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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> |
29 | |
|
|
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
|
|
32 | #endif |
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|
33 | |
|
|
34 | #include <sounds.h> |
29 | #include <sounds.h> |
|
|
30 | #include <sproto.h> |
35 | |
31 | |
36 | typedef struct att_msg_str |
32 | typedef struct att_msg_str |
37 | { |
33 | { |
38 | char *msg1; |
34 | char *msg1; |
39 | char *msg2; |
35 | char *msg2; |
… | |
… | |
654 | { |
650 | { |
655 | i = 4; |
651 | i = 4; |
656 | map = hitter->map; |
652 | map = hitter->map; |
657 | if (out_of_map (map, hitter->x, hitter->y)) |
653 | if (out_of_map (map, hitter->x, hitter->y)) |
658 | return; |
654 | return; |
|
|
655 | |
659 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
656 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
660 | if (next) |
657 | if (next) |
661 | while (next) |
658 | while (next) |
662 | { |
659 | { |
663 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
660 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
664 | i *= 3; |
661 | i *= 3; |
665 | tmp = next; |
662 | tmp = next; |
666 | next = tmp->above; |
663 | next = tmp->above; |
667 | } |
664 | } |
|
|
665 | |
668 | if (i < 0) |
666 | if (i < 0) |
669 | return; |
667 | return; |
|
|
668 | |
670 | if (rndm (0, i) != 0) |
669 | if (rndm (0, i) != 0) |
671 | return; |
670 | return; |
672 | } |
671 | } |
673 | else if (rndm (0, 5) != 0) |
672 | else if (rndm (0, 5) != 0) |
674 | return; |
673 | return; |
|
|
674 | |
675 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
675 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
676 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
676 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
677 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
677 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
678 | } |
678 | } |
679 | } |
679 | } |
… | |
… | |
1008 | insert_ob_in_ob (hitter, container); |
1008 | insert_ob_in_ob (hitter, container); |
1009 | } |
1009 | } |
1010 | |
1010 | |
1011 | return op; |
1011 | return op; |
1012 | } |
1012 | } |
1013 | |
|
|
1014 | |
1013 | |
1015 | void |
1014 | void |
1016 | tear_down_wall (object *op) |
1015 | tear_down_wall (object *op) |
1017 | { |
1016 | { |
1018 | int perc = 0; |
1017 | int perc = 0; |
… | |
… | |
1438 | return maxdam; |
1437 | return maxdam; |
1439 | } |
1438 | } |
1440 | |
1439 | |
1441 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1440 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1442 | { |
1441 | { |
1443 | remove_friendly_object (op); |
|
|
1444 | |
|
|
1445 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1446 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1447 | |
|
|
1448 | op->destroy (); |
1442 | op->destroy (); |
1449 | return maxdam; |
1443 | return maxdam; |
1450 | } |
1444 | } |
1451 | |
1445 | |
1452 | /* Now lets start dealing with experience we get for killing something */ |
1446 | /* Now lets start dealing with experience we get for killing something */ |
… | |
… | |
1529 | skill = owner->current_weapon->skill; |
1523 | skill = owner->current_weapon->skill; |
1530 | else |
1524 | else |
1531 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1525 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1532 | |
1526 | |
1533 | /* We have the skill we want to credit to - now find the object this goes |
1527 | /* We have the skill we want to credit to - now find the object this goes |
1534 | * to. Make sure skop is an actual skill, and not a skill tool! |
1528 | * to. Make sure skop is an actual skill, and not a skill tool! |
1535 | */ |
1529 | */ |
1536 | if ((!skop || skop->type != SKILL) && skill) |
1530 | if ((!skop || skop->type != SKILL) && skill) |
1537 | { |
1531 | { |
1538 | int i; |
1532 | int i; |
1539 | |
1533 | |
… | |
… | |
1670 | } |
1664 | } |
1671 | |
1665 | |
1672 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1666 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1673 | * Returns 0 this is not friendly fire |
1667 | * Returns 0 this is not friendly fire |
1674 | */ |
1668 | */ |
1675 | |
|
|
1676 | int |
1669 | int |
1677 | friendly_fire (object *op, object *hitter) |
1670 | friendly_fire (object *op, object *hitter) |
1678 | { |
1671 | { |
1679 | object *owner; |
1672 | object *owner; |
1680 | int friendlyfire; |
1673 | int friendlyfire; |
… | |
… | |
1737 | object *owner = hitter->owner; |
1730 | object *owner = hitter->owner; |
1738 | |
1731 | |
1739 | if (!owner) |
1732 | if (!owner) |
1740 | owner = hitter; |
1733 | owner = hitter; |
1741 | |
1734 | |
1742 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1735 | if (owner->type == PLAYER |
|
|
1736 | && (!op_on_battleground (op, 0, 0) |
|
|
1737 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1738 | && op != owner) |
1743 | return 0; |
1739 | return 0; |
1744 | } |
1740 | } |
1745 | #endif |
1741 | #endif |
1746 | |
1742 | |
1747 | if (body_attack) |
1743 | if (body_attack) |
… | |
… | |
1781 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1777 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1782 | { |
1778 | { |
1783 | /* FIXME: If a player is killed by a rune in a door, the |
1779 | /* FIXME: If a player is killed by a rune in a door, the |
1784 | * destroyed() check above doesn't return, and might get here. |
1780 | * destroyed() check above doesn't return, and might get here. |
1785 | */ |
1781 | */ |
|
|
1782 | |
|
|
1783 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1784 | gets it's speed_left raised on each mover-tick. |
|
|
1785 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1786 | and waiting for that to run out. |
|
|
1787 | */ |
1786 | LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); |
1788 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1787 | return 0; |
1789 | return 0; |
1788 | } |
1790 | } |
1789 | |
1791 | |
1790 | #ifdef ATTACK_DEBUG |
1792 | #ifdef ATTACK_DEBUG |
1791 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1793 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1898 | |
1900 | |
1899 | #ifdef ATTACK_DEBUG |
1901 | #ifdef ATTACK_DEBUG |
1900 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1902 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1901 | #endif |
1903 | #endif |
1902 | |
1904 | |
|
|
1905 | // for now, only do this for active objects, otherwise they |
|
|
1906 | // keep a refcount for a long time and I see no usefulness |
|
|
1907 | // for an non-active objetc to know its enemy. |
|
|
1908 | if (op->active) |
1903 | if (hitter->owner) |
1909 | if (hitter->owner) |
1904 | op->enemy = hitter->owner; |
1910 | op->enemy = hitter->owner; |
1905 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1911 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1906 | op->enemy = hitter; |
1912 | op->enemy = hitter; |
1907 | |
1913 | |
1908 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1914 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1909 | { |
1915 | { |
1910 | /* The unaggressives look after themselves 8) */ |
1916 | /* The unaggressives look after themselves 8) */ |
1911 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1917 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1948 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1954 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1949 | * that before if the player was immune to ghosthit, the monster |
1955 | * that before if the player was immune to ghosthit, the monster |
1950 | * remained - that is no longer the case. |
1956 | * remained - that is no longer the case. |
1951 | */ |
1957 | */ |
1952 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1958 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1953 | { |
|
|
1954 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1955 | remove_friendly_object (hitter); |
|
|
1956 | |
|
|
1957 | hitter->destroy (); |
1959 | hitter->destroy (); |
1958 | } |
1960 | |
1959 | /* Lets handle creatures that are splitting now */ |
1961 | /* Lets handle creatures that are splitting now */ |
1960 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1962 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1961 | { |
1963 | { |
1962 | int i; |
1964 | int i; |
1963 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1965 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
2189 | op->speed_left = (float) -(FABS (op->speed) * max); |
2191 | op->speed_left = (float) -(FABS (op->speed) * max); |
2190 | |
2192 | |
2191 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2193 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2192 | } |
2194 | } |
2193 | |
2195 | |
2194 | |
|
|
2195 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2196 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2196 | * the computed damaged. |
2197 | * the computed damaged. |
2197 | */ |
2198 | */ |
2198 | void |
2199 | void |
2199 | deathstrike_player (object *op, object *hitter, int *dam) |
2200 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2216 | if (def_lev < 1) |
2217 | if (def_lev < 1) |
2217 | { |
2218 | { |
2218 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2219 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2219 | def_lev = 1; |
2220 | def_lev = 1; |
2220 | } |
2221 | } |
|
|
2222 | |
2221 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2223 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2222 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2224 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2223 | atk_lev, def_lev); */ |
2225 | atk_lev, def_lev); */ |
2224 | |
2226 | |
2225 | if (atk_lev >= def_lev) |
2227 | if (atk_lev >= def_lev) |
… | |
… | |
2240 | */ |
2242 | */ |
2241 | *dam *= kill_lev / def_lev; |
2243 | *dam *= kill_lev / def_lev; |
2242 | } |
2244 | } |
2243 | } |
2245 | } |
2244 | else |
2246 | else |
2245 | { |
|
|
2246 | *dam = 0; /* no harm done */ |
2247 | *dam = 0; /* no harm done */ |
2247 | } |
|
|
2248 | } |
2248 | } |
2249 | |
2249 | |
2250 | /* thrown_item_effect() - handles any special effects of thrown |
2250 | /* thrown_item_effect() - handles any special effects of thrown |
2251 | * items (like attacking living creatures--a potion thrown at a |
2251 | * items (like attacking living creatures--a potion thrown at a |
2252 | * monster). |
2252 | * monster). |
… | |
… | |
2356 | #endif |
2356 | #endif |
2357 | |
2357 | |
2358 | return adjust; |
2358 | return adjust; |
2359 | } |
2359 | } |
2360 | |
2360 | |
2361 | |
|
|
2362 | /* determine if the object is an 'aimed' missile */ |
2361 | /* determine if the object is an 'aimed' missile */ |
2363 | int |
2362 | int |
2364 | is_aimed_missile (object *op) |
2363 | is_aimed_missile (object *op) |
2365 | { |
2364 | { |
2366 | |
2365 | |
… | |
… | |
2372 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2371 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2373 | return 1; |
2372 | return 1; |
2374 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2373 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2375 | return 1; |
2374 | return 1; |
2376 | } |
2375 | } |
|
|
2376 | |
2377 | return 0; |
2377 | return 0; |
2378 | } |
2378 | } |