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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | #include <assert.h> |
24 | #include <assert.h> |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <living.h> |
26 | #include <living.h> |
27 | #include <material.h> |
27 | #include <material.h> |
28 | #include <skills.h> |
28 | #include <skills.h> |
… | |
… | |
45 | * its magical benefits. |
45 | * its magical benefits. |
46 | */ |
46 | */ |
47 | void |
47 | void |
48 | cancellation (object *op) |
48 | cancellation (object *op) |
49 | { |
49 | { |
50 | object *tmp; |
|
|
51 | |
|
|
52 | if (op->invisible) |
50 | if (op->invisible) |
53 | return; |
51 | return; |
54 | |
52 | |
55 | 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) |
56 | { |
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)) |
63 | { |
61 | { |
64 | /* Nullify this object. This code could probably be more complete */ |
62 | /* Nullify this object. This code could probably be more complete */ |
65 | /* in what abilities it should cancel */ |
63 | /* in what abilities it should cancel */ |
66 | op->magic = 0; |
64 | op->magic = 0; |
|
|
65 | |
67 | CLEAR_FLAG (op, FLAG_DAMNED); |
66 | CLEAR_FLAG (op, FLAG_DAMNED); |
68 | CLEAR_FLAG (op, FLAG_CURSED); |
67 | CLEAR_FLAG (op, FLAG_CURSED); |
69 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
68 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
70 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
69 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
|
70 | |
71 | if (op->env && op->env->type == PLAYER) |
71 | if (op->env && op->env->type == PLAYER) |
72 | { |
|
|
73 | esrv_send_item (op->env, op); |
72 | esrv_send_item (op->env, op); |
74 | } |
|
|
75 | } |
73 | } |
76 | } |
74 | } |
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 |
… | |
… | |
86 | materialtype_t *mt; |
84 | materialtype_t *mt; |
87 | |
85 | |
88 | if (op->materialname == NULL) |
86 | if (op->materialname == NULL) |
89 | { |
87 | { |
90 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
91 | if (op->material & mt->material) |
89 | if (op->materials & mt->material) |
92 | break; |
90 | break; |
93 | } |
91 | } |
94 | else |
92 | else |
95 | mt = name_to_material (op->materialname); |
93 | mt = name_to_material (op->materialname); |
96 | |
94 | |
… | |
… | |
133 | saves++; |
131 | saves++; |
134 | } |
132 | } |
135 | |
133 | |
136 | if (saves == attacks || attacks == 0) |
134 | if (saves == attacks || attacks == 0) |
137 | return TRUE; |
135 | return TRUE; |
|
|
136 | |
138 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
137 | if (saves == 0 || (rndm (1, attacks) > saves)) |
139 | return FALSE; |
138 | return FALSE; |
|
|
139 | |
140 | return TRUE; |
140 | return TRUE; |
141 | } |
141 | } |
142 | |
142 | |
143 | /* This function calls did_make_save_item. It then performs the |
143 | /* This function calls did_make_save_item. It then performs the |
144 | * appropriate actions to the item (such as burning the item up, |
144 | * appropriate actions to the item (such as burning the item up, |
145 | * calling cancellation, etc.) |
145 | * calling cancellation, etc.) |
146 | */ |
146 | */ |
147 | |
|
|
148 | void |
147 | void |
149 | save_throw_object (object *op, int type, object *originator) |
148 | save_throw_object (object *op, int type, object *originator) |
150 | { |
149 | { |
151 | if (!did_make_save_item (op, type, originator)) |
150 | if (!did_make_save_item (op, type, originator)) |
152 | { |
151 | { |
… | |
… | |
305 | |
304 | |
306 | map = op->map; |
305 | map = op->map; |
307 | x = op->x + freearr_x[dir]; |
306 | x = op->x + freearr_x[dir]; |
308 | y = op->y + freearr_y[dir]; |
307 | y = op->y + freearr_y[dir]; |
309 | |
308 | |
310 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
309 | if (!xy_normalise (map, x, y)) |
|
|
310 | return 0; |
311 | |
311 | |
312 | // elmex: a safe map tile can't be hit! |
312 | // elmex: a safe map tile can't be hit! |
313 | // this should prevent most harmful effects on items and players there. |
313 | // this should prevent most harmful effects on items and players there. |
314 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
314 | mapspace &ms = map->at (x, y); |
|
|
315 | |
|
|
316 | if (ms.flags () & P_SAFE) |
315 | return 0; |
317 | return 0; |
316 | |
318 | |
317 | /* peterm: a few special cases for special attacktypes --counterspell |
319 | /* peterm: a few special cases for special attacktypes --counterspell |
318 | * 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 |
319 | */ |
321 | */ |
320 | |
322 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
323 | { |
321 | if (type & AT_COUNTERSPELL) |
324 | if (type & AT_COUNTERSPELL) |
322 | { |
325 | { |
323 | counterspell (op, dir); /* see spell_effect.c */ |
326 | counterspell (op, dir); /* see spell_effect.c */ |
324 | |
327 | |
325 | /* If the only attacktype is counterspell or magic, don't need |
328 | /* If the only attacktype is counterspell or magic, don't need |
326 | * to do any further processing. |
329 | * to do any further processing. |
327 | */ |
330 | */ |
328 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
331 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
329 | return 0; |
332 | return 0; |
330 | |
333 | |
331 | type &= ~AT_COUNTERSPELL; |
334 | type &= ~AT_COUNTERSPELL; |
332 | } |
335 | } |
333 | |
336 | |
334 | if (type & AT_CHAOS) |
337 | if (type & AT_CHAOS) |
335 | { |
338 | { |
336 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
339 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
337 | update_object (op, UP_OBJ_FACE); |
340 | update_object (op, UP_OBJ_FACE); |
338 | type &= ~AT_CHAOS; |
341 | type &= ~AT_CHAOS; |
|
|
342 | } |
339 | } |
343 | } |
340 | |
344 | |
341 | /* There may still be objects that were above 'next', but there is no |
345 | /* There may still be objects that were above 'next', but there is no |
342 | * simple way to find out short of copying all object references and |
346 | * simple way to find out short of copying all object references and |
343 | * tags into a temporary array before we start processing the first |
347 | * tags into a temporary array before we start processing the first |
344 | * object. That's why we just abort on destroy. |
348 | * object. That's why we just abort on destroy. |
345 | * |
349 | * |
346 | * This happens whenever attack spells (like fire) hit a pile |
350 | * This happens whenever attack spells (like fire) hit a pile |
347 | * of objects. This is not a bug - nor an error. |
351 | * of objects. This is not a bug - nor an error. |
348 | */ |
352 | */ |
349 | for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) |
353 | for (object *next = ms.bot; next && !next->destroyed (); ) |
350 | { |
354 | { |
351 | object *tmp = next; |
355 | object *tmp = next; |
352 | next = tmp->above; |
356 | next = tmp->above; |
353 | |
357 | |
354 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
358 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
… | |
… | |
360 | |
364 | |
361 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
365 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
362 | { |
366 | { |
363 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
367 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
364 | retflag |= 1; |
368 | retflag |= 1; |
|
|
369 | |
365 | if (op->destroyed ()) |
370 | if (op->destroyed ()) |
366 | break; |
371 | break; |
367 | } |
372 | } |
368 | /* Here we are potentially destroying an object. If the object has |
373 | /* Here we are potentially destroying an object. If the object has |
369 | * 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 |
370 | * that weak walls have is_alive set, which prevent objects from |
375 | * that weak walls have is_alive set, which prevent objects from |
371 | * 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 |
372 | * 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 |
373 | * destroyed right now. |
378 | * destroyed right now. |
374 | */ |
379 | */ |
375 | 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) |
376 | { |
381 | { |
377 | save_throw_object (tmp, type, op); |
382 | save_throw_object (tmp, type, op); |
378 | |
383 | |
379 | if (op->destroyed ()) |
384 | if (op->destroyed ()) |
380 | break; |
385 | break; |
… | |
… | |
1069 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1074 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1070 | * 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 |
1071 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1076 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1072 | * 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 |
1073 | * the attacktype. Makes it easier for the PR code. */ |
1078 | * the attacktype. Makes it easier for the PR code. */ |
1074 | |
|
|
1075 | int |
1079 | int |
1076 | 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) |
1077 | { |
1081 | { |
1078 | int doesnt_slay = 1; |
1082 | int doesnt_slay = 1; |
1079 | |
1083 | |
… | |
… | |
1084 | return 0; |
1088 | return 0; |
1085 | } |
1089 | } |
1086 | |
1090 | |
1087 | if (dam < 0) |
1091 | if (dam < 0) |
1088 | { |
1092 | { |
1089 | 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 ()); |
1090 | return 0; |
1094 | return 0; |
1091 | } |
1095 | } |
1092 | |
1096 | |
1093 | /* 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 |
1094 | * people can't mess with that or it otherwise get confused. */ |
1098 | * people can't mess with that or it otherwise get confused. */ |
… | |
… | |
1183 | blind_player (op, hitter, dam); |
1187 | blind_player (op, hitter, dam); |
1184 | } |
1188 | } |
1185 | 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 */ |
1186 | } |
1190 | } |
1187 | break; |
1191 | break; |
|
|
1192 | |
1188 | case ATNR_ACID: |
1193 | case ATNR_ACID: |
1189 | { |
1194 | { |
1190 | int flag = 0; |
1195 | int flag = 0; |
1191 | |
1196 | |
1192 | /* 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 |
1193 | * if your acid resistance is below 50%. */ |
1198 | * if your acid resistance is below 50%. */ |
1194 | 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)) |
1195 | { |
1200 | { |
1196 | object *tmp; |
|
|
1197 | |
|
|
1198 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1201 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1199 | { |
1202 | { |
1200 | if (tmp->invisible) |
1203 | if (tmp->invisible) |
1201 | continue; |
1204 | continue; |
1202 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1205 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1203 | /* >= 10% acid res. on itmes will protect these */ |
1206 | /* >= 10% acid res. on items will protect these */ |
1204 | continue; |
1207 | continue; |
1205 | if (!(tmp->material & M_IRON)) |
1208 | if (!(tmp->materials & M_IRON)) |
1206 | continue; |
1209 | continue; |
1207 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1210 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1208 | continue; |
1211 | continue; |
1209 | if (tmp->type == RING || |
1212 | if (tmp->type == RING |
1210 | /* removed boots and gloves from exclusion list in |
1213 | /* removed boots and gloves from exclusion list in PR */ |
1211 | PR */ |
1214 | || tmp->type == GIRDLE |
1212 | 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) |
1213 | continue; /* To avoid some strange effects */ |
1219 | continue; /* To avoid some strange effects */ |
1214 | |
1220 | |
1215 | /* High damage acid has better chance of corroding |
1221 | /* High damage acid has better chance of corroding |
1216 | objects */ |
1222 | objects */ |
1217 | 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) |
… | |
… | |
1224 | tmp->magic--; |
1230 | tmp->magic--; |
1225 | if (op->type == PLAYER) |
1231 | if (op->type == PLAYER) |
1226 | esrv_send_item (op, tmp); |
1232 | esrv_send_item (op, tmp); |
1227 | } |
1233 | } |
1228 | } |
1234 | } |
|
|
1235 | |
1229 | if (flag) |
1236 | if (flag) |
1230 | op->update_stats (); /* Something was corroded */ |
1237 | op->update_stats (); /* Something was corroded */ |
1231 | } |
1238 | } |
1232 | } |
1239 | } |
1233 | break; |
1240 | break; |
|
|
1241 | |
1234 | case ATNR_DRAIN: |
1242 | case ATNR_DRAIN: |
1235 | { |
1243 | { |
1236 | /* rate is the proportion of exp drained. High rate means |
1244 | /* rate is the proportion of exp drained. High rate means |
1237 | * not much is drained, low rate means a lot is drained. |
1245 | * not much is drained, low rate means a lot is drained. |
1238 | */ |
1246 | */ |
… | |
… | |
1280 | change_exp (hitter, op->stats.exp / (rate * 2), |
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
1281 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1282 | } |
1290 | } |
1283 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1284 | } |
1292 | } |
|
|
1293 | |
1285 | 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 |
1286 | * 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, |
1287 | * as the messages will say you missed |
1296 | * as the messages will say you missed |
1288 | */ |
1297 | */ |
1289 | } |
1298 | } |
1290 | } |
1299 | } |
1291 | break; |
1300 | break; |
|
|
1301 | |
1292 | case ATNR_TURN_UNDEAD: |
1302 | case ATNR_TURN_UNDEAD: |
1293 | { |
1303 | { |
1294 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1304 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1295 | { |
1305 | { |
1296 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1306 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
… | |
… | |
1308 | else |
1318 | else |
1309 | dam = 0; /* don't damage non undead - should we damage |
1319 | dam = 0; /* don't damage non undead - should we damage |
1310 | undead? */ |
1320 | undead? */ |
1311 | } |
1321 | } |
1312 | break; |
1322 | break; |
|
|
1323 | |
1313 | case ATNR_DEATH: |
1324 | case ATNR_DEATH: |
1314 | deathstrike_player (op, hitter, &dam); |
1325 | deathstrike_player (op, hitter, &dam); |
1315 | break; |
1326 | break; |
|
|
1327 | |
1316 | case ATNR_CHAOS: |
1328 | case ATNR_CHAOS: |
1317 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1329 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1318 | dam = 0; |
1330 | dam = 0; |
1319 | break; |
1331 | break; |
|
|
1332 | |
1320 | case ATNR_COUNTERSPELL: |
1333 | case ATNR_COUNTERSPELL: |
1321 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1334 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1322 | dam = 0; |
1335 | dam = 0; |
1323 | /* This should never happen. Counterspell is handled |
1336 | /* This should never happen. Counterspell is handled |
1324 | * seperately and filtered out. If this does happen, |
1337 | * seperately and filtered out. If this does happen, |
1325 | * Counterspell has no effect on anything but spells, so it |
1338 | * Counterspell has no effect on anything but spells, so it |
1326 | * does no damage. */ |
1339 | * does no damage. */ |
1327 | break; |
1340 | break; |
|
|
1341 | |
1328 | case ATNR_HOLYWORD: |
1342 | case ATNR_HOLYWORD: |
1329 | { |
1343 | { |
1330 | /* This has already been handled by hit_player, |
1344 | /* This has already been handled by hit_player, |
1331 | * no need to check twice -- DAMN */ |
1345 | * no need to check twice -- DAMN */ |
1332 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1346 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
… | |
… | |
1334 | /* 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 */ |
1335 | 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]) |
1336 | scare_creature (op, owner); |
1350 | scare_creature (op, owner); |
1337 | } |
1351 | } |
1338 | break; |
1352 | break; |
|
|
1353 | |
1339 | case ATNR_LIFE_STEALING: |
1354 | case ATNR_LIFE_STEALING: |
1340 | { |
1355 | { |
1341 | int new_hp; |
1356 | int new_hp; |
1342 | |
1357 | |
1343 | /* this is replacement to drain for players, instead of taking |
1358 | /* this is replacement to drain for players, instead of taking |
… | |
… | |
1350 | * 1000). |
1365 | * 1000). |
1351 | */ |
1366 | */ |
1352 | /* You can't steal life from something undead */ |
1367 | /* You can't steal life from something undead */ |
1353 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1368 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1354 | return 0; |
1369 | return 0; |
|
|
1370 | |
1355 | /* If drain protection is higher than life stealing, use that */ |
1371 | /* If drain protection is higher than life stealing, use that */ |
1356 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1372 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1357 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1373 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1358 | else |
1374 | else |
1359 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1375 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1376 | |
1360 | /* You die at -1 hp, not zero. */ |
1377 | /* You die at -1 hp, not zero. */ |
1361 | if (dam > (op->stats.hp + 1)) |
1378 | if (dam > (op->stats.hp + 1)) |
1362 | dam = op->stats.hp + 1; |
1379 | dam = op->stats.hp + 1; |
|
|
1380 | |
1363 | new_hp = hitter->stats.hp + dam; |
1381 | new_hp = hitter->stats.hp + dam; |
1364 | if (new_hp > hitter->stats.maxhp) |
1382 | if (new_hp > hitter->stats.maxhp) |
1365 | new_hp = hitter->stats.maxhp; |
1383 | new_hp = hitter->stats.maxhp; |
|
|
1384 | |
1366 | if (new_hp > hitter->stats.hp) |
1385 | if (new_hp > hitter->stats.hp) |
1367 | hitter->stats.hp = new_hp; |
1386 | hitter->stats.hp = new_hp; |
1368 | } |
1387 | } |
1369 | } |
1388 | } |
1370 | |
1389 | |
… | |
… | |
1583 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1602 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1584 | change_exp (owner, exp, skill, 0); |
1603 | change_exp (owner, exp, skill, 0); |
1585 | else |
1604 | else |
1586 | { |
1605 | { |
1587 | int shares = 0, count = 0; |
1606 | int shares = 0, count = 0; |
1588 | player *pl; |
|
|
1589 | partylist *party = owner->contr->party; |
1607 | partylist *party = owner->contr->party; |
1590 | |
1608 | |
1591 | 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); |
1592 | |
1610 | |
1593 | for_all_players (pl) |
1611 | for_all_players (pl) |
… | |
… | |
1746 | } |
1764 | } |
1747 | } |
1765 | } |
1748 | |
1766 | |
1749 | if (!simple_attack && op->type == DOOR) |
1767 | if (!simple_attack && op->type == DOOR) |
1750 | { |
1768 | { |
1751 | object *tmp; |
|
|
1752 | |
|
|
1753 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1769 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1754 | if (tmp->type == RUNE || tmp->type == TRAP) |
1770 | if (tmp->type == RUNE || tmp->type == TRAP) |
1755 | { |
1771 | { |
1756 | spring_trap (tmp, hitter); |
1772 | spring_trap (tmp, hitter); |
1757 | |
1773 | |
1758 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1774 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
… | |
… | |
1765 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1781 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1766 | { |
1782 | { |
1767 | /* 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 |
1768 | * destroyed() check above doesn't return, and might get here. |
1784 | * destroyed() check above doesn't return, and might get here. |
1769 | */ |
1785 | */ |
1770 | 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 ()); |
1771 | return 0; |
1787 | return 0; |
1772 | } |
1788 | } |
1773 | |
1789 | |
1774 | #ifdef ATTACK_DEBUG |
1790 | #ifdef ATTACK_DEBUG |
1775 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1791 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1781 | * 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 */ |
1782 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1798 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1783 | if (dam >= 100) |
1799 | if (dam >= 100) |
1784 | dam /= 100; |
1800 | dam /= 100; |
1785 | else |
1801 | else |
1786 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1802 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1787 | } |
1803 | } |
1788 | |
1804 | |
1789 | /* 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 |
1790 | * 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 |
1791 | */ |
1807 | */ |
… | |
… | |
1874 | |
1890 | |
1875 | /* basically: maxdam /= area; we try to "simulate" a float |
1891 | /* basically: maxdam /= area; we try to "simulate" a float |
1876 | value-effect */ |
1892 | value-effect */ |
1877 | remainder = 100 * (maxdam % area) / area; |
1893 | remainder = 100 * (maxdam % area) / area; |
1878 | maxdam /= area; |
1894 | maxdam /= area; |
1879 | if (RANDOM () % 100 < remainder) |
1895 | if (rndm (100) < remainder) |
1880 | maxdam++; |
1896 | maxdam++; |
1881 | } |
1897 | } |
1882 | |
1898 | |
1883 | #ifdef ATTACK_DEBUG |
1899 | #ifdef ATTACK_DEBUG |
1884 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1900 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |