1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | #include <assert.h> |
24 | #include <assert.h> |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <living.h> |
26 | #include <living.h> |
26 | #include <material.h> |
27 | #include <material.h> |
27 | #include <skills.h> |
28 | #include <skills.h> |
… | |
… | |
44 | * its magical benefits. |
45 | * its magical benefits. |
45 | */ |
46 | */ |
46 | void |
47 | void |
47 | cancellation (object *op) |
48 | cancellation (object *op) |
48 | { |
49 | { |
49 | object *tmp; |
|
|
50 | |
|
|
51 | if (op->invisible) |
50 | if (op->invisible) |
52 | return; |
51 | return; |
53 | |
52 | |
54 | 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) |
55 | { |
54 | { |
56 | /* Recur through the inventory */ |
55 | /* Recurse through the inventory */ |
57 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
56 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
58 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
57 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
59 | cancellation (tmp); |
58 | cancellation (tmp); |
60 | } |
59 | } |
61 | else if (FABS (op->magic) <= (rndm (0, 5))) |
60 | else if (FABS (op->magic) <= rndm (0, 5)) |
62 | { |
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 | { |
|
|
72 | esrv_send_item (op->env, op); |
72 | esrv_send_item (op->env, op); |
73 | } |
|
|
74 | } |
73 | } |
75 | } |
74 | } |
76 | |
75 | |
77 | /* 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 |
78 | * 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 |
… | |
… | |
85 | materialtype_t *mt; |
84 | materialtype_t *mt; |
86 | |
85 | |
87 | if (op->materialname == NULL) |
86 | if (op->materialname == NULL) |
88 | { |
87 | { |
89 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
90 | if (op->material & mt->material) |
89 | if (op->materials & mt->material) |
91 | break; |
90 | break; |
92 | } |
91 | } |
93 | else |
92 | else |
94 | mt = name_to_material (op->materialname); |
93 | mt = name_to_material (op->materialname); |
|
|
94 | |
95 | if (mt == NULL) |
95 | if (mt == NULL) |
96 | return TRUE; |
96 | return TRUE; |
|
|
97 | |
97 | roll = rndm (1, 20); |
98 | roll = rndm (1, 20); |
98 | |
99 | |
99 | /* the attacktypes have no meaning for object saves |
100 | /* the attacktypes have no meaning for object saves |
100 | * If the type is only magic, don't adjust type - basically, if |
101 | * If the type is only magic, don't adjust type - basically, if |
101 | * pure magic is hitting an object, it should save. However, if it |
102 | * pure magic is hitting an object, it should save. However, if it |
… | |
… | |
130 | saves++; |
131 | saves++; |
131 | } |
132 | } |
132 | |
133 | |
133 | if (saves == attacks || attacks == 0) |
134 | if (saves == attacks || attacks == 0) |
134 | return TRUE; |
135 | return TRUE; |
|
|
136 | |
135 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
137 | if (saves == 0 || (rndm (1, attacks) > saves)) |
136 | return FALSE; |
138 | return FALSE; |
|
|
139 | |
137 | return TRUE; |
140 | return TRUE; |
138 | } |
141 | } |
139 | |
142 | |
140 | /* This function calls did_make_save_item. It then performs the |
143 | /* This function calls did_make_save_item. It then performs the |
141 | * appropriate actions to the item (such as burning the item up, |
144 | * appropriate actions to the item (such as burning the item up, |
142 | * calling cancellation, etc.) |
145 | * calling cancellation, etc.) |
143 | */ |
146 | */ |
144 | |
|
|
145 | void |
147 | void |
146 | save_throw_object (object *op, int type, object *originator) |
148 | save_throw_object (object *op, int type, object *originator) |
147 | { |
149 | { |
148 | if (!did_make_save_item (op, type, originator)) |
150 | if (!did_make_save_item (op, type, originator)) |
149 | { |
151 | { |
… | |
… | |
273 | */ |
275 | */ |
274 | |
276 | |
275 | int |
277 | int |
276 | hit_map (object *op, int dir, int type, int full_hit) |
278 | hit_map (object *op, int dir, int type, int full_hit) |
277 | { |
279 | { |
278 | object *tmp, *next; |
|
|
279 | maptile *map; |
280 | maptile *map; |
280 | sint16 x, y; |
281 | sint16 x, y; |
281 | 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 */ |
282 | |
283 | |
283 | if (QUERY_FLAG (op, FLAG_FREED)) |
284 | if (QUERY_FLAG (op, FLAG_FREED)) |
… | |
… | |
303 | |
304 | |
304 | map = op->map; |
305 | map = op->map; |
305 | x = op->x + freearr_x[dir]; |
306 | x = op->x + freearr_x[dir]; |
306 | y = op->y + freearr_y[dir]; |
307 | y = op->y + freearr_y[dir]; |
307 | |
308 | |
308 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
309 | if (!xy_normalise (map, x, y)) |
|
|
310 | return 0; |
309 | |
311 | |
310 | // elmex: a safe map tile can't be hit! |
312 | // elmex: a safe map tile can't be hit! |
311 | // this should prevent most harmful effects on items and players there. |
313 | // this should prevent most harmful effects on items and players there. |
312 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
314 | mapspace &ms = map->at (x, y); |
|
|
315 | |
|
|
316 | if (ms.flags () & P_SAFE) |
313 | return 0; |
317 | return 0; |
314 | |
318 | |
315 | /* peterm: a few special cases for special attacktypes --counterspell |
319 | /* peterm: a few special cases for special attacktypes --counterspell |
316 | * must be out here because it strikes things which are not alive |
320 | * must be out here because it strikes things which are not alive |
317 | */ |
321 | */ |
318 | |
322 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
323 | { |
319 | if (type & AT_COUNTERSPELL) |
324 | if (type & AT_COUNTERSPELL) |
320 | { |
325 | { |
321 | counterspell (op, dir); /* see spell_effect.c */ |
326 | counterspell (op, dir); /* see spell_effect.c */ |
322 | |
327 | |
323 | /* If the only attacktype is counterspell or magic, don't need |
328 | /* If the only attacktype is counterspell or magic, don't need |
324 | * to do any further processing. |
329 | * to do any further processing. |
325 | */ |
|
|
326 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
|
|
327 | return 0; |
|
|
328 | |
|
|
329 | type &= ~AT_COUNTERSPELL; |
|
|
330 | } |
|
|
331 | |
|
|
332 | if (type & AT_CHAOS) |
|
|
333 | { |
|
|
334 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
|
|
335 | update_object (op, UP_OBJ_FACE); |
|
|
336 | type &= ~AT_CHAOS; |
|
|
337 | } |
|
|
338 | |
|
|
339 | next = GET_MAP_OB (map, x, y); |
|
|
340 | |
|
|
341 | while (next) |
|
|
342 | { |
|
|
343 | if (next->destroyed ()) |
|
|
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. |
|
|
349 | * |
|
|
350 | * This happens whenever attack spells (like fire) hit a pile |
|
|
351 | * of objects. This is not a bug - nor an error. The errormessage |
|
|
352 | * below was spamming the logs for absolutely no reason. |
|
|
353 | */ |
330 | */ |
354 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
331 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
355 | break; |
332 | return 0; |
|
|
333 | |
|
|
334 | type &= ~AT_COUNTERSPELL; |
|
|
335 | } |
|
|
336 | |
|
|
337 | if (type & AT_CHAOS) |
356 | } |
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 | } |
357 | |
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 | { |
358 | tmp = next; |
355 | object *tmp = next; |
359 | next = tmp->above; |
356 | next = tmp->above; |
360 | |
|
|
361 | if (tmp->destroyed ()) |
|
|
362 | { |
|
|
363 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
364 | break; |
|
|
365 | } |
|
|
366 | |
357 | |
367 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
358 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
368 | * For example, 'tmp' was put in an icecube. |
359 | * For example, 'tmp' was put in an icecube. |
369 | * This is one of the few cases where on_same_map should not be used. |
360 | * This is one of the few cases where on_same_map should not be used. |
370 | */ |
361 | */ |
… | |
… | |
373 | |
364 | |
374 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
365 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
375 | { |
366 | { |
376 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
367 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
377 | retflag |= 1; |
368 | retflag |= 1; |
|
|
369 | |
378 | if (op->destroyed ()) |
370 | if (op->destroyed ()) |
379 | break; |
371 | break; |
380 | } |
372 | } |
381 | |
|
|
382 | /* Here we are potentially destroying an object. If the object has |
373 | /* Here we are potentially destroying an object. If the object has |
383 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
374 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
384 | * that weak walls have is_alive set, which prevent objects from |
375 | * that weak walls have is_alive set, which prevent objects from |
385 | * passing over/through them. We don't care what type of movement |
376 | * passing over/through them. We don't care what type of movement |
386 | * the wall blocks - if it blocks any type of movement, can't be |
377 | * the wall blocks - if it blocks any type of movement, can't be |
387 | * destroyed right now. |
378 | * destroyed right now. |
388 | */ |
379 | */ |
389 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
380 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
390 | { |
381 | { |
391 | save_throw_object (tmp, type, op); |
382 | save_throw_object (tmp, type, op); |
|
|
383 | |
392 | if (op->destroyed ()) |
384 | if (op->destroyed ()) |
393 | break; |
385 | break; |
394 | } |
386 | } |
395 | } |
387 | } |
396 | |
388 | |
… | |
… | |
785 | if (settings.casting_time == TRUE) |
777 | if (settings.casting_time == TRUE) |
786 | { |
778 | { |
787 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
779 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
788 | { |
780 | { |
789 | hitter->casting_time = -1; |
781 | hitter->casting_time = -1; |
790 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
782 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
791 | } |
783 | } |
792 | if ((op->casting_time > -1) && (hitdam > 0)) |
784 | if ((op->casting_time > -1) && (hitdam > 0)) |
793 | { |
785 | { |
794 | op->casting_time = -1; |
786 | op->casting_time = -1; |
795 | if (op->type == PLAYER) |
787 | if (op->type == PLAYER) |
796 | { |
788 | { |
797 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); |
789 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
798 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
790 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
799 | } |
791 | } |
800 | } |
792 | } |
801 | } |
793 | } |
802 | if (!simple_attack) |
794 | if (!simple_attack) |
… | |
… | |
1082 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1074 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1083 | * 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 |
1084 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1076 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1085 | * 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 |
1086 | * the attacktype. Makes it easier for the PR code. */ |
1078 | * the attacktype. Makes it easier for the PR code. */ |
1087 | |
|
|
1088 | int |
1079 | int |
1089 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1080 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1090 | { |
1081 | { |
1091 | |
|
|
1092 | int doesnt_slay = 1; |
1082 | int doesnt_slay = 1; |
1093 | |
1083 | |
1094 | /* 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 */ |
1095 | if (attacknum >= NROFATTACKS) |
1085 | if (attacknum >= NROFATTACKS) |
1096 | { |
1086 | { |
… | |
… | |
1098 | return 0; |
1088 | return 0; |
1099 | } |
1089 | } |
1100 | |
1090 | |
1101 | if (dam < 0) |
1091 | if (dam < 0) |
1102 | { |
1092 | { |
1103 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1093 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); |
1104 | return 0; |
1094 | return 0; |
1105 | } |
1095 | } |
1106 | |
1096 | |
1107 | /* 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 |
1108 | * people can't mess with that or it otherwise get confused. */ |
1098 | * people can't mess with that or it otherwise get confused. */ |
… | |
… | |
1141 | |
1131 | |
1142 | /* Keep this in order - makes things easier to find */ |
1132 | /* Keep this in order - makes things easier to find */ |
1143 | |
1133 | |
1144 | switch (attacknum) |
1134 | switch (attacknum) |
1145 | { |
1135 | { |
1146 | case ATNR_PHYSICAL: |
1136 | case ATNR_PHYSICAL: |
1147 | /* here also check for diseases */ |
1137 | /* here also check for diseases */ |
1148 | check_physically_infect (op, hitter); |
1138 | check_physically_infect (op, hitter); |
1149 | break; |
1139 | break; |
1150 | |
1140 | |
1151 | /* Don't need to do anything for: |
1141 | /* Don't need to do anything for: |
1152 | magic, |
1142 | magic, |
1153 | fire, |
1143 | fire, |
1154 | electricity, |
1144 | electricity, |
1155 | cold */ |
1145 | cold */ |
1156 | |
1146 | |
1157 | case ATNR_CONFUSION: |
1147 | case ATNR_CONFUSION: |
1158 | case ATNR_POISON: |
1148 | case ATNR_POISON: |
1159 | case ATNR_SLOW: |
1149 | case ATNR_SLOW: |
1160 | case ATNR_PARALYZE: |
1150 | case ATNR_PARALYZE: |
1161 | case ATNR_FEAR: |
1151 | case ATNR_FEAR: |
1162 | case ATNR_CANCELLATION: |
1152 | case ATNR_CANCELLATION: |
1163 | case ATNR_DEPLETE: |
1153 | case ATNR_DEPLETE: |
1164 | case ATNR_BLIND: |
1154 | case ATNR_BLIND: |
1165 | { |
1155 | { |
1166 | /* chance for inflicting a special attack depends on the |
1156 | /* chance for inflicting a special attack depends on the |
1167 | * difference between attacker's and defender's level |
1157 | * difference between attacker's and defender's level |
1168 | */ |
1158 | */ |
1169 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1159 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1170 | |
1160 | |
1171 | /* First, only creatures/players with speed can be affected. |
1161 | /* First, only creatures/players with speed can be affected. |
1172 | * Second, just getting hit doesn't mean it always affects |
1162 | * Second, just getting hit doesn't mean it always affects |
1173 | * you. Third, you still get a saving through against the |
1163 | * you. Third, you still get a saving through against the |
1174 | * effect. |
1164 | * effect. |
1175 | */ |
1165 | */ |
1176 | if (op->speed && |
1166 | if (op->speed && |
1177 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1167 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1178 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1168 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1179 | { |
1169 | { |
1180 | |
1170 | |
1181 | /* Player has been hit by something */ |
1171 | /* Player has been hit by something */ |
1182 | if (attacknum == ATNR_CONFUSION) |
1172 | if (attacknum == ATNR_CONFUSION) |
1183 | confuse_player (op, hitter, dam); |
1173 | confuse_player (op, hitter, dam); |
1184 | else if (attacknum == ATNR_POISON) |
1174 | else if (attacknum == ATNR_POISON) |
1185 | poison_player (op, hitter, dam); |
1175 | poison_player (op, hitter, dam); |
1186 | else if (attacknum == ATNR_SLOW) |
1176 | else if (attacknum == ATNR_SLOW) |
1187 | slow_player (op, hitter, dam); |
1177 | slow_player (op, hitter, dam); |
1188 | else if (attacknum == ATNR_PARALYZE) |
1178 | else if (attacknum == ATNR_PARALYZE) |
1189 | paralyze_player (op, hitter, dam); |
1179 | paralyze_player (op, hitter, dam); |
1190 | else if (attacknum == ATNR_FEAR) |
1180 | else if (attacknum == ATNR_FEAR) |
1191 | scare_creature (op, hitter); |
1181 | scare_creature (op, hitter); |
1192 | else if (attacknum == ATNR_CANCELLATION) |
1182 | else if (attacknum == ATNR_CANCELLATION) |
1193 | cancellation (op); |
1183 | cancellation (op); |
1194 | else if (attacknum == ATNR_DEPLETE) |
1184 | else if (attacknum == ATNR_DEPLETE) |
1195 | op->drain_stat (); |
1185 | op->drain_stat (); |
1196 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1186 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1197 | blind_player (op, hitter, dam); |
1187 | blind_player (op, hitter, dam); |
1198 | } |
1188 | } |
1199 | 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 */ |
1200 | } |
1190 | } |
1201 | break; |
1191 | break; |
|
|
1192 | |
1202 | case ATNR_ACID: |
1193 | case ATNR_ACID: |
1203 | { |
1194 | { |
1204 | int flag = 0; |
1195 | int flag = 0; |
1205 | |
1196 | |
1206 | /* 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 |
1207 | * if your acid resistance is below 50%. */ |
1198 | * if your acid resistance is below 50%. */ |
1208 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1199 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1209 | { |
1200 | { |
1210 | object *tmp; |
|
|
1211 | |
|
|
1212 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1201 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1213 | { |
1202 | { |
1214 | if (tmp->invisible) |
1203 | if (tmp->invisible) |
1215 | continue; |
1204 | continue; |
1216 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1205 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1217 | /* >= 10% acid res. on itmes will protect these */ |
1206 | /* >= 10% acid res. on items will protect these */ |
1218 | continue; |
1207 | continue; |
1219 | if (!(tmp->material & M_IRON)) |
1208 | if (!(tmp->materials & M_IRON)) |
1220 | continue; |
1209 | continue; |
1221 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1210 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1222 | continue; |
1211 | continue; |
1223 | if (tmp->type == RING || |
1212 | if (tmp->type == RING |
1224 | /* removed boots and gloves from exclusion list in |
1213 | /* removed boots and gloves from exclusion list in PR */ |
1225 | PR */ |
1214 | || tmp->type == GIRDLE |
1226 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1215 | || tmp->type == AMULET |
|
|
1216 | || tmp->type == WAND |
|
|
1217 | || tmp->type == ROD |
|
|
1218 | || tmp->type == HORN) |
1227 | continue; /* To avoid some strange effects */ |
1219 | continue; /* To avoid some strange effects */ |
1228 | |
1220 | |
1229 | /* High damage acid has better chance of corroding |
1221 | /* High damage acid has better chance of corroding |
1230 | objects */ |
1222 | objects */ |
1231 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1223 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1232 | { |
1224 | { |
1233 | if (op->type == PLAYER) |
1225 | if (op->type == PLAYER) |
1234 | /* Make this more visible */ |
1226 | /* Make this more visible */ |
1235 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1227 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1236 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1228 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1237 | flag = 1; |
1229 | flag = 1; |
1238 | tmp->magic--; |
1230 | tmp->magic--; |
1239 | if (op->type == PLAYER) |
1231 | if (op->type == PLAYER) |
1240 | esrv_send_item (op, tmp); |
1232 | esrv_send_item (op, tmp); |
1241 | } |
1233 | } |
1242 | } |
1234 | } |
|
|
1235 | |
1243 | if (flag) |
1236 | if (flag) |
1244 | op->update_stats (); /* Something was corroded */ |
1237 | op->update_stats (); /* Something was corroded */ |
1245 | } |
1238 | } |
1246 | } |
1239 | } |
1247 | break; |
1240 | break; |
|
|
1241 | |
1248 | case ATNR_DRAIN: |
1242 | case ATNR_DRAIN: |
1249 | { |
1243 | { |
1250 | /* rate is the proportion of exp drained. High rate means |
1244 | /* rate is the proportion of exp drained. High rate means |
1251 | * not much is drained, low rate means a lot is drained. |
1245 | * not much is drained, low rate means a lot is drained. |
1252 | */ |
1246 | */ |
1253 | int rate; |
1247 | int rate; |
1254 | |
1248 | |
1255 | if (op->resist[ATNR_DRAIN] >= 0) |
1249 | if (op->resist[ATNR_DRAIN] >= 0) |
1256 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1250 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1257 | else |
1251 | else |
1258 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1252 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1259 | |
1253 | |
1260 | if (op->stats.exp <= rate) |
1254 | if (op->stats.exp <= rate) |
1261 | { |
1255 | { |
1262 | if (op->type == GOLEM) |
1256 | if (op->type == GOLEM) |
1263 | dam = 999; /* Its force is "sucked" away. 8) */ |
1257 | dam = 999; /* Its force is "sucked" away. 8) */ |
1264 | else |
1258 | else |
1265 | /* If we can't drain, lets try to do physical damage */ |
1259 | /* If we can't drain, lets try to do physical damage */ |
1266 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1260 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1267 | } |
1261 | } |
1268 | else |
1262 | else |
1269 | { |
1263 | { |
1270 | /* Randomly give the hitter some hp */ |
1264 | /* Randomly give the hitter some hp */ |
1271 | if (hitter->stats.hp < hitter->stats.maxhp && |
1265 | if (hitter->stats.hp < hitter->stats.maxhp && |
1272 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1266 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1273 | hitter->stats.hp++; |
1267 | hitter->stats.hp++; |
1274 | |
1268 | |
1275 | /* Can't do drains on battleground spaces. |
1269 | /* Can't do drains on battleground spaces. |
1276 | * 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 |
1277 | * 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, |
1278 | * nothing happens. |
1272 | * nothing happens. |
1279 | * 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 |
1280 | * attacks, hence all the != PLAYER checks. |
1274 | * attacks, hence all the != PLAYER checks. |
1281 | */ |
1275 | */ |
1282 | 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)) |
1283 | { |
1277 | { |
1284 | object *owner = hitter->owner; |
1278 | object *owner = hitter->owner; |
1285 | |
1279 | |
1286 | if (owner && owner != hitter) |
1280 | if (owner && owner != hitter) |
1287 | { |
1281 | { |
1288 | if (op->type != PLAYER || owner->type != PLAYER) |
1282 | if (op->type != PLAYER || owner->type != PLAYER) |
1289 | change_exp (owner, op->stats.exp / (rate * 2), |
1283 | change_exp (owner, op->stats.exp / (rate * 2), |
1290 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1284 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1291 | } |
1285 | } |
1292 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1286 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1293 | { |
1287 | { |
1294 | change_exp (hitter, op->stats.exp / (rate * 2), |
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
1295 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1296 | } |
1290 | } |
1297 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1298 | } |
1292 | } |
|
|
1293 | |
1299 | 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 |
1300 | * 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, |
1301 | * as the messages will say you missed |
1296 | * as the messages will say you missed |
1302 | */ |
1297 | */ |
1303 | } |
1298 | } |
1304 | } |
1299 | } |
1305 | break; |
1300 | break; |
|
|
1301 | |
1306 | case ATNR_TURN_UNDEAD: |
1302 | case ATNR_TURN_UNDEAD: |
1307 | { |
1303 | { |
1308 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1304 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1309 | { |
1305 | { |
1310 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1306 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1311 | object *god = find_god (determine_god (owner)); |
1307 | object *god = find_god (determine_god (owner)); |
1312 | int div = 1; |
1308 | int div = 1; |
1313 | |
1309 | |
1314 | /* 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 |
1315 | * at half strength */ |
1311 | * at half strength */ |
1316 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1312 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1317 | div = 2; |
1313 | div = 2; |
1318 | /* Give a bonus if you resist turn undead */ |
1314 | /* Give a bonus if you resist turn undead */ |
1319 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1315 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1320 | scare_creature (op, owner); |
1316 | scare_creature (op, owner); |
1321 | } |
1317 | } |
1322 | else |
1318 | else |
1323 | dam = 0; /* don't damage non undead - should we damage |
1319 | dam = 0; /* don't damage non undead - should we damage |
1324 | undead? */ |
1320 | undead? */ |
1325 | } |
1321 | } |
1326 | break; |
1322 | break; |
|
|
1323 | |
1327 | case ATNR_DEATH: |
1324 | case ATNR_DEATH: |
1328 | deathstrike_player (op, hitter, &dam); |
1325 | deathstrike_player (op, hitter, &dam); |
1329 | break; |
1326 | break; |
|
|
1327 | |
1330 | case ATNR_CHAOS: |
1328 | case ATNR_CHAOS: |
1331 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
1329 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1332 | dam = 0; |
1330 | dam = 0; |
1333 | break; |
1331 | break; |
|
|
1332 | |
1334 | case ATNR_COUNTERSPELL: |
1333 | case ATNR_COUNTERSPELL: |
1335 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
1334 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1336 | dam = 0; |
1335 | dam = 0; |
1337 | /* This should never happen. Counterspell is handled |
1336 | /* This should never happen. Counterspell is handled |
1338 | * seperately and filtered out. If this does happen, |
1337 | * seperately and filtered out. If this does happen, |
1339 | * Counterspell has no effect on anything but spells, so it |
1338 | * Counterspell has no effect on anything but spells, so it |
1340 | * does no damage. */ |
1339 | * does no damage. */ |
1341 | break; |
1340 | break; |
|
|
1341 | |
1342 | case ATNR_HOLYWORD: |
1342 | case ATNR_HOLYWORD: |
1343 | { |
1343 | { |
1344 | /* This has already been handled by hit_player, |
1344 | /* This has already been handled by hit_player, |
1345 | * no need to check twice -- DAMN */ |
1345 | * no need to check twice -- DAMN */ |
1346 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1346 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1347 | |
1347 | |
1348 | /* 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 */ |
1349 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1349 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1350 | scare_creature (op, owner); |
1350 | scare_creature (op, owner); |
1351 | } |
1351 | } |
1352 | break; |
1352 | break; |
|
|
1353 | |
1353 | case ATNR_LIFE_STEALING: |
1354 | case ATNR_LIFE_STEALING: |
1354 | { |
1355 | { |
1355 | int new_hp; |
1356 | int new_hp; |
1356 | |
1357 | |
1357 | /* this is replacement to drain for players, instead of taking |
1358 | /* this is replacement to drain for players, instead of taking |
1358 | * exp it takes hp. It is geared for players, probably not |
1359 | * exp it takes hp. It is geared for players, probably not |
1359 | * much use giving it to monsters |
1360 | * much use giving it to monsters |
1360 | * |
1361 | * |
1361 | * 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 |
1362 | * damage it does do to the player. Given that, |
1363 | * damage it does do to the player. Given that, |
1363 | * 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 |
1364 | * 1000). |
1365 | * 1000). |
1365 | */ |
1366 | */ |
1366 | /* You can't steal life from something undead */ |
1367 | /* You can't steal life from something undead */ |
1367 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1368 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1368 | return 0; |
1369 | return 0; |
|
|
1370 | |
1369 | /* If drain protection is higher than life stealing, use that */ |
1371 | /* If drain protection is higher than life stealing, use that */ |
1370 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1372 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1371 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1373 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1372 | else |
1374 | else |
1373 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1375 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1376 | |
1374 | /* You die at -1 hp, not zero. */ |
1377 | /* You die at -1 hp, not zero. */ |
1375 | if (dam > (op->stats.hp + 1)) |
1378 | if (dam > (op->stats.hp + 1)) |
1376 | dam = op->stats.hp + 1; |
1379 | dam = op->stats.hp + 1; |
|
|
1380 | |
1377 | new_hp = hitter->stats.hp + dam; |
1381 | new_hp = hitter->stats.hp + dam; |
1378 | if (new_hp > hitter->stats.maxhp) |
1382 | if (new_hp > hitter->stats.maxhp) |
1379 | new_hp = hitter->stats.maxhp; |
1383 | new_hp = hitter->stats.maxhp; |
|
|
1384 | |
1380 | if (new_hp > hitter->stats.hp) |
1385 | if (new_hp > hitter->stats.hp) |
1381 | hitter->stats.hp = new_hp; |
1386 | hitter->stats.hp = new_hp; |
1382 | } |
1387 | } |
1383 | } |
1388 | } |
|
|
1389 | |
1384 | return dam; |
1390 | return dam; |
1385 | } |
1391 | } |
1386 | |
|
|
1387 | |
1392 | |
1388 | /* 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 |
1389 | * allow script procedures to "kill" objects in a combat-like fashion. |
1394 | * allow script procedures to "kill" objects in a combat-like fashion. |
1390 | * 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 |
1391 | * Sword. Note that nothing has been changed from the original version |
1396 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1426 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1431 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1427 | 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 */ |
1428 | |
1433 | |
1429 | if (op->type == DOOR) |
1434 | if (op->type == DOOR) |
1430 | { |
1435 | { |
1431 | op->speed = 0.1; |
1436 | op->set_speed (0.1); |
1432 | update_ob_speed (op); |
|
|
1433 | op->speed_left = -0.05; |
1437 | op->speed_left = -0.05; |
1434 | return maxdam; |
1438 | return maxdam; |
1435 | } |
1439 | } |
1436 | |
1440 | |
1437 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1441 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
… | |
… | |
1598 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1602 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1599 | change_exp (owner, exp, skill, 0); |
1603 | change_exp (owner, exp, skill, 0); |
1600 | else |
1604 | else |
1601 | { |
1605 | { |
1602 | int shares = 0, count = 0; |
1606 | int shares = 0, count = 0; |
1603 | player *pl; |
|
|
1604 | partylist *party = owner->contr->party; |
1607 | partylist *party = owner->contr->party; |
1605 | |
1608 | |
1606 | #ifdef PARTY_KILL_LOG |
|
|
1607 | 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); |
1608 | #endif |
1610 | |
1609 | for_all_players (pl) |
1611 | for_all_players (pl) |
1610 | 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)) |
1611 | { |
1613 | { |
1612 | count++; |
1614 | count++; |
1613 | shares += (pl->ob->level + 4); |
1615 | shares += (pl->ob->level + 4); |
… | |
… | |
1708 | * is what is hitting the object, type is the attacktype, and |
1710 | * is what is hitting the object, type is the attacktype, and |
1709 | * full_hit is set if monster area does not matter. |
1711 | * full_hit is set if monster area does not matter. |
1710 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1712 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1711 | * modify it. |
1713 | * modify it. |
1712 | */ |
1714 | */ |
1713 | |
|
|
1714 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1715 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1715 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1716 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1716 | |
|
|
1717 | int |
1717 | int |
1718 | 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 | { |
1719 | { |
1720 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1720 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1721 | int maxattacktype, attacknum; |
1721 | int maxattacktype, attacknum; |
… | |
… | |
1764 | } |
1764 | } |
1765 | } |
1765 | } |
1766 | |
1766 | |
1767 | if (!simple_attack && op->type == DOOR) |
1767 | if (!simple_attack && op->type == DOOR) |
1768 | { |
1768 | { |
1769 | object *tmp; |
|
|
1770 | |
|
|
1771 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1769 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1772 | if (tmp->type == RUNE || tmp->type == TRAP) |
1770 | if (tmp->type == RUNE || tmp->type == TRAP) |
1773 | { |
1771 | { |
1774 | spring_trap (tmp, hitter); |
1772 | spring_trap (tmp, hitter); |
1775 | |
1773 | |
1776 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1774 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
… | |
… | |
1783 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1781 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1784 | { |
1782 | { |
1785 | /* FIXME: If a player is killed by a rune in a door, the |
1783 | /* FIXME: If a player is killed by a rune in a door, the |
1786 | * destroyed() check above doesn't return, and might get here. |
1784 | * destroyed() check above doesn't return, and might get here. |
1787 | */ |
1785 | */ |
1788 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1786 | LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); |
1789 | return 0; |
1787 | return 0; |
1790 | } |
1788 | } |
1791 | |
1789 | |
1792 | #ifdef ATTACK_DEBUG |
1790 | #ifdef ATTACK_DEBUG |
1793 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1791 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1799 | * 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 */ |
1800 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1798 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1801 | if (dam >= 100) |
1799 | if (dam >= 100) |
1802 | dam /= 100; |
1800 | dam /= 100; |
1803 | else |
1801 | else |
1804 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1802 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1805 | } |
1803 | } |
1806 | |
1804 | |
1807 | /* 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 |
1808 | * 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 |
1809 | */ |
1807 | */ |
… | |
… | |
1829 | (hitter->title != NULL |
1827 | (hitter->title != NULL |
1830 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1828 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1831 | return 0; |
1829 | return 0; |
1832 | } |
1830 | } |
1833 | |
1831 | |
1834 | maxattacktype = type; /* initialize this to something */ |
1832 | maxattacktype = type; /* initialise this to something */ |
1835 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1833 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1836 | { |
1834 | { |
1837 | /* 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 |
1838 | * attack types. As such, skip it over. However, if magic is |
1836 | * attack types. As such, skip it over. However, if magic is |
1839 | * the only attacktype in the group, then still attack with it |
1837 | * the only attacktype in the group, then still attack with it |
… | |
… | |
1892 | |
1890 | |
1893 | /* basically: maxdam /= area; we try to "simulate" a float |
1891 | /* basically: maxdam /= area; we try to "simulate" a float |
1894 | value-effect */ |
1892 | value-effect */ |
1895 | remainder = 100 * (maxdam % area) / area; |
1893 | remainder = 100 * (maxdam % area) / area; |
1896 | maxdam /= area; |
1894 | maxdam /= area; |
1897 | if (RANDOM () % 100 < remainder) |
1895 | if (rndm (100) < remainder) |
1898 | maxdam++; |
1896 | maxdam++; |
1899 | } |
1897 | } |
1900 | |
1898 | |
1901 | #ifdef ATTACK_DEBUG |
1899 | #ifdef ATTACK_DEBUG |
1902 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1900 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
… | |
… | |
1981 | |
1979 | |
1982 | tmp->stats.hp = op->stats.hp; |
1980 | tmp->stats.hp = op->stats.hp; |
1983 | |
1981 | |
1984 | if (friendly) |
1982 | if (friendly) |
1985 | { |
1983 | { |
1986 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
1987 | add_friendly_object (tmp); |
1984 | add_friendly_object (tmp); |
1988 | tmp->attack_movement = PETMOVE; |
1985 | tmp->attack_movement = PETMOVE; |
|
|
1986 | |
1989 | if (owner != NULL) |
1987 | if (owner) |
1990 | tmp->set_owner (owner); |
1988 | tmp->set_owner (owner); |
1991 | } |
1989 | } |
1992 | |
1990 | |
1993 | if (unaggressive) |
1991 | if (unaggressive) |
1994 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1992 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |