; |
|
|
1599 | |
1681 | |
|
|
1682 | if (hitter->head) |
|
|
1683 | hitter = hitter->head; |
|
|
1684 | |
1600 | friendlyfire = 0; |
1685 | friendlyfire = 0; |
1601 | |
1686 | |
1602 | if(op->type == PLAYER) { |
1687 | if (op->type == PLAYER) |
|
|
1688 | { |
1603 | if (op_on_battleground (hitter, 0, 0)) |
1689 | if (op_on_battleground (hitter, 0, 0)) |
1604 | return 0; |
1690 | return 0; |
1605 | |
1691 | |
1606 | if(hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1692 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1607 | return 1; |
1693 | return 1; |
1608 | |
1694 | |
1609 | if((owner = get_owner(hitter))!=NULL) { |
1695 | if ((owner = hitter->owner) != NULL) |
|
|
1696 | { |
1610 | if(owner->type == PLAYER && owner->contr->peaceful == 1) |
1697 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1611 | friendlyfire = 2; |
1698 | friendlyfire = 2; |
1612 | } |
1699 | } |
1613 | |
1700 | |
1614 | if (hitter->type == SPELL || hitter->type == POISONING || |
1701 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1615 | hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1616 | friendlyfire = 0; |
1702 | friendlyfire = 0; |
1617 | } |
1703 | } |
1618 | return friendlyfire; |
1704 | return friendlyfire; |
1619 | } |
1705 | } |
1620 | |
1706 | |
1621 | |
1707 | |
1622 | /* This isn't used just for players, but in fact most objects. |
1708 | /* This isn't used just for players, but in fact most objects. |
1623 | * op is the object to be hit, dam is the amount of damage, hitter |
1709 | * op is the object to be hit, dam is the amount of damage, hitter |
1624 | * is what is hitting the object, type is the attacktype, and |
1710 | * is what is hitting the object, type is the attacktype, and |
1625 | * full_hit is set if monster area does not matter. |
1711 | * full_hit is set if monster area does not matter. |
1626 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1712 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1627 | * modify it. |
1713 | * modify it. |
1628 | */ |
1714 | */ |
1629 | |
|
|
1630 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1715 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1631 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1716 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1632 | |
1717 | int |
1633 | int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { |
1718 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
|
|
1719 | { |
1634 | int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); |
1720 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1635 | int maxattacktype, attacknum; |
1721 | int maxattacktype, attacknum; |
1636 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1722 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1637 | int simple_attack; |
1723 | int simple_attack; |
1638 | tag_t op_tag, hitter_tag; |
|
|
1639 | int rtn_kill = 0; |
1724 | int rtn_kill = 0; |
1640 | int friendlyfire; |
1725 | int friendlyfire; |
1641 | |
1726 | |
1642 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1727 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1728 | return 0; |
|
|
1729 | |
|
|
1730 | /* 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)) |
|
|
1732 | return 0; |
|
|
1733 | |
|
|
1734 | #ifdef PROHIBIT_PLAYERKILL |
|
|
1735 | if (op->type == PLAYER) |
|
|
1736 | { |
|
|
1737 | object *owner = hitter->owner; |
|
|
1738 | |
|
|
1739 | if (!owner) |
|
|
1740 | owner = hitter; |
|
|
1741 | |
|
|
1742 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1643 | return 0; |
1743 | return 0; |
|
|
1744 | } |
|
|
1745 | #endif |
1644 | |
1746 | |
1645 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1747 | if (body_attack) |
1646 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1748 | { |
|
|
1749 | /* 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 |
|
|
1751 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1752 | * and keep on processing if we have other attacktypes. |
|
|
1753 | * return if only magic or nothing is left - under normal code |
|
|
1754 | * we don't attack with pure magic if there is another attacktype. |
|
|
1755 | * Only do processing if the initial attacktype includes one of those |
|
|
1756 | * attack so we don't cancel out things like magic bullet. |
|
|
1757 | */ |
|
|
1758 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1759 | { |
|
|
1760 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1761 | |
|
|
1762 | if (!type || type == AT_MAGIC) |
1647 | return 0; |
1763 | return 0; |
|
|
1764 | } |
|
|
1765 | } |
1648 | |
1766 | |
1649 | #ifdef PROHIBIT_PLAYERKILL |
1767 | if (!simple_attack && op->type == DOOR) |
1650 | if (op->type == PLAYER) { |
1768 | { |
1651 | object *owner = get_owner (hitter); |
1769 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1652 | if (!owner) owner = hitter; |
1770 | if (tmp->type == RUNE || tmp->type == TRAP) |
1653 | if (owner->type == PLAYER |
1771 | { |
1654 | && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) |
1772 | spring_trap (tmp, hitter); |
1655 | && op != owner) { |
1773 | |
|
|
1774 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1656 | return 0; |
1775 | return 0; |
|
|
1776 | |
|
|
1777 | break; |
1657 | } |
1778 | } |
|
|
1779 | } |
|
|
1780 | |
|
|
1781 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1658 | } |
1782 | { |
|
|
1783 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1784 | * destroyed() check above doesn't return, and might get here. |
|
|
1785 | */ |
|
|
1786 | LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); |
|
|
1787 | return 0; |
|
|
1788 | } |
|
|
1789 | |
|
|
1790 | #ifdef ATTACK_DEBUG |
|
|
1791 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1659 | #endif |
1792 | #endif |
1660 | |
1793 | |
1661 | op_tag = op->count; |
|
|
1662 | hitter_tag = hitter->count; |
|
|
1663 | |
|
|
1664 | if (body_attack) { |
|
|
1665 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1666 | * return - we still need to process other attacks the spell still |
|
|
1667 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1668 | * and keep on processing if we have other attacktypes. |
|
|
1669 | * return if only magic or nothing is left - under normal code |
|
|
1670 | * we don't attack with pure magic if there is another attacktype. |
|
|
1671 | * Only do processing if the initial attacktype includes one of those |
|
|
1672 | * attack so we don't cancel out things like magic bullet. |
|
|
1673 | */ |
|
|
1674 | if (type & (AT_PARALYZE | AT_SLOW)) { |
|
|
1675 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1676 | if (!type || type==AT_MAGIC) return 0; |
|
|
1677 | } |
|
|
1678 | } |
|
|
1679 | |
|
|
1680 | if ( ! simple_attack && op->type == DOOR) { |
|
|
1681 | object *tmp; |
|
|
1682 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1683 | if (tmp->type == RUNE || tmp->type == TRAP) { |
|
|
1684 | spring_trap (tmp, hitter); |
|
|
1685 | if (was_destroyed (hitter, hitter_tag) |
|
|
1686 | || was_destroyed (op, op_tag) |
|
|
1687 | || abort_attack (op, hitter, simple_attack)) |
|
|
1688 | return 0; |
|
|
1689 | break; |
|
|
1690 | } |
|
|
1691 | } |
|
|
1692 | |
|
|
1693 | if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) { |
|
|
1694 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1695 | * was_destroyed() check above doesn't return, and might get here. |
|
|
1696 | */ |
|
|
1697 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " |
|
|
1698 | "hit_player()\n", op->arch->name, op->name); |
|
|
1699 | return 0; |
|
|
1700 | } |
|
|
1701 | |
|
|
1702 | #ifdef ATTACK_DEBUG |
|
|
1703 | LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1704 | #endif |
|
|
1705 | |
|
|
1706 | if (magic) { |
1794 | if (magic) |
|
|
1795 | { |
1707 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1796 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1708 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1797 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1709 | dam = dam*(100-op->resist[ATNR_MAGIC]); |
1798 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1710 | if (dam >= 100) |
1799 | if (dam >= 100) |
1711 | dam /= 100; |
1800 | dam /= 100; |
1712 | else |
1801 | else |
1713 | dam = (dam > (rndm(0, 99))) ? 1 : 0; |
1802 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1714 | } |
1803 | } |
1715 | |
1804 | |
1716 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1805 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1717 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1806 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1718 | */ |
1807 | */ |
1719 | if(type & AT_CHAOS){ |
1808 | if (type & AT_CHAOS) |
|
|
1809 | { |
1720 | shuffle_attack(op,0); /*0 flag tells it to not change the face */ |
1810 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
1721 | update_object(op,UP_OBJ_FACE); |
1811 | update_object (op, UP_OBJ_FACE); |
1722 | type &= ~AT_CHAOS; |
1812 | type &= ~AT_CHAOS; |
1723 | } |
1813 | } |
1724 | |
1814 | |
1725 | /* Holyword is really an attacktype modifier (like magic is). If |
1815 | /* Holyword is really an attacktype modifier (like magic is). If |
1726 | * holyword is part of an attacktype, then make sure the creature is |
1816 | * holyword is part of an attacktype, then make sure the creature is |
1727 | * a proper match, otherwise no damage. |
1817 | * a proper match, otherwise no damage. |
1728 | */ |
1818 | */ |
1729 | if (type & AT_HOLYWORD) { |
1819 | if (type & AT_HOLYWORD) |
|
|
1820 | { |
1730 | object *god; |
1821 | object *god; |
|
|
1822 | |
1731 | if ((!hitter->slaying || |
1823 | if ((!hitter->slaying || |
1732 | (!(op->race && strstr(hitter->slaying,op->race)) && |
1824 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1733 | !(op->name && strstr(hitter->slaying,op->name)))) && |
1825 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1734 | (!QUERY_FLAG(op,FLAG_UNDEAD) || |
1826 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1735 | (hitter->title != NULL |
1827 | (hitter->title != NULL |
1736 | && (god = find_god(determine_god(hitter))) != NULL |
1828 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1737 | && god->race != NULL |
|
|
1738 | && strstr(god->race,undead_name) != NULL))) |
|
|
1739 | return 0; |
1829 | return 0; |
1740 | } |
1830 | } |
1741 | |
1831 | |
1742 | maxattacktype = type; /* initialize this to something */ |
1832 | maxattacktype = type; /* initialise this to something */ |
1743 | for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { |
1833 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
|
|
1834 | { |
1744 | /* Magic isn't really a true attack type - it gets combined with other |
1835 | /* Magic isn't really a true attack type - it gets combined with other |
1745 | * attack types. As such, skip it over. However, if magic is |
1836 | * attack types. As such, skip it over. However, if magic is |
1746 | * the only attacktype in the group, then still attack with it |
1837 | * the only attacktype in the group, then still attack with it |
1747 | */ |
1838 | */ |
1748 | if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; |
1839 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1840 | continue; |
1749 | |
1841 | |
1750 | /* Go through and hit the player with each attacktype, one by one. |
1842 | /* Go through and hit the player with each attacktype, one by one. |
1751 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1843 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1752 | * it. It will do the appropriate action for attacktypes with |
1844 | * it. It will do the appropriate action for attacktypes with |
1753 | * effects (slow, paralization, etc. |
1845 | * effects (slow, paralization, etc. |
1754 | */ |
1846 | */ |
1755 | if (type & attacktype) { |
1847 | if (type & attacktype) |
|
|
1848 | { |
1756 | ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); |
1849 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1757 | /* the >= causes us to prefer messages from special attacks, if |
1850 | /* the >= causes us to prefer messages from special attacks, if |
1758 | * the damage is equal. |
1851 | * the damage is equal. |
1759 | */ |
1852 | */ |
1760 | if (ndam >= maxdam) { |
1853 | if (ndam >= maxdam) |
|
|
1854 | { |
1761 | maxdam = ndam; |
1855 | maxdam = ndam; |
1762 | maxattacktype = 1<<attacknum; |
1856 | maxattacktype = 1 << attacknum; |
|
|
1857 | } |
|
|
1858 | } |
1763 | } |
1859 | } |
1764 | } |
1860 | |
1765 | } |
|
|
1766 | |
|
|
1767 | /* if this is friendly fire then do a set % of damage only |
1861 | /* if this is friendly fire then do a set % of damage only |
1768 | * Note - put a check in to make sure this attack is actually |
1862 | * Note - put a check in to make sure this attack is actually |
1769 | * doing damage - otherwise, the +1 in the code below will make |
1863 | * doing damage - otherwise, the +1 in the code below will make |
1770 | * an attack do damage before when it otherwise didn't |
1864 | * an attack do damage before when it otherwise didn't |
1771 | */ |
1865 | */ |
1772 | friendlyfire = friendly_fire(op, hitter); |
1866 | friendlyfire = friendly_fire (op, hitter); |
1773 | if (friendlyfire && maxdam){ |
1867 | if (friendlyfire && maxdam) |
|
|
1868 | { |
1774 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1869 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1775 | #ifndef COZY_SERVER |
1870 | #ifndef COZY_SERVER |
|
|
1871 | maxdam++; |
|
|
1872 | #endif |
|
|
1873 | |
|
|
1874 | #ifdef ATTACK_DEBUG |
|
|
1875 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1876 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1877 | #endif |
|
|
1878 | } |
|
|
1879 | |
|
|
1880 | if (!full_hit) |
|
|
1881 | { |
|
|
1882 | archetype *at; |
|
|
1883 | int area; |
|
|
1884 | int remainder; |
|
|
1885 | |
|
|
1886 | area = 0; |
|
|
1887 | for (at = op->arch; at != NULL; at = at->more) |
|
|
1888 | area++; |
|
|
1889 | assert (area > 0); |
|
|
1890 | |
|
|
1891 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1892 | value-effect */ |
|
|
1893 | remainder = 100 * (maxdam % area) / area; |
|
|
1894 | maxdam /= area; |
|
|
1895 | if (rndm (100) < remainder) |
1776 | maxdam++; |
1896 | maxdam++; |
|
|
1897 | } |
|
|
1898 | |
|
|
1899 | #ifdef ATTACK_DEBUG |
|
|
1900 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1777 | #endif |
1901 | #endif |
1778 | |
|
|
1779 | #ifdef ATTACK_DEBUG |
|
|
1780 | LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1781 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1782 | #endif |
|
|
1783 | } |
|
|
1784 | |
1902 | |
1785 | if (!full_hit) { |
1903 | if (hitter->owner) |
1786 | archetype *at; |
|
|
1787 | int area; |
|
|
1788 | int remainder; |
|
|
1789 | |
|
|
1790 | area = 0; |
|
|
1791 | for(at = op->arch; at != NULL; at = at->more) |
|
|
1792 | area++; |
|
|
1793 | assert(area > 0); |
|
|
1794 | |
|
|
1795 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1796 | value-effect */ |
|
|
1797 | remainder = 100*(maxdam%area)/area; |
|
|
1798 | maxdam /= area; |
|
|
1799 | if (RANDOM()%100 < remainder) |
|
|
1800 | maxdam++; |
|
|
1801 | } |
|
|
1802 | |
|
|
1803 | #ifdef ATTACK_DEBUG |
|
|
1804 | LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam); |
|
|
1805 | #endif |
|
|
1806 | |
|
|
1807 | if(get_owner(hitter)) |
|
|
1808 | op->enemy=hitter->owner; |
1904 | op->enemy = hitter->owner; |
1809 | else if (QUERY_FLAG(hitter,FLAG_ALIVE)) |
1905 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1810 | op->enemy=hitter; |
1906 | op->enemy = hitter; |
1811 | |
1907 | |
1812 | if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { |
1908 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1909 | { |
1813 | /* The unaggressives look after themselves 8) */ |
1910 | /* The unaggressives look after themselves 8) */ |
1814 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
1911 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1815 | npc_call_help(op); |
1912 | npc_call_help (op); |
1816 | } |
1913 | } |
1817 | |
1914 | |
1818 | if (magic && did_make_save(op, op->level, 0)) |
1915 | if (magic && did_make_save (op, op->level, 0)) |
1819 | maxdam=maxdam/2; |
1916 | maxdam = maxdam / 2; |
1820 | |
1917 | |
1821 | attack_message(maxdam, maxattacktype, op, hitter); |
1918 | attack_message (maxdam, maxattacktype, op, hitter); |
1822 | |
1919 | |
1823 | op->stats.hp-=maxdam; |
1920 | op->stats.hp -= maxdam; |
1824 | |
1921 | |
1825 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1922 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1826 | if ((op->stats.hp>=0) && |
1923 | if ((op->stats.hp >= 0) && |
1827 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && |
1924 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1828 | op->stats.hp<(signed short)(((float)op->run_away/(float)100)* |
1925 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
1829 | (float)op->stats.maxhp)) { |
1926 | { |
1830 | |
1927 | |
1831 | if (QUERY_FLAG(op, FLAG_MONSTER)) |
1928 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1832 | SET_FLAG(op, FLAG_RUN_AWAY); |
1929 | SET_FLAG (op, FLAG_RUN_AWAY); |
1833 | else |
1930 | else |
1834 | scare_creature(op, hitter); |
1931 | scare_creature (op, hitter); |
1835 | } |
1932 | } |
1836 | |
1933 | |
1837 | if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { |
1934 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1935 | { |
1838 | if (maxdam) |
1936 | if (maxdam) |
1839 | tear_down_wall(op); |
1937 | tear_down_wall (op); |
|
|
1938 | |
1840 | return maxdam; /* nothing more to do for wall */ |
1939 | return maxdam; /* nothing more to do for wall */ |
1841 | } |
1940 | } |
1842 | |
1941 | |
1843 | /* See if the creature has been killed */ |
1942 | /* See if the creature has been killed */ |
1844 | rtn_kill = kill_object(op, maxdam, hitter, type); |
1943 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1845 | if (rtn_kill != -1) |
1944 | if (rtn_kill != -1) |
1846 | return rtn_kill; |
1945 | return rtn_kill; |
1847 | |
1946 | |
1848 | |
1947 | |
1849 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1948 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1850 | * that before if the player was immune to ghosthit, the monster |
1949 | * that before if the player was immune to ghosthit, the monster |
1851 | * remained - that is no longer the case. |
1950 | * remained - that is no longer the case. |
1852 | */ |
1951 | */ |
1853 | if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { |
1952 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
|
|
1953 | { |
1854 | if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) |
1954 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
1855 | remove_friendly_object(hitter); |
1955 | remove_friendly_object (hitter); |
1856 | remove_ob(hitter); |
1956 | |
1857 | free_object(hitter); |
1957 | hitter->destroy (); |
1858 | } |
1958 | } |
1859 | /* Lets handle creatures that are splitting now */ |
1959 | /* Lets handle creatures that are splitting now */ |
1860 | else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { |
1960 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1861 | int i; |
1961 | { |
|
|
1962 | int i; |
1862 | int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); |
1963 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1863 | int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); |
1964 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1864 | object *owner = get_owner(op); |
1965 | object *owner = op->owner; |
1865 | |
1966 | |
1866 | if(!op->other_arch) { |
1967 | if (!op->other_arch) |
|
|
1968 | { |
1867 | LOG(llevError,"SPLITTING without other_arch error.\n"); |
1969 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1868 | return maxdam; |
1970 | return maxdam; |
1869 | } |
1971 | } |
1870 | remove_ob(op); |
1972 | |
1871 | for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ |
1973 | op->remove (); |
|
|
1974 | |
|
|
1975 | for (i = 0; i < NROFNEWOBJS (op); i++) |
|
|
1976 | { /* This doesn't handle op->more yet */ |
1872 | object *tmp=arch_to_object(op->other_arch); |
1977 | object *tmp = arch_to_object (op->other_arch); |
1873 | int j; |
1978 | int j; |
1874 | |
1979 | |
1875 | tmp->stats.hp=op->stats.hp; |
1980 | tmp->stats.hp = op->stats.hp; |
|
|
1981 | |
1876 | if (friendly) { |
1982 | if (friendly) |
1877 | SET_FLAG(tmp, FLAG_FRIENDLY); |
1983 | { |
1878 | add_friendly_object(tmp); |
1984 | add_friendly_object (tmp); |
1879 | tmp->attack_movement = PETMOVE; |
1985 | tmp->attack_movement = PETMOVE; |
1880 | if (owner!=NULL) |
1986 | |
1881 | set_owner(tmp,owner); |
1987 | if (owner) |
|
|
1988 | tmp->set_owner (owner); |
|
|
1989 | } |
|
|
1990 | |
|
|
1991 | if (unaggressive) |
|
|
1992 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1993 | |
|
|
1994 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1995 | |
|
|
1996 | if (j == -1) /* No spot to put this monster */ |
|
|
1997 | tmp->destroy (); |
|
|
1998 | else |
|
|
1999 | { |
|
|
2000 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
|
|
2001 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
2002 | } |
|
|
2003 | } |
|
|
2004 | |
|
|
2005 | op->destroy (); |
1882 | } |
2006 | } |
1883 | if (unaggressive) |
|
|
1884 | SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
|
|
1885 | j=find_first_free_spot(tmp,op->map,op->x,op->y); |
|
|
1886 | if (j==-1) /* No spot to put this monster */ |
|
|
1887 | free_object(tmp); |
|
|
1888 | else { |
|
|
1889 | tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; |
|
|
1890 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
1891 | } |
|
|
1892 | } |
|
|
1893 | if(friendly) |
|
|
1894 | remove_friendly_object(op); |
|
|
1895 | free_object(op); |
|
|
1896 | } |
|
|
1897 | else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { |
2007 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1898 | remove_ob(hitter); |
2008 | hitter->destroy (); |
1899 | free_object(hitter); |
2009 | |
1900 | } |
|
|
1901 | return maxdam; |
2010 | return maxdam; |
1902 | } |
2011 | } |
1903 | |
2012 | |
1904 | |
2013 | |
|
|
2014 | void |
1905 | void poison_player(object *op, object *hitter, int dam) |
2015 | poison_player (object *op, object *hitter, int dam) |
1906 | { |
2016 | { |
1907 | archetype *at = find_archetype("poisoning"); |
2017 | archetype *at = archetype::find ("poisoning"); |
1908 | object *tmp=present_arch_in_ob(at,op); |
2018 | object *tmp = present_arch_in_ob (at, op); |
1909 | |
2019 | |
1910 | if(tmp==NULL) { |
2020 | if (tmp == NULL) |
|
|
2021 | { |
1911 | if((tmp=arch_to_object(at))==NULL) |
2022 | if ((tmp = arch_to_object (at)) == NULL) |
1912 | LOG(llevError,"Failed to clone arch poisoning.\n"); |
2023 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
1913 | else { |
2024 | else |
|
|
2025 | { |
1914 | tmp = insert_ob_in_ob(tmp,op); |
2026 | tmp = insert_ob_in_ob (tmp, op); |
1915 | /* peterm: give poisoning some teeth. It should |
2027 | /* peterm: give poisoning some teeth. It should |
1916 | * be able to kill things better than it does: |
2028 | * be able to kill things better than it does: |
1917 | * damage should be dependent something--I choose to |
2029 | * damage should be dependent something--I choose to |
1918 | * do this: if it's a monster, the damage from the |
2030 | * do this: if it's a monster, the damage from the |
1919 | * poisoning goes as the level of the monster/2. |
2031 | * poisoning goes as the level of the monster/2. |
1920 | * If anything else, goes as damage. |
2032 | * If anything else, goes as damage. |
1921 | */ |
2033 | */ |
1922 | |
2034 | |
1923 | if(QUERY_FLAG(hitter,FLAG_ALIVE)) |
2035 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1924 | tmp->stats.dam += hitter->level/2; |
2036 | tmp->stats.dam += hitter->level / 2; |
1925 | else |
2037 | else |
1926 | tmp->stats.dam = dam; |
2038 | tmp->stats.dam = dam; |
1927 | |
2039 | |
1928 | copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ |
2040 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
1929 | if(hitter->skill && hitter->skill != tmp->skill) { |
2041 | if (hitter->skill && hitter->skill != tmp->skill) |
1930 | if (tmp->skill) free_string(tmp->skill); |
2042 | { |
1931 | tmp->skill = add_refcount(hitter->skill); |
2043 | tmp->skill = hitter->skill; |
|
|
2044 | } |
|
|
2045 | |
|
|
2046 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
|
|
2047 | |
|
|
2048 | if (op->type == PLAYER) |
|
|
2049 | { |
|
|
2050 | /* player looses stats, maximum is -10 of each */ |
|
|
2051 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
|
|
2052 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
|
|
2053 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
|
|
2054 | tmp->stats.Int = MAX (-dam / 7, -10); |
|
|
2055 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2056 | op->update_stats (); |
|
|
2057 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2058 | } |
|
|
2059 | if (hitter->type == PLAYER) |
|
|
2060 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
|
|
2061 | 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); |
|
|
2063 | } |
|
|
2064 | tmp->speed_left = 0; |
1932 | } |
2065 | } |
1933 | |
|
|
1934 | tmp->stats.food+=dam; /* more damage, longer poisoning */ |
|
|
1935 | |
|
|
1936 | if(op->type==PLAYER) { |
|
|
1937 | /* player looses stats, maximum is -10 of each */ |
|
|
1938 | tmp->stats.Con= MAX(-(dam/4+1), -10); |
|
|
1939 | tmp->stats.Str= MAX(-(dam/3+2), -10); |
|
|
1940 | tmp->stats.Dex= MAX(-(dam/6+1), -10); |
|
|
1941 | tmp->stats.Int= MAX(-dam/7, -10); |
|
|
1942 | SET_FLAG(tmp,FLAG_APPLIED); |
|
|
1943 | fix_player(op); |
|
|
1944 | new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); |
|
|
1945 | } |
|
|
1946 | if (hitter->type == PLAYER) |
|
|
1947 | new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", |
|
|
1948 | op->name); |
|
|
1949 | else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) |
|
|
1950 | new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, |
|
|
1951 | "Your %s poisons %s.", hitter->name, op->name); |
|
|
1952 | } |
|
|
1953 | tmp->speed_left=0; |
|
|
1954 | } |
|
|
1955 | else |
2066 | else |
1956 | tmp->stats.food++; |
2067 | tmp->stats.food++; |
1957 | } |
2068 | } |
1958 | |
2069 | |
|
|
2070 | void |
1959 | void slow_player(object *op,object *hitter,int dam) |
2071 | slow_player (object *op, object *hitter, int dam) |
|
|
2072 | { |
1960 | { archetype *at = find_archetype("slowness"); |
2073 | archetype *at = archetype::find ("slowness"); |
1961 | object *tmp; |
2074 | object *tmp; |
|
|
2075 | |
1962 | if(at == NULL) { |
2076 | if (at == NULL) |
|
|
2077 | { |
1963 | LOG(llevError,"Can't find slowness archetype.\n"); |
2078 | LOG (llevError, "Can't find slowness archetype.\n"); |
1964 | } |
2079 | } |
1965 | if((tmp=present_arch_in_ob(at,op)) == NULL) { |
2080 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
2081 | { |
1966 | tmp = arch_to_object(at); |
2082 | tmp = arch_to_object (at); |
1967 | tmp = insert_ob_in_ob(tmp,op); |
2083 | tmp = insert_ob_in_ob (tmp, op); |
1968 | new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); |
2084 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
2085 | } |
1969 | } else |
2086 | else |
1970 | tmp->stats.food++; |
2087 | tmp->stats.food++; |
1971 | SET_FLAG(tmp, FLAG_APPLIED); |
2088 | SET_FLAG (tmp, FLAG_APPLIED); |
1972 | tmp->speed_left=0; |
2089 | tmp->speed_left = 0; |
1973 | fix_player(op); |
2090 | op->update_stats (); |
1974 | } |
2091 | } |
1975 | |
2092 | |
|
|
2093 | void |
1976 | void confuse_player(object *op, object *hitter, int dam) |
2094 | confuse_player (object *op, object *hitter, int dam) |
1977 | { |
2095 | { |
1978 | object *tmp; |
2096 | object *tmp; |
1979 | int maxduration; |
2097 | int maxduration; |
1980 | |
2098 | |
1981 | tmp = present_in_ob_by_name(FORCE,"confusion", op); |
2099 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
1982 | if(!tmp) { |
2100 | if (!tmp) |
1983 | tmp = get_archetype(FORCE_NAME); |
|
|
1984 | tmp = insert_ob_in_ob(tmp,op); |
|
|
1985 | } |
|
|
1986 | |
2101 | { |
|
|
2102 | tmp = get_archetype (FORCE_NAME); |
|
|
2103 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2104 | } |
|
|
2105 | |
1987 | /* Duration added per hit and max. duration of confusion both depend |
2106 | /* Duration added per hit and max. duration of confusion both depend |
1988 | * on the player's resistance |
2107 | * on the player's resistance |
1989 | */ |
2108 | */ |
1990 | tmp->speed = 0.05; |
2109 | tmp->speed = 0.05; |
1991 | tmp->subtype = FORCE_CONFUSION; |
2110 | tmp->subtype = FORCE_CONFUSION; |
1992 | tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); |
2111 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1993 | if (tmp->name) free_string(tmp->name); |
|
|
1994 | tmp->name = add_string("confusion"); |
2112 | tmp->name = "confusion"; |
1995 | maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); |
2113 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1996 | if( tmp->duration > maxduration) |
2114 | if (tmp->duration > maxduration) |
1997 | tmp->duration = maxduration; |
2115 | tmp->duration = maxduration; |
1998 | |
2116 | |
1999 | if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) |
2117 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2000 | new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); |
2118 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2001 | SET_FLAG(op, FLAG_CONFUSED); |
2119 | SET_FLAG (op, FLAG_CONFUSED); |
2002 | } |
2120 | } |
2003 | |
2121 | |
|
|
2122 | void |
2004 | void blind_player(object *op, object *hitter, int dam) |
2123 | blind_player (object *op, object *hitter, int dam) |
2005 | { |
2124 | { |
2006 | object *tmp,*owner; |
2125 | object *tmp, *owner; |
2007 | |
2126 | |
2008 | /* Save some work if we know it isn't going to affect the player */ |
2127 | /* Save some work if we know it isn't going to affect the player */ |
2009 | if (op->resist[ATNR_BLIND]==100) return; |
2128 | if (op->resist[ATNR_BLIND] == 100) |
|
|
2129 | return; |
2010 | |
2130 | |
2011 | tmp = present_in_ob(BLINDNESS,op); |
2131 | tmp = present_in_ob (BLINDNESS, op); |
2012 | if(!tmp) { |
2132 | if (!tmp) |
|
|
2133 | { |
2013 | tmp = get_archetype("blindness"); |
2134 | tmp = get_archetype ("blindness"); |
2014 | SET_FLAG(tmp, FLAG_BLIND); |
2135 | SET_FLAG (tmp, FLAG_BLIND); |
2015 | SET_FLAG(tmp, FLAG_APPLIED); |
2136 | SET_FLAG (tmp, FLAG_APPLIED); |
2016 | /* use floats so we don't lose too much precision due to rounding errors. |
2137 | /* use floats so we don't lose too much precision due to rounding errors. |
2017 | * speed is a float anyways. |
2138 | * speed is a float anyways. |
2018 | */ |
2139 | */ |
2019 | tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; |
2140 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2020 | |
2141 | |
2021 | tmp = insert_ob_in_ob(tmp,op); |
2142 | tmp = insert_ob_in_ob (tmp, op); |
2022 | change_abil(op,tmp); /* Mostly to display any messages */ |
2143 | change_abil (op, tmp); /* Mostly to display any messages */ |
2023 | fix_player(op); /* This takes care of some other stuff */ |
2144 | op->update_stats (); /* This takes care of some other stuff */ |
2024 | |
2145 | |
2025 | if(hitter->owner) owner = get_owner(hitter); |
2146 | if (hitter->owner) |
|
|
2147 | owner = hitter->owner; |
|
|
2148 | else |
2026 | else owner = hitter; |
2149 | owner = hitter; |
2027 | |
2150 | |
2028 | new_draw_info_format(NDI_UNIQUE,0,owner, |
2151 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2029 | "Your attack blinds %s!",query_name(op)); |
|
|
2030 | } |
2152 | } |
2031 | tmp->stats.food += dam; |
2153 | tmp->stats.food += dam; |
2032 | if(tmp->stats.food > 10) tmp->stats.food = 10; |
2154 | if (tmp->stats.food > 10) |
|
|
2155 | tmp->stats.food = 10; |
2033 | } |
2156 | } |
2034 | |
2157 | |
|
|
2158 | void |
2035 | void paralyze_player(object *op, object *hitter, int dam) |
2159 | paralyze_player (object *op, object *hitter, int dam) |
2036 | { |
2160 | { |
2037 | float effect,max; |
2161 | float effect, max; |
|
|
2162 | |
2038 | /* object *tmp; */ |
2163 | /* object *tmp; */ |
2039 | |
2164 | |
2040 | /* This is strange stuff... someone knows for what this is |
2165 | /* This is strange stuff... someone knows for what this is |
2041 | * written? Well, i think this can and should be removed |
2166 | * written? Well, i think this can and should be removed |
2042 | */ |
2167 | */ |
2043 | |
2168 | |
2044 | /* |
2169 | /* |
2045 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2170 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2046 | tmp=clone_arch(PARAIMAGE); |
2171 | tmp=clone_arch(PARAIMAGE); |
2047 | tmp->x=op->x,tmp->y=op->y; |
2172 | tmp->x=op->x,tmp->y=op->y; |
2048 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2173 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2049 | } |
2174 | } |
2050 | */ |
2175 | */ |
2051 | |
2176 | |
2052 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2177 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2053 | effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
2178 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
2054 | |
2179 | |
2055 | if (effect==0) return; |
2180 | if (effect == 0) |
|
|
2181 | return; |
2056 | |
2182 | |
2057 | op->speed_left-=FABS(op->speed)*effect; |
2183 | op->speed_left -= FABS (op->speed) * effect; |
2058 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2184 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2059 | |
2185 | |
2060 | /* max number of ticks to be affected for. */ |
2186 | /* max number of ticks to be affected for. */ |
2061 | max = (100 - op->resist[ATNR_PARALYZE])/ 2; |
2187 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
2062 | if (op->speed_left< -(FABS(op->speed)*max)) |
2188 | if (op->speed_left < -(FABS (op->speed) * max)) |
2063 | op->speed_left = (float) -(FABS(op->speed)*max); |
2189 | op->speed_left = (float) -(FABS (op->speed) * max); |
2064 | |
2190 | |
2065 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2191 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2066 | } |
2192 | } |
2067 | |
2193 | |
2068 | |
2194 | |
2069 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2195 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2070 | * the computed damaged. |
2196 | * the computed damaged. |
2071 | */ |
2197 | */ |
|
|
2198 | void |
2072 | void deathstrike_player(object *op, object *hitter, int *dam) |
2199 | deathstrike_player (object *op, object *hitter, int *dam) |
2073 | { |
2200 | { |
2074 | /* The intention of a death attack is to kill outright things |
2201 | /* The intention of a death attack is to kill outright things |
2075 | ** that are a lot weaker than the attacker, have a chance of killing |
2202 | ** that are a lot weaker than the attacker, have a chance of killing |
2076 | ** things somewhat weaker than the caster, and no chance of |
2203 | ** things somewhat weaker than the caster, and no chance of |
2077 | ** killing something equal or stronger than the attacker. |
2204 | ** killing something equal or stronger than the attacker. |
2078 | ** Also, if a deathstrike attack has a slaying, any monster |
2205 | ** Also, if a deathstrike attack has a slaying, any monster |
2079 | ** whose name or race matches a comma-delimited list in the slaying |
2206 | ** whose name or race matches a comma-delimited list in the slaying |
2080 | ** field of the deathstriking object */ |
2207 | ** field of the deathstriking object */ |
2081 | |
2208 | |
2082 | int atk_lev, def_lev, kill_lev; |
2209 | int atk_lev, def_lev, kill_lev; |
2083 | |
2210 | |
2084 | if(hitter->slaying) |
2211 | if (hitter->slaying) |
2085 | if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || |
2212 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
2086 | (op->race&&strstr(hitter->slaying,op->race)))) return; |
2213 | return; |
2087 | |
2214 | |
2088 | def_lev = op->level; |
2215 | def_lev = op->level; |
2089 | if (def_lev < 1) { |
2216 | if (def_lev < 1) |
|
|
2217 | { |
2090 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", |
2218 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2091 | op->arch->name, op->name); |
|
|
2092 | def_lev = 1; |
2219 | def_lev = 1; |
2093 | } |
2220 | } |
2094 | atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; |
2221 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2095 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2222 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2096 | atk_lev, def_lev); */ |
2223 | atk_lev, def_lev); */ |
2097 | |
2224 | |
2098 | if(atk_lev >= def_lev ){ |
2225 | if (atk_lev >= def_lev) |
|
|
2226 | { |
2099 | kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); |
2227 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
2100 | |
2228 | |
2101 | /* Note that the below effectively means the ratio of the atk vs |
2229 | /* Note that the below effectively means the ratio of the atk vs |
2102 | * defener level is important - if level 52 character has very little |
2230 | * defener level is important - if level 52 character has very little |
2103 | * chance of killing a level 50 monster. This should probably be |
2231 | * chance of killing a level 50 monster. This should probably be |
2104 | * redone. |
2232 | * redone. |
2105 | */ |
2233 | */ |
2106 | if(kill_lev >= def_lev) { |
2234 | if (kill_lev >= def_lev) |
|
|
2235 | { |
2107 | *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ |
2236 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
2108 | /* I think this doesn't really do much. Because of |
2237 | /* I think this doesn't really do much. Because of |
2109 | * integer rounding, this only makes any difference if the |
2238 | * integer rounding, this only makes any difference if the |
2110 | * attack level is double the defender level. |
2239 | * attack level is double the defender level. |
2111 | */ |
2240 | */ |
2112 | *dam *= kill_lev / def_lev; |
2241 | *dam *= kill_lev / def_lev; |
2113 | } |
2242 | } |
2114 | } else { |
2243 | } |
|
|
2244 | else |
|
|
2245 | { |
2115 | *dam = 0; /* no harm done */ |
2246 | *dam = 0; /* no harm done */ |
2116 | } |
2247 | } |
2117 | } |
2248 | } |
2118 | |
2249 | |
2119 | /* thrown_item_effect() - handles any special effects of thrown |
2250 | /* thrown_item_effect() - handles any special effects of thrown |
2120 | * items (like attacking living creatures--a potion thrown at a |
2251 | * items (like attacking living creatures--a potion thrown at a |
2121 | * monster). |
2252 | * monster). |
2122 | */ |
2253 | */ |
|
|
2254 | static void |
2123 | static void thrown_item_effect (object *hitter, object *victim) |
2255 | thrown_item_effect (object *hitter, object *victim) |
2124 | { |
2256 | { |
2125 | if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { |
2257 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2258 | { |
2126 | /* May not need a switch for just 2 types, but this makes it |
2259 | /* May not need a switch for just 2 types, but this makes it |
2127 | * easier for expansion. |
2260 | * easier for expansion. |
2128 | */ |
2261 | */ |
2129 | switch (hitter->type) { |
2262 | switch (hitter->type) |
|
|
2263 | { |
2130 | case POTION: |
2264 | case POTION: |
2131 | /* should player get a save throw instead of checking magic protection? */ |
2265 | /* should player get a save throw instead of checking magic protection? */ |
2132 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2266 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
2133 | &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); |
2267 | (void) apply_potion (victim, hitter); |
2134 | break; |
2268 | break; |
2135 | |
2269 | |
2136 | case POISON: /* poison drinks */ |
2270 | case POISON: /* poison drinks */ |
2137 | /* As with potions, should monster get a save? */ |
2271 | /* As with potions, should monster get a save? */ |
2138 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2272 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2139 | &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); |
2273 | apply_poison (victim, hitter); |
2140 | break; |
2274 | break; |
2141 | |
2275 | |
2142 | /* Removed case statements that did nothing. |
2276 | /* Removed case statements that did nothing. |
2143 | * food may be poisonous, but monster must be willing to eat it, |
2277 | * food may be poisonous, but monster must be willing to eat it, |
2144 | * so we don't handle it here. |
2278 | * so we don't handle it here. |
2145 | * Containers should perhaps break open, but that code was disabled. |
2279 | * Containers should perhaps break open, but that code was disabled. |
2146 | */ |
2280 | */ |
2147 | } |
2281 | } |
2148 | } |
2282 | } |
2149 | } |
2283 | } |
2150 | |
2284 | |
2151 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2285 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2152 | |
2286 | |
|
|
2287 | int |
2153 | int adj_attackroll (object *hitter, object *target) { |
2288 | adj_attackroll (object *hitter, object *target) |
|
|
2289 | { |
2154 | object *attacker = hitter; |
2290 | object *attacker = hitter; |
2155 | int adjust=0; |
2291 | int adjust = 0; |
2156 | |
2292 | |
2157 | /* safety */ |
2293 | /* safety */ |
2158 | if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { |
2294 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
2295 | { |
2159 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " |
2296 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
2160 | "map\n"); |
2297 | return 0; |
|
|
2298 | } |
|
|
2299 | |
|
|
2300 | /* aimed missiles use the owning object's sight */ |
|
|
2301 | if (is_aimed_missile (hitter)) |
|
|
2302 | { |
|
|
2303 | if ((attacker = hitter->owner) == NULL) |
|
|
2304 | attacker = hitter; |
|
|
2305 | /* A player who saves but hasn't quit still could have objects |
|
|
2306 | * owned by him - need to handle that case to avoid crashes. |
|
|
2307 | */ |
|
|
2308 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
2309 | attacker = hitter; |
|
|
2310 | } |
|
|
2311 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
2161 | return 0; |
2312 | return 0; |
2162 | } |
|
|
2163 | |
2313 | |
2164 | /* aimed missiles use the owning object's sight */ |
|
|
2165 | if(is_aimed_missile(hitter)) { |
|
|
2166 | if ((attacker = get_owner(hitter))==NULL) attacker = hitter; |
|
|
2167 | /* A player who saves but hasn't quit still could have objects |
|
|
2168 | * owned by him - need to handle that case to avoid crashes. |
|
|
2169 | */ |
|
|
2170 | if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter; |
|
|
2171 | } |
|
|
2172 | else if(!QUERY_FLAG(hitter,FLAG_ALIVE)) |
|
|
2173 | return 0; |
|
|
2174 | |
|
|
2175 | /* determine the condtions under which we make an attack. |
2314 | /* determine the condtions under which we make an attack. |
2176 | * Add more cases, as the need occurs. */ |
2315 | * Add more cases, as the need occurs. */ |
2177 | |
2316 | |
2178 | if(!can_see_enemy(attacker,target)) { |
2317 | if (!can_see_enemy (attacker, target)) |
|
|
2318 | { |
2179 | /* target is unseen */ |
2319 | /* target is unseen */ |
2180 | if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) |
2320 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2181 | adjust -= 10; |
2321 | adjust -= 10; |
2182 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2322 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2183 | else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) |
2323 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
2184 | adjust -= target->map->darkness; |
2324 | adjust -= target->map->darkness; |
2185 | } |
2325 | } |
2186 | |
2326 | |
2187 | if(QUERY_FLAG(attacker,FLAG_SCARED)) |
2327 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2188 | adjust -= 3; |
2328 | adjust -= 3; |
2189 | |
2329 | |
2190 | if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) |
2330 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
2191 | adjust += 1; |
2331 | adjust += 1; |
2192 | |
2332 | |
2193 | if(QUERY_FLAG(target,FLAG_SCARED)) |
2333 | if (QUERY_FLAG (target, FLAG_SCARED)) |
2194 | adjust += 1; |
2334 | adjust += 1; |
2195 | |
2335 | |
2196 | if(QUERY_FLAG(attacker,FLAG_CONFUSED)) |
2336 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
2197 | adjust -= 3; |
2337 | adjust -= 3; |
2198 | |
2338 | |
2199 | /* if we attack at a different 'altitude' its harder */ |
2339 | /* if we attack at a different 'altitude' its harder */ |
2200 | if((attacker->move_type & target->move_type)==0) |
2340 | if ((attacker->move_type & target->move_type) == 0) |
2201 | adjust -= 2; |
2341 | adjust -= 2; |
2202 | |
2342 | |
2203 | #if 0 |
2343 | #if 0 |
2204 | /* slower attacks are less likely to succeed. We should use a |
2344 | /* slower attacks are less likely to succeed. We should use a |
2205 | * comparison between attacker/target speeds BUT, players have |
2345 | * comparison between attacker/target speeds BUT, players have |
2206 | * a generally faster speed, so this will wind up being a HUGE |
2346 | * a generally faster speed, so this will wind up being a HUGE |
2207 | * disadantage for the monsters! Too bad, because missiles which |
2347 | * disadantage for the monsters! Too bad, because missiles which |
2208 | * fly fast should have a better chance of hitting a slower target. |
2348 | * fly fast should have a better chance of hitting a slower target. |
2209 | */ |
2349 | */ |
2210 | if(hitter->speed<target->speed) |
2350 | if (hitter->speed < target->speed) |
2211 | adjust += ((float) hitter->speed-target->speed); |
2351 | adjust += ((float) hitter->speed - target->speed); |
2212 | #endif |
2352 | #endif |
2213 | |
2353 | |
2214 | #if 0 |
2354 | #if 0 |
2215 | LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); |
2355 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
2216 | #endif |
2356 | #endif |
2217 | |
2357 | |
2218 | return adjust; |
2358 | return adjust; |
2219 | } |
2359 | } |
2220 | |
2360 | |
2221 | |
2361 | |
2222 | /* determine if the object is an 'aimed' missile */ |
2362 | /* determine if the object is an 'aimed' missile */ |
|
|
2363 | int |
2223 | int is_aimed_missile ( object *op) { |
2364 | is_aimed_missile (object *op) |
|
|
2365 | { |
2224 | |
2366 | |
2225 | /* I broke what used to be one big if into a few nested |
2367 | /* I broke what used to be one big if into a few nested |
2226 | * ones so that figuring out the logic is at least possible. |
2368 | * ones so that figuring out the logic is at least possible. |
2227 | */ |
2369 | */ |
2228 | if (op && (op->move_type & MOVE_FLYING)) { |
2370 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2371 | { |
2229 | if (op->type==ARROW || op->type==THROWN_OBJ) |
2372 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2230 | return 1; |
2373 | return 1; |
2231 | else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || |
2374 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2232 | op->subtype == SP_EXPLOSION)) |
|
|
2233 | return 1; |
2375 | return 1; |
2234 | } |
2376 | } |
2235 | return 0; |
2377 | return 0; |
2236 | } |
2378 | } |
2237 | |
|
|