1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * 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 along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 | |
24 | #include <assert.h> |
25 | #include <assert.h> |
25 | #include <global.h> |
26 | #include <global.h> |
26 | #include <living.h> |
27 | #include <living.h> |
27 | #include <material.h> |
28 | #include <material.h> |
28 | #include <skills.h> |
29 | #include <skills.h> |
29 | |
|
|
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
|
|
32 | #endif |
|
|
33 | |
|
|
34 | #include <sounds.h> |
30 | #include <sounds.h> |
|
|
31 | #include <sproto.h> |
35 | |
32 | |
36 | typedef struct att_msg_str |
33 | typedef struct att_msg_str |
37 | { |
34 | { |
38 | char *msg1; |
35 | char *msg1; |
39 | char *msg2; |
36 | char *msg2; |
… | |
… | |
165 | * function if the object doesnt contain a material that can burn. |
162 | * function if the object doesnt contain a material that can burn. |
166 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | * So forget lighting magical swords on fire with this!) -b.t. |
167 | */ |
164 | */ |
168 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
165 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
169 | { |
166 | { |
170 | const char *arch = op->other_arch->name; |
167 | const char *arch = op->other_arch->archname; |
171 | |
168 | |
172 | op = decrease_ob_nr (op, 1); |
169 | op = decrease_ob_nr (op, 1); |
173 | |
170 | |
174 | if (op) |
171 | if (op) |
175 | fix_stopped_item (op, m, originator); |
172 | fix_stopped_item (op, m, originator); |
… | |
… | |
271 | * op is going in direction 'dir' |
268 | * op is going in direction 'dir' |
272 | * type is the attacktype of the object. |
269 | * type is the attacktype of the object. |
273 | * full_hit is set if monster area does not matter. |
270 | * full_hit is set if monster area does not matter. |
274 | * returns 1 if it hits something, 0 otherwise. |
271 | * returns 1 if it hits something, 0 otherwise. |
275 | */ |
272 | */ |
276 | |
|
|
277 | int |
273 | int |
278 | hit_map (object *op, int dir, int type, int full_hit) |
274 | hit_map (object *op, int dir, int type, int full_hit) |
279 | { |
275 | { |
280 | maptile *map; |
276 | maptile *map; |
281 | sint16 x, y; |
277 | sint16 x, y; |
… | |
… | |
287 | return 0; |
283 | return 0; |
288 | } |
284 | } |
289 | |
285 | |
290 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
286 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
291 | { |
287 | { |
292 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
288 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
293 | return 0; |
289 | return 0; |
294 | } |
290 | } |
295 | |
291 | |
296 | if (!op->map) |
292 | if (!op->map) |
297 | { |
293 | { |
… | |
… | |
314 | mapspace &ms = map->at (x, y); |
310 | mapspace &ms = map->at (x, y); |
315 | |
311 | |
316 | if (ms.flags () & P_SAFE) |
312 | if (ms.flags () & P_SAFE) |
317 | return 0; |
313 | return 0; |
318 | |
314 | |
319 | /* peterm: a few special cases for special attacktypes --counterspell |
315 | /* peterm: a few special cases for special attacktypes --counterspell |
320 | * must be out here because it strikes things which are not alive |
316 | * must be out here because it strikes things which are not alive |
321 | */ |
317 | */ |
322 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
318 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
323 | { |
319 | { |
324 | if (type & AT_COUNTERSPELL) |
320 | if (type & AT_COUNTERSPELL) |
… | |
… | |
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 | } |
… | |
… | |
697 | return 0; |
697 | return 0; |
698 | } |
698 | } |
699 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
699 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
700 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
700 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
701 | { |
701 | { |
702 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
702 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name); |
703 | return 1; |
703 | return 1; |
704 | } |
704 | } |
705 | *simple_attack = 0; |
705 | *simple_attack = 0; |
706 | return 0; |
706 | return 0; |
707 | } |
707 | } |
… | |
… | |
745 | |
745 | |
746 | /* |
746 | /* |
747 | * A little check to make it more difficult to dance forward and back |
747 | * A little check to make it more difficult to dance forward and back |
748 | * to avoid ever being hit by monsters. |
748 | * to avoid ever being hit by monsters. |
749 | */ |
749 | */ |
750 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
750 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
751 | { |
751 | { |
752 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
752 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
753 | * infinite loop occurs, with process_object calling move_monster, |
753 | * infinite loop occurs, with process_object calling move_monster, |
754 | * which then gets here again. By decreasing the speed before |
754 | * which then gets here again. By decreasing the speed before |
755 | * we call process_object, the 'if' statement above will fail. |
755 | * we call process_object, the 'if' statement above will fail. |
756 | */ |
756 | */ |
757 | op->speed_left--; |
757 | --op->speed_left; |
758 | process_object (op); |
758 | process_object (op); |
759 | |
759 | |
760 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
760 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
761 | goto error; |
761 | goto error; |
762 | } |
762 | } |
… | |
… | |
772 | /* See if we hit the creature */ |
772 | /* See if we hit the creature */ |
773 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
773 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
774 | { |
774 | { |
775 | int hitdam = base_dam; |
775 | int hitdam = base_dam; |
776 | |
776 | |
777 | if (settings.casting_time == TRUE) |
|
|
778 | { |
|
|
779 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
780 | { |
|
|
781 | hitter->casting_time = -1; |
|
|
782 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
|
|
783 | } |
|
|
784 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
785 | { |
|
|
786 | op->casting_time = -1; |
|
|
787 | if (op->type == PLAYER) |
|
|
788 | { |
|
|
789 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
|
|
790 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
791 | } |
|
|
792 | } |
|
|
793 | } |
|
|
794 | if (!simple_attack) |
777 | if (!simple_attack) |
795 | { |
778 | { |
796 | /* If you hit something, the victim should *always* wake up. |
779 | /* If you hit something, the victim should *always* wake up. |
797 | * Before, invisible hitters could avoid doing this. |
780 | * Before, invisible hitters could avoid doing this. |
798 | * -b.t. */ |
781 | * -b.t. */ |
… | |
… | |
806 | |
789 | |
807 | /* if you were hidden and hit by a creature, you are discovered */ |
790 | /* if you were hidden and hit by a creature, you are discovered */ |
808 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
791 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
809 | { |
792 | { |
810 | make_visible (op); |
793 | make_visible (op); |
|
|
794 | |
811 | if (op->type == PLAYER) |
795 | if (op->type == PLAYER) |
812 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
796 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
813 | } |
797 | } |
814 | |
798 | |
815 | /* thrown items (hitter) will have various effects |
799 | /* thrown items (hitter) will have various effects |
… | |
… | |
869 | } |
853 | } |
870 | |
854 | |
871 | int |
855 | int |
872 | attack_ob (object *op, object *hitter) |
856 | attack_ob (object *op, object *hitter) |
873 | { |
857 | { |
874 | |
|
|
875 | if (hitter->head) |
|
|
876 | hitter = hitter->head; |
858 | hitter = hitter->head_ (); |
|
|
859 | |
877 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
860 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
878 | } |
861 | } |
879 | |
862 | |
880 | /* op is the arrow, tmp is what is stopping the arrow. |
863 | /* op is the arrow, tmp is what is stopping the arrow. |
881 | * |
864 | * |
… | |
… | |
890 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
873 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
891 | * stick around. |
874 | * stick around. |
892 | */ |
875 | */ |
893 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
876 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
894 | { |
877 | { |
895 | if (tmp->head != NULL) |
|
|
896 | tmp = tmp->head; |
878 | tmp = tmp->head_ (); |
897 | |
879 | |
898 | op->remove (); |
880 | op->remove (); |
899 | op = insert_ob_in_ob (op, tmp); |
881 | op = insert_ob_in_ob (op, tmp); |
900 | |
882 | |
901 | if (tmp->type == PLAYER) |
883 | if (tmp->type == PLAYER) |
… | |
… | |
1008 | insert_ob_in_ob (hitter, container); |
990 | insert_ob_in_ob (hitter, container); |
1009 | } |
991 | } |
1010 | |
992 | |
1011 | return op; |
993 | return op; |
1012 | } |
994 | } |
1013 | |
|
|
1014 | |
995 | |
1015 | void |
996 | void |
1016 | tear_down_wall (object *op) |
997 | tear_down_wall (object *op) |
1017 | { |
998 | { |
1018 | int perc = 0; |
999 | int perc = 0; |
… | |
… | |
1067 | SET_FLAG (target, FLAG_SCARED); |
1048 | SET_FLAG (target, FLAG_SCARED); |
1068 | if (!target->enemy) |
1049 | if (!target->enemy) |
1069 | target->enemy = owner; |
1050 | target->enemy = owner; |
1070 | } |
1051 | } |
1071 | |
1052 | |
1072 | |
|
|
1073 | /* This returns the amount of damage hitter does to op with the |
1053 | /* This returns the amount of damage hitter does to op with the |
1074 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1054 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1075 | * This doesn't damage the player, but returns how much it should |
1055 | * This doesn't damage the player, but returns how much it should |
1076 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1056 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1077 | * Note - changed for PR code - we now pass the attack number and not |
1057 | * Note - changed for PR code - we now pass the attack number and not |
… | |
… | |
1088 | return 0; |
1068 | return 0; |
1089 | } |
1069 | } |
1090 | |
1070 | |
1091 | if (dam < 0) |
1071 | if (dam < 0) |
1092 | { |
1072 | { |
1093 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); |
1073 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1074 | dam, hitter->debug_desc (), op->debug_desc ()); |
1094 | return 0; |
1075 | return 0; |
1095 | } |
1076 | } |
1096 | |
1077 | |
1097 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1078 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1098 | * people can't mess with that or it otherwise get confused. */ |
1079 | * people can't mess with that or it otherwise get confused. */ |
1099 | if (attacknum == ATNR_INTERNAL) |
1080 | if (attacknum == ATNR_INTERNAL) |
1100 | return dam; |
1081 | return dam; |
1101 | |
1082 | |
1102 | if (hitter->slaying) |
1083 | if (hitter->slaying) |
1103 | { |
1084 | { |
1104 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1085 | if ((op->race && strstr (hitter->slaying, op->race)) |
1105 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1086 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
1106 | { |
1087 | { |
1107 | doesnt_slay = 0; |
1088 | doesnt_slay = 0; |
1108 | dam *= 3; |
1089 | dam *= 3; |
1109 | } |
1090 | } |
1110 | } |
1091 | } |
… | |
… | |
1124 | /* Special hack. By default, if immune to something, you |
1105 | /* Special hack. By default, if immune to something, you |
1125 | * shouldn't need to worry. However, acid is an exception, since |
1106 | * shouldn't need to worry. However, acid is an exception, since |
1126 | * it can still damage your items. Only include attacktypes if |
1107 | * it can still damage your items. Only include attacktypes if |
1127 | * special processing is needed */ |
1108 | * special processing is needed */ |
1128 | |
1109 | |
1129 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1110 | if (op->resist[attacknum] >= 100 |
|
|
1111 | && doesnt_slay |
|
|
1112 | && attacknum != ATNR_ACID) |
1130 | return 0; |
1113 | return 0; |
1131 | |
1114 | |
1132 | /* Keep this in order - makes things easier to find */ |
1115 | /* Keep this in order - makes things easier to find */ |
1133 | |
1116 | |
1134 | switch (attacknum) |
1117 | switch (attacknum) |
… | |
… | |
1184 | else if (attacknum == ATNR_DEPLETE) |
1167 | else if (attacknum == ATNR_DEPLETE) |
1185 | op->drain_stat (); |
1168 | op->drain_stat (); |
1186 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1169 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1187 | blind_player (op, hitter, dam); |
1170 | blind_player (op, hitter, dam); |
1188 | } |
1171 | } |
|
|
1172 | |
1189 | dam = 0; /* These are all effects and don't do real damage */ |
1173 | dam = 0; /* These are all effects and don't do real damage */ |
1190 | } |
1174 | } |
1191 | break; |
1175 | break; |
1192 | |
1176 | |
1193 | case ATNR_ACID: |
1177 | case ATNR_ACID: |
… | |
… | |
1271 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1255 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1272 | * nothing happens. |
1256 | * nothing happens. |
1273 | * Try to credit the owner. We try to display player -> player drain |
1257 | * Try to credit the owner. We try to display player -> player drain |
1274 | * attacks, hence all the != PLAYER checks. |
1258 | * attacks, hence all the != PLAYER checks. |
1275 | */ |
1259 | */ |
1276 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1260 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1277 | { |
1261 | { |
1278 | object *owner = hitter->owner; |
1262 | object *owner = hitter->owner; |
1279 | |
1263 | |
1280 | if (owner && owner != hitter) |
1264 | if (owner && owner != hitter) |
1281 | { |
1265 | { |
1282 | if (op->type != PLAYER || owner->type != PLAYER) |
1266 | if (op->type != PLAYER || owner->type != PLAYER) |
1283 | change_exp (owner, op->stats.exp / (rate * 2), |
1267 | change_exp (owner, op->stats.exp / (rate * 2), |
1284 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1268 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1285 | } |
1269 | } |
1286 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1270 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1287 | { |
|
|
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
1271 | change_exp (hitter, op->stats.exp / (rate * 2), |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1272 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1290 | } |
1273 | |
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1274 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1292 | } |
1275 | } |
1293 | |
1276 | |
1294 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1277 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1295 | * drain attack, you won't know that you are actually sucking out EXP, |
1278 | * drain attack, you won't know that you are actually sucking out EXP, |
… | |
… | |
1309 | |
1292 | |
1310 | /* if undead are not an enemy of your god, you turn them |
1293 | /* if undead are not an enemy of your god, you turn them |
1311 | * at half strength */ |
1294 | * at half strength */ |
1312 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1295 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1313 | div = 2; |
1296 | div = 2; |
|
|
1297 | |
1314 | /* Give a bonus if you resist turn undead */ |
1298 | /* Give a bonus if you resist turn undead */ |
1315 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1299 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1316 | scare_creature (op, owner); |
1300 | scare_creature (op, owner); |
1317 | } |
1301 | } |
1318 | else |
1302 | else |
… | |
… | |
1324 | case ATNR_DEATH: |
1308 | case ATNR_DEATH: |
1325 | deathstrike_player (op, hitter, &dam); |
1309 | deathstrike_player (op, hitter, &dam); |
1326 | break; |
1310 | break; |
1327 | |
1311 | |
1328 | case ATNR_CHAOS: |
1312 | case ATNR_CHAOS: |
1329 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1313 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1330 | dam = 0; |
1314 | dam = 0; |
1331 | break; |
1315 | break; |
1332 | |
1316 | |
1333 | case ATNR_COUNTERSPELL: |
1317 | case ATNR_COUNTERSPELL: |
1334 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1318 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1335 | dam = 0; |
1319 | dam = 0; |
1336 | /* This should never happen. Counterspell is handled |
1320 | /* This should never happen. Counterspell is handled |
1337 | * seperately and filtered out. If this does happen, |
1321 | * seperately and filtered out. If this does happen, |
1338 | * Counterspell has no effect on anything but spells, so it |
1322 | * Counterspell has no effect on anything but spells, so it |
1339 | * does no damage. */ |
1323 | * does no damage. */ |
… | |
… | |
1411 | char buf[MAX_BUF]; |
1395 | char buf[MAX_BUF]; |
1412 | const char *skill; |
1396 | const char *skill; |
1413 | int maxdam = 0; |
1397 | int maxdam = 0; |
1414 | int battleg = 0; /* true if op standing on battleground */ |
1398 | int battleg = 0; /* true if op standing on battleground */ |
1415 | int pk = 0; /* true if op and what controls hitter are both players */ |
1399 | int pk = 0; /* true if op and what controls hitter are both players */ |
1416 | object *owner = NULL; |
1400 | object *owner = 0; |
1417 | object *skop = NULL; |
1401 | object *skop = 0; |
1418 | |
1402 | |
1419 | if (op->stats.hp >= 0) |
1403 | if (op->stats.hp >= 0) |
1420 | return -1; |
1404 | return -1; |
1421 | |
1405 | |
1422 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1406 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1431 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1415 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1432 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1416 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1433 | |
1417 | |
1434 | if (op->type == DOOR) |
1418 | if (op->type == DOOR) |
1435 | { |
1419 | { |
1436 | op->set_speed (0.1); |
1420 | op->set_speed (0.1f); |
1437 | op->speed_left = -0.05; |
1421 | op->speed_left = -0.05f; |
1438 | return maxdam; |
1422 | return maxdam; |
1439 | } |
1423 | } |
1440 | |
1424 | |
1441 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1425 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1442 | { |
1426 | { |
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 (); |
1427 | op->destroy (); |
1449 | return maxdam; |
1428 | return maxdam; |
1450 | } |
1429 | } |
1451 | |
1430 | |
1452 | /* Now lets start dealing with experience we get for killing something */ |
1431 | /* Now lets start dealing with experience we get for killing something */ |
… | |
… | |
1511 | */ |
1490 | */ |
1512 | if (op->type == PLAYER && owner != op && !battleg) |
1491 | if (op->type == PLAYER && owner != op && !battleg) |
1513 | owner->change_luck (-settings.pk_luck_penalty); |
1492 | owner->change_luck (-settings.pk_luck_penalty); |
1514 | |
1493 | |
1515 | /* This code below deals with finding the appropriate skill |
1494 | /* This code below deals with finding the appropriate skill |
1516 | * to credit exp to. This is a bit problematic - we should |
1495 | * to credit exp to. This is a bit problematic - we should |
1517 | * probably never really have to look at current_weapon->skill |
1496 | * probably never really have to look at current_weapon->skill |
1518 | */ |
1497 | */ |
1519 | skill = 0; |
1498 | skill = 0; |
1520 | |
1499 | |
1521 | if (hitter->skill && hitter->type != PLAYER) |
1500 | if (hitter->skill && hitter->type != PLAYER) |
1522 | skill = hitter->skill; |
1501 | skill = hitter->skill; |
1523 | else if (owner->chosen_skill) |
1502 | else if (owner->chosen_skill) |
1524 | { |
1503 | { |
1525 | skill = owner->chosen_skill->skill; |
|
|
1526 | skop = owner->chosen_skill; |
1504 | skop = owner->chosen_skill; |
|
|
1505 | skill = skop->skill; |
1527 | } |
1506 | } |
1528 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1507 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1529 | skill = owner->current_weapon->skill; |
1508 | skill = owner->current_weapon->skill; |
1530 | else |
1509 | else |
1531 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1510 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1532 | |
1511 | |
1533 | /* We have the skill we want to credit to - now find the object this goes |
1512 | /* 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! |
1513 | * to. Make sure skop is an actual skill, and not a skill tool! |
1535 | */ |
1514 | */ |
1536 | if ((!skop || skop->type != SKILL) && skill) |
1515 | if ((!skop || skop->type != SKILL) && skill) |
1537 | { |
1516 | { |
1538 | int i; |
1517 | int i; |
1539 | |
1518 | |
… | |
… | |
1565 | skill = skop->skill; |
1544 | skill = skop->skill; |
1566 | |
1545 | |
1567 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1546 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1568 | |
1547 | |
1569 | /* If you didn't kill yourself, and your not the wizard */ |
1548 | /* If you didn't kill yourself, and your not the wizard */ |
1570 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1549 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1571 | { |
1550 | { |
1572 | int exp; |
1551 | int exp; |
1573 | |
1552 | |
1574 | /* Really don't give much experience for killing other players */ |
1553 | /* Really don't give much experience for killing other players */ |
1575 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1554 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
… | |
… | |
1670 | } |
1649 | } |
1671 | |
1650 | |
1672 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1651 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1673 | * Returns 0 this is not friendly fire |
1652 | * Returns 0 this is not friendly fire |
1674 | */ |
1653 | */ |
1675 | |
|
|
1676 | int |
1654 | int |
1677 | friendly_fire (object *op, object *hitter) |
1655 | friendly_fire (object *op, object *hitter) |
1678 | { |
1656 | { |
1679 | object *owner; |
1657 | object *owner; |
1680 | int friendlyfire; |
1658 | int friendlyfire; |
… | |
… | |
1699 | } |
1677 | } |
1700 | |
1678 | |
1701 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1679 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1702 | friendlyfire = 0; |
1680 | friendlyfire = 0; |
1703 | } |
1681 | } |
|
|
1682 | |
1704 | return friendlyfire; |
1683 | return friendlyfire; |
1705 | } |
1684 | } |
1706 | |
1685 | |
1707 | |
1686 | |
1708 | /* This isn't used just for players, but in fact most objects. |
1687 | /* This isn't used just for players, but in fact most objects. |
… | |
… | |
1729 | |
1708 | |
1730 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1709 | /* 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)) |
1710 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1732 | return 0; |
1711 | return 0; |
1733 | |
1712 | |
1734 | #ifdef PROHIBIT_PLAYERKILL |
1713 | // only allow pk for hostile players |
1735 | if (op->type == PLAYER) |
1714 | if (op->type == PLAYER) |
1736 | { |
1715 | { |
1737 | object *owner = hitter->owner; |
1716 | object *owner = hitter->owner; |
1738 | |
1717 | |
1739 | if (!owner) |
1718 | if (!owner) |
1740 | owner = hitter; |
1719 | owner = hitter; |
1741 | |
1720 | |
1742 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1721 | if (owner->type == PLAYER |
|
|
1722 | && (!op_on_battleground (op, 0, 0) |
|
|
1723 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1724 | && op != owner) |
1743 | return 0; |
1725 | return 0; |
1744 | } |
1726 | } |
1745 | #endif |
|
|
1746 | |
1727 | |
1747 | if (body_attack) |
1728 | if (body_attack) |
1748 | { |
1729 | { |
1749 | /* slow and paralyze must hit the head. But we don't want to just |
1730 | /* 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 |
1731 | * return - we still need to process other attacks the spell still |
… | |
… | |
1781 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1762 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1782 | { |
1763 | { |
1783 | /* FIXME: If a player is killed by a rune in a door, the |
1764 | /* FIXME: If a player is killed by a rune in a door, the |
1784 | * destroyed() check above doesn't return, and might get here. |
1765 | * destroyed() check above doesn't return, and might get here. |
1785 | */ |
1766 | */ |
|
|
1767 | |
|
|
1768 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1769 | gets it's speed_left raised on each mover-tick. |
|
|
1770 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1771 | and waiting for that to run out. |
|
|
1772 | */ |
1786 | LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); |
1773 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1787 | return 0; |
1774 | return 0; |
1788 | } |
1775 | } |
1789 | |
1776 | |
1790 | #ifdef ATTACK_DEBUG |
1777 | #ifdef ATTACK_DEBUG |
1791 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1778 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1865 | */ |
1852 | */ |
1866 | friendlyfire = friendly_fire (op, hitter); |
1853 | friendlyfire = friendly_fire (op, hitter); |
1867 | if (friendlyfire && maxdam) |
1854 | if (friendlyfire && maxdam) |
1868 | { |
1855 | { |
1869 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1856 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1870 | #ifndef COZY_SERVER |
|
|
1871 | maxdam++; |
|
|
1872 | #endif |
|
|
1873 | |
1857 | |
1874 | #ifdef ATTACK_DEBUG |
1858 | #ifdef ATTACK_DEBUG |
1875 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1859 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1876 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1860 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1877 | #endif |
1861 | #endif |
… | |
… | |
1898 | |
1882 | |
1899 | #ifdef ATTACK_DEBUG |
1883 | #ifdef ATTACK_DEBUG |
1900 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1884 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1901 | #endif |
1885 | #endif |
1902 | |
1886 | |
|
|
1887 | // for now, only do this for active objects, otherwise they |
|
|
1888 | // keep a refcount for a long time and I see no usefulness |
|
|
1889 | // for an non-active objetc to know its enemy. |
|
|
1890 | if (op->active) |
1903 | if (hitter->owner) |
1891 | if (hitter->owner) |
1904 | op->enemy = hitter->owner; |
1892 | op->enemy = hitter->owner; |
1905 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1893 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1906 | op->enemy = hitter; |
1894 | op->enemy = hitter; |
1907 | |
1895 | |
1908 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1896 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1909 | { |
1897 | { |
1910 | /* The unaggressives look after themselves 8) */ |
1898 | /* The unaggressives look after themselves 8) */ |
1911 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1899 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1948 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1936 | /* 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 |
1937 | * that before if the player was immune to ghosthit, the monster |
1950 | * remained - that is no longer the case. |
1938 | * remained - that is no longer the case. |
1951 | */ |
1939 | */ |
1952 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1940 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1953 | { |
|
|
1954 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1955 | remove_friendly_object (hitter); |
|
|
1956 | |
|
|
1957 | hitter->destroy (); |
1941 | hitter->destroy (); |
1958 | } |
1942 | |
1959 | /* Lets handle creatures that are splitting now */ |
1943 | /* Lets handle creatures that are splitting now */ |
1960 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1944 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1961 | { |
1945 | { |
1962 | int i; |
1946 | int i; |
1963 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1947 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
2007 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1991 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2008 | hitter->destroy (); |
1992 | hitter->destroy (); |
2009 | |
1993 | |
2010 | return maxdam; |
1994 | return maxdam; |
2011 | } |
1995 | } |
2012 | |
|
|
2013 | |
1996 | |
2014 | void |
1997 | void |
2015 | poison_player (object *op, object *hitter, int dam) |
1998 | poison_player (object *op, object *hitter, int dam) |
2016 | { |
1999 | { |
2017 | archetype *at = archetype::find ("poisoning"); |
2000 | archetype *at = archetype::find ("poisoning"); |
… | |
… | |
2054 | tmp->stats.Int = MAX (-dam / 7, -10); |
2037 | tmp->stats.Int = MAX (-dam / 7, -10); |
2055 | SET_FLAG (tmp, FLAG_APPLIED); |
2038 | SET_FLAG (tmp, FLAG_APPLIED); |
2056 | op->update_stats (); |
2039 | op->update_stats (); |
2057 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2040 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2058 | } |
2041 | } |
|
|
2042 | |
2059 | if (hitter->type == PLAYER) |
2043 | if (hitter->type == PLAYER) |
2060 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2044 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2061 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2045 | 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); |
2046 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2063 | } |
2047 | } |
|
|
2048 | |
2064 | tmp->speed_left = 0; |
2049 | tmp->speed_left = 0; |
2065 | } |
2050 | } |
2066 | else |
2051 | else |
2067 | tmp->stats.food++; |
2052 | tmp->stats.food++; |
2068 | } |
2053 | } |
… | |
… | |
2072 | { |
2057 | { |
2073 | archetype *at = archetype::find ("slowness"); |
2058 | archetype *at = archetype::find ("slowness"); |
2074 | object *tmp; |
2059 | object *tmp; |
2075 | |
2060 | |
2076 | if (at == NULL) |
2061 | if (at == NULL) |
2077 | { |
|
|
2078 | LOG (llevError, "Can't find slowness archetype.\n"); |
2062 | LOG (llevError, "Can't find slowness archetype.\n"); |
2079 | } |
2063 | |
2080 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2064 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2081 | { |
2065 | { |
2082 | tmp = arch_to_object (at); |
2066 | tmp = arch_to_object (at); |
2083 | tmp = insert_ob_in_ob (tmp, op); |
2067 | tmp = insert_ob_in_ob (tmp, op); |
2084 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2068 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2085 | } |
2069 | } |
2086 | else |
2070 | else |
2087 | tmp->stats.food++; |
2071 | tmp->stats.food++; |
|
|
2072 | |
2088 | SET_FLAG (tmp, FLAG_APPLIED); |
2073 | SET_FLAG (tmp, FLAG_APPLIED); |
2089 | tmp->speed_left = 0; |
2074 | tmp->speed_left = 0; |
2090 | op->update_stats (); |
2075 | op->update_stats (); |
2091 | } |
2076 | } |
2092 | |
2077 | |
… | |
… | |
2109 | tmp->speed = 0.05; |
2094 | tmp->speed = 0.05; |
2110 | tmp->subtype = FORCE_CONFUSION; |
2095 | tmp->subtype = FORCE_CONFUSION; |
2111 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2096 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2112 | tmp->name = "confusion"; |
2097 | tmp->name = "confusion"; |
2113 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2098 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2099 | |
2114 | if (tmp->duration > maxduration) |
2100 | if (tmp->duration > maxduration) |
2115 | tmp->duration = maxduration; |
2101 | tmp->duration = maxduration; |
2116 | |
2102 | |
2117 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2103 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2118 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2104 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2105 | |
2119 | SET_FLAG (op, FLAG_CONFUSED); |
2106 | SET_FLAG (op, FLAG_CONFUSED); |
2120 | } |
2107 | } |
2121 | |
2108 | |
2122 | void |
2109 | void |
2123 | blind_player (object *op, object *hitter, int dam) |
2110 | blind_player (object *op, object *hitter, int dam) |
… | |
… | |
2189 | op->speed_left = (float) -(FABS (op->speed) * max); |
2176 | op->speed_left = (float) -(FABS (op->speed) * max); |
2190 | |
2177 | |
2191 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2178 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2192 | } |
2179 | } |
2193 | |
2180 | |
2194 | |
|
|
2195 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2181 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2196 | * the computed damaged. |
2182 | * the computed damaged. |
2197 | */ |
2183 | */ |
2198 | void |
2184 | void |
2199 | deathstrike_player (object *op, object *hitter, int *dam) |
2185 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2213 | return; |
2199 | return; |
2214 | |
2200 | |
2215 | def_lev = op->level; |
2201 | def_lev = op->level; |
2216 | if (def_lev < 1) |
2202 | if (def_lev < 1) |
2217 | { |
2203 | { |
2218 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2204 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); |
2219 | def_lev = 1; |
2205 | def_lev = 1; |
2220 | } |
2206 | } |
|
|
2207 | |
2221 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2208 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2222 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2209 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2223 | atk_lev, def_lev); */ |
2210 | atk_lev, def_lev); */ |
2224 | |
2211 | |
2225 | if (atk_lev >= def_lev) |
2212 | if (atk_lev >= def_lev) |
… | |
… | |
2240 | */ |
2227 | */ |
2241 | *dam *= kill_lev / def_lev; |
2228 | *dam *= kill_lev / def_lev; |
2242 | } |
2229 | } |
2243 | } |
2230 | } |
2244 | else |
2231 | else |
2245 | { |
|
|
2246 | *dam = 0; /* no harm done */ |
2232 | *dam = 0; /* no harm done */ |
2247 | } |
|
|
2248 | } |
2233 | } |
2249 | |
2234 | |
2250 | /* thrown_item_effect() - handles any special effects of thrown |
2235 | /* thrown_item_effect() - handles any special effects of thrown |
2251 | * items (like attacking living creatures--a potion thrown at a |
2236 | * items (like attacking living creatures--a potion thrown at a |
2252 | * monster). |
2237 | * monster). |
… | |
… | |
2281 | } |
2266 | } |
2282 | } |
2267 | } |
2283 | } |
2268 | } |
2284 | |
2269 | |
2285 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2270 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2286 | |
|
|
2287 | int |
2271 | int |
2288 | adj_attackroll (object *hitter, object *target) |
2272 | adj_attackroll (object *hitter, object *target) |
2289 | { |
2273 | { |
2290 | object *attacker = hitter; |
2274 | object *attacker = hitter; |
2291 | int adjust = 0; |
2275 | int adjust = 0; |
… | |
… | |
2356 | #endif |
2340 | #endif |
2357 | |
2341 | |
2358 | return adjust; |
2342 | return adjust; |
2359 | } |
2343 | } |
2360 | |
2344 | |
2361 | |
|
|
2362 | /* determine if the object is an 'aimed' missile */ |
2345 | /* determine if the object is an 'aimed' missile */ |
2363 | int |
2346 | int |
2364 | is_aimed_missile (object *op) |
2347 | is_aimed_missile (object *op) |
2365 | { |
2348 | { |
2366 | |
2349 | |
2367 | /* I broke what used to be one big if into a few nested |
2350 | /* I broke what used to be one big if into a few nested |
2368 | * ones so that figuring out the logic is at least possible. |
2351 | * ones so that figuring out the logic is at least possible. |
2369 | */ |
2352 | */ |
2370 | if (op && (op->move_type & MOVE_FLYING)) |
2353 | if (op && (op->move_type & MOVE_FLYING)) |
2371 | { |
|
|
2372 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2354 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2373 | return 1; |
2355 | return 1; |
2374 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2356 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2375 | return 1; |
2357 | return 1; |
2376 | } |
2358 | |
2377 | return 0; |
2359 | return 0; |
2378 | } |
2360 | } |