1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
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> |
28 | |
|
|
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
|
|
31 | #endif |
|
|
32 | |
|
|
33 | #include <sounds.h> |
29 | #include <sounds.h> |
|
|
30 | #include <sproto.h> |
34 | |
31 | |
35 | typedef struct att_msg_str |
32 | typedef struct att_msg_str |
36 | { |
33 | { |
37 | char *msg1; |
34 | char *msg1; |
38 | char *msg2; |
35 | char *msg2; |
… | |
… | |
44 | * its magical benefits. |
41 | * its magical benefits. |
45 | */ |
42 | */ |
46 | void |
43 | void |
47 | cancellation (object *op) |
44 | cancellation (object *op) |
48 | { |
45 | { |
49 | object *tmp; |
|
|
50 | |
|
|
51 | if (op->invisible) |
46 | if (op->invisible) |
52 | return; |
47 | return; |
53 | |
48 | |
54 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
49 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
55 | { |
50 | { |
56 | /* Recur through the inventory */ |
51 | /* Recurse through the inventory */ |
57 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
52 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
58 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
53 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
59 | cancellation (tmp); |
54 | cancellation (tmp); |
60 | } |
55 | } |
61 | else if (FABS (op->magic) <= (rndm (0, 5))) |
56 | else if (FABS (op->magic) <= rndm (0, 5)) |
62 | { |
57 | { |
63 | /* Nullify this object. This code could probably be more complete */ |
58 | /* Nullify this object. This code could probably be more complete */ |
64 | /* in what abilities it should cancel */ |
59 | /* in what abilities it should cancel */ |
65 | op->magic = 0; |
60 | op->magic = 0; |
|
|
61 | |
66 | CLEAR_FLAG (op, FLAG_DAMNED); |
62 | CLEAR_FLAG (op, FLAG_DAMNED); |
67 | CLEAR_FLAG (op, FLAG_CURSED); |
63 | CLEAR_FLAG (op, FLAG_CURSED); |
68 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
69 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
|
66 | |
70 | if (op->env && op->env->type == PLAYER) |
67 | if (op->env && op->env->type == PLAYER) |
71 | { |
|
|
72 | esrv_send_item (op->env, op); |
68 | esrv_send_item (op->env, op); |
73 | } |
|
|
74 | } |
69 | } |
75 | } |
70 | } |
76 | |
71 | |
77 | /* did_make_save_item just checks to make sure the item actually |
72 | /* 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 |
73 | * made its saving throw based on the tables. It does not take |
… | |
… | |
85 | materialtype_t *mt; |
80 | materialtype_t *mt; |
86 | |
81 | |
87 | if (op->materialname == NULL) |
82 | if (op->materialname == NULL) |
88 | { |
83 | { |
89 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
84 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
90 | if (op->material & mt->material) |
85 | if (op->materials & mt->material) |
91 | break; |
86 | break; |
92 | } |
87 | } |
93 | else |
88 | else |
94 | mt = name_to_material (op->materialname); |
89 | mt = name_to_material (op->materialname); |
|
|
90 | |
95 | if (mt == NULL) |
91 | if (mt == NULL) |
96 | return TRUE; |
92 | return TRUE; |
|
|
93 | |
97 | roll = rndm (1, 20); |
94 | roll = rndm (1, 20); |
98 | |
95 | |
99 | /* the attacktypes have no meaning for object saves |
96 | /* the attacktypes have no meaning for object saves |
100 | * If the type is only magic, don't adjust type - basically, if |
97 | * 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 |
98 | * pure magic is hitting an object, it should save. However, if it |
… | |
… | |
130 | saves++; |
127 | saves++; |
131 | } |
128 | } |
132 | |
129 | |
133 | if (saves == attacks || attacks == 0) |
130 | if (saves == attacks || attacks == 0) |
134 | return TRUE; |
131 | return TRUE; |
|
|
132 | |
135 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
133 | if (saves == 0 || (rndm (1, attacks) > saves)) |
136 | return FALSE; |
134 | return FALSE; |
|
|
135 | |
137 | return TRUE; |
136 | return TRUE; |
138 | } |
137 | } |
139 | |
138 | |
140 | /* This function calls did_make_save_item. It then performs the |
139 | /* This function calls did_make_save_item. It then performs the |
141 | * appropriate actions to the item (such as burning the item up, |
140 | * appropriate actions to the item (such as burning the item up, |
142 | * calling cancellation, etc.) |
141 | * calling cancellation, etc.) |
143 | */ |
142 | */ |
144 | |
|
|
145 | void |
143 | void |
146 | save_throw_object (object *op, int type, object *originator) |
144 | save_throw_object (object *op, int type, object *originator) |
147 | { |
145 | { |
148 | if (!did_make_save_item (op, type, originator)) |
146 | if (!did_make_save_item (op, type, originator)) |
149 | { |
147 | { |
… | |
… | |
269 | * op is going in direction 'dir' |
267 | * op is going in direction 'dir' |
270 | * type is the attacktype of the object. |
268 | * type is the attacktype of the object. |
271 | * full_hit is set if monster area does not matter. |
269 | * full_hit is set if monster area does not matter. |
272 | * returns 1 if it hits something, 0 otherwise. |
270 | * returns 1 if it hits something, 0 otherwise. |
273 | */ |
271 | */ |
274 | |
|
|
275 | int |
272 | int |
276 | hit_map (object *op, int dir, int type, int full_hit) |
273 | hit_map (object *op, int dir, int type, int full_hit) |
277 | { |
274 | { |
278 | object *tmp, *next; |
|
|
279 | maptile *map; |
275 | maptile *map; |
280 | sint16 x, y; |
276 | sint16 x, y; |
281 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
277 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
282 | |
278 | |
283 | if (QUERY_FLAG (op, FLAG_FREED)) |
279 | if (QUERY_FLAG (op, FLAG_FREED)) |
… | |
… | |
303 | |
299 | |
304 | map = op->map; |
300 | map = op->map; |
305 | x = op->x + freearr_x[dir]; |
301 | x = op->x + freearr_x[dir]; |
306 | y = op->y + freearr_y[dir]; |
302 | y = op->y + freearr_y[dir]; |
307 | |
303 | |
308 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
304 | if (!xy_normalise (map, x, y)) |
|
|
305 | return 0; |
309 | |
306 | |
310 | // elmex: a safe map tile can't be hit! |
307 | // elmex: a safe map tile can't be hit! |
311 | // this should prevent most harmful effects on items and players there. |
308 | // this should prevent most harmful effects on items and players there. |
312 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
309 | mapspace &ms = map->at (x, y); |
|
|
310 | |
|
|
311 | if (ms.flags () & P_SAFE) |
313 | return 0; |
312 | return 0; |
314 | |
313 | |
315 | /* peterm: a few special cases for special attacktypes --counterspell |
314 | /* peterm: a few special cases for special attacktypes --counterspell |
316 | * must be out here because it strikes things which are not alive |
315 | * must be out here because it strikes things which are not alive |
317 | */ |
316 | */ |
318 | |
317 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
318 | { |
319 | if (type & AT_COUNTERSPELL) |
319 | if (type & AT_COUNTERSPELL) |
320 | { |
320 | { |
321 | counterspell (op, dir); /* see spell_effect.c */ |
321 | counterspell (op, dir); /* see spell_effect.c */ |
322 | |
322 | |
323 | /* If the only attacktype is counterspell or magic, don't need |
323 | /* If the only attacktype is counterspell or magic, don't need |
324 | * to do any further processing. |
324 | * 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 | */ |
325 | */ |
354 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
326 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
355 | break; |
327 | return 0; |
|
|
328 | |
|
|
329 | type &= ~AT_COUNTERSPELL; |
|
|
330 | } |
|
|
331 | |
|
|
332 | if (type & AT_CHAOS) |
356 | } |
333 | { |
|
|
334 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
|
|
335 | update_object (op, UP_OBJ_FACE); |
|
|
336 | type &= ~AT_CHAOS; |
|
|
337 | } |
|
|
338 | } |
357 | |
339 | |
|
|
340 | /* There may still be objects that were above 'next', but there is no |
|
|
341 | * simple way to find out short of copying all object references and |
|
|
342 | * tags into a temporary array before we start processing the first |
|
|
343 | * object. That's why we just abort on destroy. |
|
|
344 | * |
|
|
345 | * This happens whenever attack spells (like fire) hit a pile |
|
|
346 | * of objects. This is not a bug - nor an error. |
|
|
347 | */ |
|
|
348 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
349 | { |
358 | tmp = next; |
350 | object *tmp = next; |
359 | next = tmp->above; |
351 | next = tmp->above; |
360 | |
|
|
361 | if (tmp->destroyed ()) |
|
|
362 | { |
|
|
363 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
364 | break; |
|
|
365 | } |
|
|
366 | |
352 | |
367 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
353 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
368 | * For example, 'tmp' was put in an icecube. |
354 | * For example, 'tmp' was put in an icecube. |
369 | * This is one of the few cases where on_same_map should not be used. |
355 | * This is one of the few cases where on_same_map should not be used. |
370 | */ |
356 | */ |
… | |
… | |
373 | |
359 | |
374 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
360 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
375 | { |
361 | { |
376 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
362 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
377 | retflag |= 1; |
363 | retflag |= 1; |
|
|
364 | |
378 | if (op->destroyed ()) |
365 | if (op->destroyed ()) |
379 | break; |
366 | break; |
380 | } |
367 | } |
381 | |
|
|
382 | /* Here we are potentially destroying an object. If the object has |
368 | /* 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 |
369 | * 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 |
370 | * that weak walls have is_alive set, which prevent objects from |
385 | * passing over/through them. We don't care what type of movement |
371 | * 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 |
372 | * the wall blocks - if it blocks any type of movement, can't be |
387 | * destroyed right now. |
373 | * destroyed right now. |
388 | */ |
374 | */ |
389 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
375 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
390 | { |
376 | { |
391 | save_throw_object (tmp, type, op); |
377 | save_throw_object (tmp, type, op); |
|
|
378 | |
392 | if (op->destroyed ()) |
379 | if (op->destroyed ()) |
393 | break; |
380 | break; |
394 | } |
381 | } |
395 | } |
382 | } |
396 | |
383 | |
… | |
… | |
662 | { |
649 | { |
663 | i = 4; |
650 | i = 4; |
664 | map = hitter->map; |
651 | map = hitter->map; |
665 | if (out_of_map (map, hitter->x, hitter->y)) |
652 | if (out_of_map (map, hitter->x, hitter->y)) |
666 | return; |
653 | return; |
|
|
654 | |
667 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
655 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
668 | if (next) |
656 | if (next) |
669 | while (next) |
657 | while (next) |
670 | { |
658 | { |
671 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
659 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
672 | i *= 3; |
660 | i *= 3; |
673 | tmp = next; |
661 | tmp = next; |
674 | next = tmp->above; |
662 | next = tmp->above; |
675 | } |
663 | } |
|
|
664 | |
676 | if (i < 0) |
665 | if (i < 0) |
677 | return; |
666 | return; |
|
|
667 | |
678 | if (rndm (0, i) != 0) |
668 | if (rndm (0, i) != 0) |
679 | return; |
669 | return; |
680 | } |
670 | } |
681 | else if (rndm (0, 5) != 0) |
671 | else if (rndm (0, 5) != 0) |
682 | return; |
672 | return; |
|
|
673 | |
683 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
674 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
684 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
675 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
685 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
676 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
686 | } |
677 | } |
687 | } |
678 | } |
… | |
… | |
782 | { |
773 | { |
783 | int hitdam = base_dam; |
774 | int hitdam = base_dam; |
784 | |
775 | |
785 | if (settings.casting_time == TRUE) |
776 | if (settings.casting_time == TRUE) |
786 | { |
777 | { |
787 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
778 | if (hitter->type == PLAYER && hitter->casting_time > -1) |
788 | { |
779 | { |
789 | hitter->casting_time = -1; |
780 | hitter->casting_time = -1; |
790 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
781 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
791 | } |
782 | } |
|
|
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 | } |
|
|
794 | |
802 | if (!simple_attack) |
795 | if (!simple_attack) |
803 | { |
796 | { |
804 | /* If you hit something, the victim should *always* wake up. |
797 | /* If you hit something, the victim should *always* wake up. |
805 | * Before, invisible hitters could avoid doing this. |
798 | * Before, invisible hitters could avoid doing this. |
806 | * -b.t. */ |
799 | * -b.t. */ |
… | |
… | |
814 | |
807 | |
815 | /* if you were hidden and hit by a creature, you are discovered */ |
808 | /* if you were hidden and hit by a creature, you are discovered */ |
816 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
809 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
817 | { |
810 | { |
818 | make_visible (op); |
811 | make_visible (op); |
|
|
812 | |
819 | if (op->type == PLAYER) |
813 | if (op->type == PLAYER) |
820 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
814 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
821 | } |
815 | } |
822 | |
816 | |
823 | /* thrown items (hitter) will have various effects |
817 | /* thrown items (hitter) will have various effects |
… | |
… | |
877 | } |
871 | } |
878 | |
872 | |
879 | int |
873 | int |
880 | attack_ob (object *op, object *hitter) |
874 | attack_ob (object *op, object *hitter) |
881 | { |
875 | { |
882 | |
|
|
883 | if (hitter->head) |
|
|
884 | hitter = hitter->head; |
876 | hitter = hitter->head_ (); |
|
|
877 | |
885 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
878 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
886 | } |
879 | } |
887 | |
880 | |
888 | /* op is the arrow, tmp is what is stopping the arrow. |
881 | /* op is the arrow, tmp is what is stopping the arrow. |
889 | * |
882 | * |
… | |
… | |
898 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
891 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
899 | * stick around. |
892 | * stick around. |
900 | */ |
893 | */ |
901 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
894 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
902 | { |
895 | { |
903 | if (tmp->head != NULL) |
|
|
904 | tmp = tmp->head; |
896 | tmp = tmp->head_ (); |
905 | |
897 | |
906 | op->remove (); |
898 | op->remove (); |
907 | op = insert_ob_in_ob (op, tmp); |
899 | op = insert_ob_in_ob (op, tmp); |
908 | |
900 | |
909 | if (tmp->type == PLAYER) |
901 | if (tmp->type == PLAYER) |
… | |
… | |
1016 | insert_ob_in_ob (hitter, container); |
1008 | insert_ob_in_ob (hitter, container); |
1017 | } |
1009 | } |
1018 | |
1010 | |
1019 | return op; |
1011 | return op; |
1020 | } |
1012 | } |
1021 | |
|
|
1022 | |
1013 | |
1023 | void |
1014 | void |
1024 | tear_down_wall (object *op) |
1015 | tear_down_wall (object *op) |
1025 | { |
1016 | { |
1026 | int perc = 0; |
1017 | int perc = 0; |
… | |
… | |
1075 | SET_FLAG (target, FLAG_SCARED); |
1066 | SET_FLAG (target, FLAG_SCARED); |
1076 | if (!target->enemy) |
1067 | if (!target->enemy) |
1077 | target->enemy = owner; |
1068 | target->enemy = owner; |
1078 | } |
1069 | } |
1079 | |
1070 | |
1080 | |
|
|
1081 | /* This returns the amount of damage hitter does to op with the |
1071 | /* This returns the amount of damage hitter does to op with the |
1082 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1072 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1083 | * This doesn't damage the player, but returns how much it should |
1073 | * This doesn't damage the player, but returns how much it should |
1084 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1074 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1085 | * Note - changed for PR code - we now pass the attack number and not |
1075 | * Note - changed for PR code - we now pass the attack number and not |
1086 | * the attacktype. Makes it easier for the PR code. */ |
1076 | * the attacktype. Makes it easier for the PR code. */ |
1087 | |
|
|
1088 | int |
1077 | int |
1089 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1078 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1090 | { |
1079 | { |
1091 | |
|
|
1092 | int doesnt_slay = 1; |
1080 | int doesnt_slay = 1; |
1093 | |
1081 | |
1094 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1082 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1095 | if (attacknum >= NROFATTACKS) |
1083 | if (attacknum >= NROFATTACKS) |
1096 | { |
1084 | { |
… | |
… | |
1098 | return 0; |
1086 | return 0; |
1099 | } |
1087 | } |
1100 | |
1088 | |
1101 | if (dam < 0) |
1089 | if (dam < 0) |
1102 | { |
1090 | { |
1103 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1091 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1092 | dam, hitter->debug_desc (), op->debug_desc ()); |
1104 | return 0; |
1093 | return 0; |
1105 | } |
1094 | } |
1106 | |
1095 | |
1107 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1096 | /* 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. */ |
1097 | * people can't mess with that or it otherwise get confused. */ |
1109 | if (attacknum == ATNR_INTERNAL) |
1098 | if (attacknum == ATNR_INTERNAL) |
1110 | return dam; |
1099 | return dam; |
1111 | |
1100 | |
1112 | if (hitter->slaying) |
1101 | if (hitter->slaying) |
1113 | { |
1102 | { |
1114 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1103 | if ((op->race && strstr (hitter->slaying, op->race)) |
1115 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1104 | || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) |
1116 | { |
1105 | { |
1117 | doesnt_slay = 0; |
1106 | doesnt_slay = 0; |
1118 | dam *= 3; |
1107 | dam *= 3; |
1119 | } |
1108 | } |
1120 | } |
1109 | } |
… | |
… | |
1134 | /* Special hack. By default, if immune to something, you |
1123 | /* Special hack. By default, if immune to something, you |
1135 | * shouldn't need to worry. However, acid is an exception, since |
1124 | * shouldn't need to worry. However, acid is an exception, since |
1136 | * it can still damage your items. Only include attacktypes if |
1125 | * it can still damage your items. Only include attacktypes if |
1137 | * special processing is needed */ |
1126 | * special processing is needed */ |
1138 | |
1127 | |
1139 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1128 | if (op->resist[attacknum] >= 100 |
|
|
1129 | && doesnt_slay |
|
|
1130 | && attacknum != ATNR_ACID) |
1140 | return 0; |
1131 | return 0; |
1141 | |
1132 | |
1142 | /* Keep this in order - makes things easier to find */ |
1133 | /* Keep this in order - makes things easier to find */ |
1143 | |
1134 | |
1144 | switch (attacknum) |
1135 | switch (attacknum) |
1145 | { |
1136 | { |
1146 | case ATNR_PHYSICAL: |
1137 | case ATNR_PHYSICAL: |
1147 | /* here also check for diseases */ |
1138 | /* here also check for diseases */ |
1148 | check_physically_infect (op, hitter); |
1139 | check_physically_infect (op, hitter); |
1149 | break; |
1140 | break; |
1150 | |
1141 | |
1151 | /* Don't need to do anything for: |
1142 | /* Don't need to do anything for: |
1152 | magic, |
1143 | magic, |
1153 | fire, |
1144 | fire, |
1154 | electricity, |
1145 | electricity, |
1155 | cold */ |
1146 | cold */ |
1156 | |
1147 | |
1157 | case ATNR_CONFUSION: |
1148 | case ATNR_CONFUSION: |
1158 | case ATNR_POISON: |
1149 | case ATNR_POISON: |
1159 | case ATNR_SLOW: |
1150 | case ATNR_SLOW: |
1160 | case ATNR_PARALYZE: |
1151 | case ATNR_PARALYZE: |
1161 | case ATNR_FEAR: |
1152 | case ATNR_FEAR: |
1162 | case ATNR_CANCELLATION: |
1153 | case ATNR_CANCELLATION: |
1163 | case ATNR_DEPLETE: |
1154 | case ATNR_DEPLETE: |
1164 | case ATNR_BLIND: |
1155 | case ATNR_BLIND: |
1165 | { |
1156 | { |
1166 | /* chance for inflicting a special attack depends on the |
1157 | /* chance for inflicting a special attack depends on the |
1167 | * difference between attacker's and defender's level |
1158 | * difference between attacker's and defender's level |
1168 | */ |
1159 | */ |
1169 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1160 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1170 | |
1161 | |
1171 | /* First, only creatures/players with speed can be affected. |
1162 | /* First, only creatures/players with speed can be affected. |
1172 | * Second, just getting hit doesn't mean it always affects |
1163 | * Second, just getting hit doesn't mean it always affects |
1173 | * you. Third, you still get a saving through against the |
1164 | * you. Third, you still get a saving through against the |
1174 | * effect. |
1165 | * effect. |
1175 | */ |
1166 | */ |
1176 | if (op->speed && |
1167 | if (op->speed && |
1177 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1168 | (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)) |
1169 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1179 | { |
1170 | { |
1180 | |
1171 | |
1181 | /* Player has been hit by something */ |
1172 | /* Player has been hit by something */ |
1182 | if (attacknum == ATNR_CONFUSION) |
1173 | if (attacknum == ATNR_CONFUSION) |
1183 | confuse_player (op, hitter, dam); |
1174 | confuse_player (op, hitter, dam); |
1184 | else if (attacknum == ATNR_POISON) |
1175 | else if (attacknum == ATNR_POISON) |
1185 | poison_player (op, hitter, dam); |
1176 | poison_player (op, hitter, dam); |
1186 | else if (attacknum == ATNR_SLOW) |
1177 | else if (attacknum == ATNR_SLOW) |
1187 | slow_player (op, hitter, dam); |
1178 | slow_player (op, hitter, dam); |
1188 | else if (attacknum == ATNR_PARALYZE) |
1179 | else if (attacknum == ATNR_PARALYZE) |
1189 | paralyze_player (op, hitter, dam); |
1180 | paralyze_player (op, hitter, dam); |
1190 | else if (attacknum == ATNR_FEAR) |
1181 | else if (attacknum == ATNR_FEAR) |
1191 | scare_creature (op, hitter); |
1182 | scare_creature (op, hitter); |
1192 | else if (attacknum == ATNR_CANCELLATION) |
1183 | else if (attacknum == ATNR_CANCELLATION) |
1193 | cancellation (op); |
1184 | cancellation (op); |
1194 | else if (attacknum == ATNR_DEPLETE) |
1185 | else if (attacknum == ATNR_DEPLETE) |
1195 | drain_stat (op); |
1186 | op->drain_stat (); |
1196 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1187 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1197 | blind_player (op, hitter, dam); |
1188 | blind_player (op, hitter, dam); |
1198 | } |
1189 | } |
|
|
1190 | |
1199 | dam = 0; /* These are all effects and don't do real damage */ |
1191 | dam = 0; /* These are all effects and don't do real damage */ |
1200 | } |
1192 | } |
1201 | break; |
1193 | break; |
|
|
1194 | |
1202 | case ATNR_ACID: |
1195 | case ATNR_ACID: |
1203 | { |
1196 | { |
1204 | int flag = 0; |
1197 | int flag = 0; |
1205 | |
1198 | |
1206 | /* Items only get corroded if you're not on a battleground and |
1199 | /* Items only get corroded if you're not on a battleground and |
1207 | * if your acid resistance is below 50%. */ |
1200 | * if your acid resistance is below 50%. */ |
1208 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1201 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1209 | { |
1202 | { |
1210 | object *tmp; |
|
|
1211 | |
|
|
1212 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1203 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1213 | { |
1204 | { |
1214 | if (tmp->invisible) |
1205 | if (tmp->invisible) |
1215 | continue; |
1206 | continue; |
1216 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1207 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1217 | /* >= 10% acid res. on itmes will protect these */ |
1208 | /* >= 10% acid res. on items will protect these */ |
1218 | continue; |
1209 | continue; |
1219 | if (!(tmp->material & M_IRON)) |
1210 | if (!(tmp->materials & M_IRON)) |
1220 | continue; |
1211 | continue; |
1221 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1212 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1222 | continue; |
1213 | continue; |
1223 | if (tmp->type == RING || |
1214 | if (tmp->type == RING |
1224 | /* removed boots and gloves from exclusion list in |
1215 | /* removed boots and gloves from exclusion list in PR */ |
1225 | PR */ |
1216 | || tmp->type == GIRDLE |
1226 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1217 | || tmp->type == AMULET |
|
|
1218 | || tmp->type == WAND |
|
|
1219 | || tmp->type == ROD |
|
|
1220 | || tmp->type == HORN) |
1227 | continue; /* To avoid some strange effects */ |
1221 | continue; /* To avoid some strange effects */ |
1228 | |
1222 | |
1229 | /* High damage acid has better chance of corroding |
1223 | /* High damage acid has better chance of corroding |
1230 | objects */ |
1224 | objects */ |
1231 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1225 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1232 | { |
1226 | { |
1233 | if (op->type == PLAYER) |
1227 | if (op->type == PLAYER) |
1234 | /* Make this more visible */ |
1228 | /* Make this more visible */ |
1235 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1229 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1236 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1230 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1237 | flag = 1; |
1231 | flag = 1; |
1238 | tmp->magic--; |
1232 | tmp->magic--; |
1239 | if (op->type == PLAYER) |
1233 | if (op->type == PLAYER) |
1240 | esrv_send_item (op, tmp); |
1234 | esrv_send_item (op, tmp); |
1241 | } |
1235 | } |
1242 | } |
1236 | } |
1243 | if (flag) |
|
|
1244 | fix_player (op); /* Something was corroded */ |
|
|
1245 | } |
1237 | |
|
|
1238 | if (flag) |
|
|
1239 | op->update_stats (); /* Something was corroded */ |
1246 | } |
1240 | } |
|
|
1241 | } |
1247 | break; |
1242 | break; |
|
|
1243 | |
1248 | case ATNR_DRAIN: |
1244 | case ATNR_DRAIN: |
1249 | { |
1245 | { |
1250 | /* rate is the proportion of exp drained. High rate means |
1246 | /* rate is the proportion of exp drained. High rate means |
1251 | * not much is drained, low rate means a lot is drained. |
1247 | * not much is drained, low rate means a lot is drained. |
1252 | */ |
1248 | */ |
1253 | int rate; |
1249 | int rate; |
1254 | |
1250 | |
1255 | if (op->resist[ATNR_DRAIN] >= 0) |
1251 | if (op->resist[ATNR_DRAIN] >= 0) |
1256 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1252 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1257 | else |
1253 | else |
1258 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1254 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1259 | |
1255 | |
1260 | if (op->stats.exp <= rate) |
1256 | if (op->stats.exp <= rate) |
1261 | { |
1257 | { |
1262 | if (op->type == GOLEM) |
1258 | if (op->type == GOLEM) |
1263 | dam = 999; /* Its force is "sucked" away. 8) */ |
1259 | dam = 999; /* Its force is "sucked" away. 8) */ |
1264 | else |
1260 | else |
1265 | /* If we can't drain, lets try to do physical damage */ |
1261 | /* If we can't drain, lets try to do physical damage */ |
1266 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1262 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1267 | } |
1263 | } |
1268 | else |
1264 | else |
1269 | { |
1265 | { |
1270 | /* Randomly give the hitter some hp */ |
1266 | /* Randomly give the hitter some hp */ |
1271 | if (hitter->stats.hp < hitter->stats.maxhp && |
1267 | if (hitter->stats.hp < hitter->stats.maxhp && |
1272 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1268 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1273 | hitter->stats.hp++; |
1269 | hitter->stats.hp++; |
1274 | |
1270 | |
1275 | /* Can't do drains on battleground spaces. |
1271 | /* Can't do drains on battleground spaces. |
1276 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1272 | * 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, |
1273 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1278 | * nothing happens. |
1274 | * nothing happens. |
1279 | * Try to credit the owner. We try to display player -> player drain |
1275 | * Try to credit the owner. We try to display player -> player drain |
1280 | * attacks, hence all the != PLAYER checks. |
1276 | * attacks, hence all the != PLAYER checks. |
1281 | */ |
1277 | */ |
1282 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1278 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1283 | { |
1279 | { |
1284 | object *owner = hitter->owner; |
1280 | object *owner = hitter->owner; |
1285 | |
1281 | |
1286 | if (owner && owner != hitter) |
1282 | if (owner && owner != hitter) |
1287 | { |
1283 | { |
1288 | if (op->type != PLAYER || owner->type != PLAYER) |
1284 | if (op->type != PLAYER || owner->type != PLAYER) |
1289 | change_exp (owner, op->stats.exp / (rate * 2), |
1285 | change_exp (owner, op->stats.exp / (rate * 2), |
1290 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1286 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1291 | } |
1287 | } |
1292 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1288 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1293 | { |
|
|
1294 | change_exp (hitter, op->stats.exp / (rate * 2), |
1289 | change_exp (hitter, op->stats.exp / (rate * 2), |
1295 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1290 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1296 | } |
1291 | |
1297 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1292 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1298 | } |
1293 | } |
|
|
1294 | |
1299 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1295 | 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, |
1296 | * drain attack, you won't know that you are actually sucking out EXP, |
1301 | * as the messages will say you missed |
1297 | * as the messages will say you missed |
1302 | */ |
1298 | */ |
1303 | } |
1299 | } |
1304 | } |
1300 | } |
1305 | break; |
1301 | break; |
|
|
1302 | |
1306 | case ATNR_TURN_UNDEAD: |
1303 | case ATNR_TURN_UNDEAD: |
1307 | { |
1304 | { |
1308 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1305 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1309 | { |
1306 | { |
1310 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1307 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1311 | object *god = find_god (determine_god (owner)); |
1308 | object *god = find_god (determine_god (owner)); |
1312 | int div = 1; |
1309 | int div = 1; |
1313 | |
1310 | |
1314 | /* if undead are not an enemy of your god, you turn them |
1311 | /* if undead are not an enemy of your god, you turn them |
1315 | * at half strength */ |
1312 | * at half strength */ |
1316 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1313 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1317 | div = 2; |
1314 | div = 2; |
|
|
1315 | |
1318 | /* Give a bonus if you resist turn undead */ |
1316 | /* 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))) |
1317 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1320 | scare_creature (op, owner); |
1318 | scare_creature (op, owner); |
1321 | } |
1319 | } |
1322 | else |
1320 | else |
1323 | dam = 0; /* don't damage non undead - should we damage |
1321 | dam = 0; /* don't damage non undead - should we damage |
1324 | undead? */ |
1322 | undead? */ |
1325 | } |
1323 | } |
1326 | break; |
1324 | break; |
|
|
1325 | |
1327 | case ATNR_DEATH: |
1326 | case ATNR_DEATH: |
1328 | deathstrike_player (op, hitter, &dam); |
1327 | deathstrike_player (op, hitter, &dam); |
1329 | break; |
1328 | break; |
|
|
1329 | |
1330 | case ATNR_CHAOS: |
1330 | case ATNR_CHAOS: |
1331 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
1331 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1332 | dam = 0; |
1332 | dam = 0; |
1333 | break; |
1333 | break; |
|
|
1334 | |
1334 | case ATNR_COUNTERSPELL: |
1335 | case ATNR_COUNTERSPELL: |
1335 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
1336 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1336 | dam = 0; |
1337 | dam = 0; |
1337 | /* This should never happen. Counterspell is handled |
1338 | /* This should never happen. Counterspell is handled |
1338 | * seperately and filtered out. If this does happen, |
1339 | * seperately and filtered out. If this does happen, |
1339 | * Counterspell has no effect on anything but spells, so it |
1340 | * Counterspell has no effect on anything but spells, so it |
1340 | * does no damage. */ |
1341 | * does no damage. */ |
1341 | break; |
1342 | break; |
|
|
1343 | |
1342 | case ATNR_HOLYWORD: |
1344 | case ATNR_HOLYWORD: |
1343 | { |
1345 | { |
1344 | /* This has already been handled by hit_player, |
1346 | /* This has already been handled by hit_player, |
1345 | * no need to check twice -- DAMN */ |
1347 | * no need to check twice -- DAMN */ |
1346 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1348 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1347 | |
1349 | |
1348 | /* As with turn undead above, give a bonus on the saving throw */ |
1350 | /* 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]) |
1351 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1350 | scare_creature (op, owner); |
1352 | scare_creature (op, owner); |
1351 | } |
1353 | } |
1352 | break; |
1354 | break; |
|
|
1355 | |
1353 | case ATNR_LIFE_STEALING: |
1356 | case ATNR_LIFE_STEALING: |
1354 | { |
1357 | { |
1355 | int new_hp; |
1358 | int new_hp; |
1356 | |
1359 | |
1357 | /* this is replacement to drain for players, instead of taking |
1360 | /* this is replacement to drain for players, instead of taking |
1358 | * exp it takes hp. It is geared for players, probably not |
1361 | * exp it takes hp. It is geared for players, probably not |
1359 | * much use giving it to monsters |
1362 | * much use giving it to monsters |
1360 | * |
1363 | * |
1361 | * life stealing doesn't do a lot of damage, but it gives the |
1364 | * life stealing doesn't do a lot of damage, but it gives the |
1362 | * damage it does do to the player. Given that, |
1365 | * damage it does do to the player. Given that, |
1363 | * it only does 1/10'th normal damage (hence the divide by |
1366 | * it only does 1/10'th normal damage (hence the divide by |
1364 | * 1000). |
1367 | * 1000). |
1365 | */ |
1368 | */ |
1366 | /* You can't steal life from something undead */ |
1369 | /* You can't steal life from something undead */ |
1367 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1370 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1368 | return 0; |
1371 | return 0; |
|
|
1372 | |
1369 | /* If drain protection is higher than life stealing, use that */ |
1373 | /* If drain protection is higher than life stealing, use that */ |
1370 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1374 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1371 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1375 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1372 | else |
1376 | else |
1373 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1377 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1378 | |
1374 | /* You die at -1 hp, not zero. */ |
1379 | /* You die at -1 hp, not zero. */ |
1375 | if (dam > (op->stats.hp + 1)) |
1380 | if (dam > (op->stats.hp + 1)) |
1376 | dam = op->stats.hp + 1; |
1381 | dam = op->stats.hp + 1; |
|
|
1382 | |
1377 | new_hp = hitter->stats.hp + dam; |
1383 | new_hp = hitter->stats.hp + dam; |
1378 | if (new_hp > hitter->stats.maxhp) |
1384 | if (new_hp > hitter->stats.maxhp) |
1379 | new_hp = hitter->stats.maxhp; |
1385 | new_hp = hitter->stats.maxhp; |
|
|
1386 | |
1380 | if (new_hp > hitter->stats.hp) |
1387 | if (new_hp > hitter->stats.hp) |
1381 | hitter->stats.hp = new_hp; |
1388 | hitter->stats.hp = new_hp; |
1382 | } |
1389 | } |
1383 | } |
1390 | } |
|
|
1391 | |
1384 | return dam; |
1392 | return dam; |
1385 | } |
1393 | } |
1386 | |
|
|
1387 | |
1394 | |
1388 | /* GROS: This code comes from hit_player. It has been made external to |
1395 | /* 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. |
1396 | * allow script procedures to "kill" objects in a combat-like fashion. |
1390 | * It was initially used by (kill-object) developed for the Collector's |
1397 | * It was initially used by (kill-object) developed for the Collector's |
1391 | * Sword. Note that nothing has been changed from the original version |
1398 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1406 | char buf[MAX_BUF]; |
1413 | char buf[MAX_BUF]; |
1407 | const char *skill; |
1414 | const char *skill; |
1408 | int maxdam = 0; |
1415 | int maxdam = 0; |
1409 | int battleg = 0; /* true if op standing on battleground */ |
1416 | int battleg = 0; /* true if op standing on battleground */ |
1410 | int pk = 0; /* true if op and what controls hitter are both players */ |
1417 | int pk = 0; /* true if op and what controls hitter are both players */ |
1411 | object *owner = NULL; |
1418 | object *owner = 0; |
1412 | object *skop = NULL; |
1419 | object *skop = 0; |
1413 | |
1420 | |
1414 | if (op->stats.hp >= 0) |
1421 | if (op->stats.hp >= 0) |
1415 | return -1; |
1422 | return -1; |
1416 | |
1423 | |
1417 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1424 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1426 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1433 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1427 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1434 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1428 | |
1435 | |
1429 | if (op->type == DOOR) |
1436 | if (op->type == DOOR) |
1430 | { |
1437 | { |
1431 | op->speed = 0.1; |
1438 | op->set_speed (0.1); |
1432 | update_ob_speed (op); |
|
|
1433 | op->speed_left = -0.05; |
1439 | op->speed_left = -0.05; |
1434 | return maxdam; |
1440 | return maxdam; |
1435 | } |
1441 | } |
1436 | |
1442 | |
1437 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1443 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1438 | { |
1444 | { |
1439 | remove_friendly_object (op); |
|
|
1440 | |
|
|
1441 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1442 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1443 | |
|
|
1444 | op->destroy (); |
1445 | op->destroy (); |
1445 | return maxdam; |
1446 | return maxdam; |
1446 | } |
1447 | } |
1447 | |
1448 | |
1448 | /* Now lets start dealing with experience we get for killing something */ |
1449 | /* Now lets start dealing with experience we get for killing something */ |
… | |
… | |
1476 | char buf[256]; |
1477 | char buf[256]; |
1477 | |
1478 | |
1478 | tmv = localtime (&t); |
1479 | tmv = localtime (&t); |
1479 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1480 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1480 | |
1481 | |
1481 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket->host, query_name (op)); |
1482 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1482 | } |
1483 | } |
1483 | |
1484 | |
1484 | /* try to filter some things out - basically, if you are |
1485 | /* try to filter some things out - basically, if you are |
1485 | * killing a level 1 creature and your level 20, you |
1486 | * killing a level 1 creature and your level 20, you |
1486 | * probably don't want to see that. |
1487 | * probably don't want to see that. |
… | |
… | |
1504 | * player that the object belonged to - so if you killed another player |
1505 | * player that the object belonged to - so if you killed another player |
1505 | * with spells, pets, whatever, there was no penalty. |
1506 | * with spells, pets, whatever, there was no penalty. |
1506 | * Changed to make luck penalty configurable in settings. |
1507 | * Changed to make luck penalty configurable in settings. |
1507 | */ |
1508 | */ |
1508 | if (op->type == PLAYER && owner != op && !battleg) |
1509 | if (op->type == PLAYER && owner != op && !battleg) |
1509 | change_luck (owner, -settings.pk_luck_penalty); |
1510 | owner->change_luck (-settings.pk_luck_penalty); |
1510 | |
1511 | |
1511 | /* This code below deals with finding the appropriate skill |
1512 | /* This code below deals with finding the appropriate skill |
1512 | * to credit exp to. This is a bit problematic - we should |
1513 | * to credit exp to. This is a bit problematic - we should |
1513 | * probably never really have to look at current_weapon->skill |
1514 | * probably never really have to look at current_weapon->skill |
1514 | */ |
1515 | */ |
1515 | skill = 0; |
1516 | skill = 0; |
1516 | |
1517 | |
1517 | if (hitter->skill && hitter->type != PLAYER) |
1518 | if (hitter->skill && hitter->type != PLAYER) |
1518 | skill = hitter->skill; |
1519 | skill = hitter->skill; |
1519 | else if (owner->chosen_skill) |
1520 | else if (owner->chosen_skill) |
1520 | { |
1521 | { |
1521 | skill = owner->chosen_skill->skill; |
|
|
1522 | skop = owner->chosen_skill; |
1522 | skop = owner->chosen_skill; |
|
|
1523 | skill = skop->skill; |
1523 | } |
1524 | } |
1524 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1525 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1525 | skill = owner->current_weapon->skill; |
1526 | skill = owner->current_weapon->skill; |
1526 | else |
1527 | else |
1527 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1528 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1528 | |
1529 | |
1529 | /* We have the skill we want to credit to - now find the object this goes |
1530 | /* We have the skill we want to credit to - now find the object this goes |
1530 | * to. Make sure skop is an actual skill, and not a skill tool! |
1531 | * to. Make sure skop is an actual skill, and not a skill tool! |
1531 | */ |
1532 | */ |
1532 | if ((!skop || skop->type != SKILL) && skill) |
1533 | if ((!skop || skop->type != SKILL) && skill) |
1533 | { |
1534 | { |
1534 | int i; |
1535 | int i; |
1535 | |
1536 | |
… | |
… | |
1598 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1599 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1599 | change_exp (owner, exp, skill, 0); |
1600 | change_exp (owner, exp, skill, 0); |
1600 | else |
1601 | else |
1601 | { |
1602 | { |
1602 | int shares = 0, count = 0; |
1603 | int shares = 0, count = 0; |
1603 | player *pl; |
|
|
1604 | partylist *party = owner->contr->party; |
1604 | partylist *party = owner->contr->party; |
1605 | |
1605 | |
1606 | #ifdef PARTY_KILL_LOG |
|
|
1607 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1606 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1608 | #endif |
1607 | |
1609 | for (pl = first_player; pl != NULL; pl = pl->next) |
1608 | for_all_players (pl) |
1610 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1609 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1611 | { |
1610 | { |
1612 | count++; |
1611 | count++; |
1613 | shares += (pl->ob->level + 4); |
1612 | shares += (pl->ob->level + 4); |
1614 | } |
1613 | } |
… | |
… | |
1617 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1616 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1618 | else |
1617 | else |
1619 | { |
1618 | { |
1620 | int share = exp / shares, given = 0, nexp; |
1619 | int share = exp / shares, given = 0, nexp; |
1621 | |
1620 | |
1622 | for (pl = first_player; pl != NULL; pl = pl->next) |
1621 | for_all_players (pl) |
1623 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1622 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1624 | { |
1623 | { |
1625 | nexp = (pl->ob->level + 4) * share; |
1624 | nexp = (pl->ob->level + 4) * share; |
1626 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1625 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1627 | given += nexp; |
1626 | given += nexp; |
… | |
… | |
1668 | } |
1667 | } |
1669 | |
1668 | |
1670 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1669 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1671 | * Returns 0 this is not friendly fire |
1670 | * Returns 0 this is not friendly fire |
1672 | */ |
1671 | */ |
1673 | |
|
|
1674 | int |
1672 | int |
1675 | friendly_fire (object *op, object *hitter) |
1673 | friendly_fire (object *op, object *hitter) |
1676 | { |
1674 | { |
1677 | object *owner; |
1675 | object *owner; |
1678 | int friendlyfire; |
1676 | int friendlyfire; |
… | |
… | |
1708 | * is what is hitting the object, type is the attacktype, and |
1706 | * is what is hitting the object, type is the attacktype, and |
1709 | * full_hit is set if monster area does not matter. |
1707 | * full_hit is set if monster area does not matter. |
1710 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1708 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1711 | * modify it. |
1709 | * modify it. |
1712 | */ |
1710 | */ |
1713 | |
|
|
1714 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1711 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1715 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1712 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1716 | |
|
|
1717 | int |
1713 | int |
1718 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1714 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1719 | { |
1715 | { |
1720 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1716 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1721 | int maxattacktype, attacknum; |
1717 | int maxattacktype, attacknum; |
… | |
… | |
1737 | object *owner = hitter->owner; |
1733 | object *owner = hitter->owner; |
1738 | |
1734 | |
1739 | if (!owner) |
1735 | if (!owner) |
1740 | owner = hitter; |
1736 | owner = hitter; |
1741 | |
1737 | |
1742 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1738 | if (owner->type == PLAYER |
|
|
1739 | && (!op_on_battleground (op, 0, 0) |
|
|
1740 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1741 | && op != owner) |
1743 | return 0; |
1742 | return 0; |
1744 | } |
1743 | } |
1745 | #endif |
1744 | #endif |
1746 | |
1745 | |
1747 | if (body_attack) |
1746 | if (body_attack) |
… | |
… | |
1764 | } |
1763 | } |
1765 | } |
1764 | } |
1766 | |
1765 | |
1767 | if (!simple_attack && op->type == DOOR) |
1766 | if (!simple_attack && op->type == DOOR) |
1768 | { |
1767 | { |
1769 | object *tmp; |
|
|
1770 | |
|
|
1771 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1768 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1772 | if (tmp->type == RUNE || tmp->type == TRAP) |
1769 | if (tmp->type == RUNE || tmp->type == TRAP) |
1773 | { |
1770 | { |
1774 | spring_trap (tmp, hitter); |
1771 | spring_trap (tmp, hitter); |
1775 | |
1772 | |
1776 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1773 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
… | |
… | |
1783 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1780 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1784 | { |
1781 | { |
1785 | /* FIXME: If a player is killed by a rune in a door, the |
1782 | /* FIXME: If a player is killed by a rune in a door, the |
1786 | * destroyed() check above doesn't return, and might get here. |
1783 | * destroyed() check above doesn't return, and might get here. |
1787 | */ |
1784 | */ |
|
|
1785 | |
|
|
1786 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1787 | gets it's speed_left raised on each mover-tick. |
|
|
1788 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1789 | and waiting for that to run out. |
|
|
1790 | */ |
1788 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1791 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1789 | return 0; |
1792 | return 0; |
1790 | } |
1793 | } |
1791 | |
1794 | |
1792 | #ifdef ATTACK_DEBUG |
1795 | #ifdef ATTACK_DEBUG |
1793 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1796 | 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 */ |
1802 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1800 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1803 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1801 | if (dam >= 100) |
1804 | if (dam >= 100) |
1802 | dam /= 100; |
1805 | dam /= 100; |
1803 | else |
1806 | else |
1804 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1807 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1805 | } |
1808 | } |
1806 | |
1809 | |
1807 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1810 | /* 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 |
1811 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1809 | */ |
1812 | */ |
… | |
… | |
1829 | (hitter->title != NULL |
1832 | (hitter->title != NULL |
1830 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1833 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1831 | return 0; |
1834 | return 0; |
1832 | } |
1835 | } |
1833 | |
1836 | |
1834 | maxattacktype = type; /* initialize this to something */ |
1837 | maxattacktype = type; /* initialise this to something */ |
1835 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1838 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1836 | { |
1839 | { |
1837 | /* Magic isn't really a true attack type - it gets combined with other |
1840 | /* 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 |
1841 | * attack types. As such, skip it over. However, if magic is |
1839 | * the only attacktype in the group, then still attack with it |
1842 | * the only attacktype in the group, then still attack with it |
… | |
… | |
1892 | |
1895 | |
1893 | /* basically: maxdam /= area; we try to "simulate" a float |
1896 | /* basically: maxdam /= area; we try to "simulate" a float |
1894 | value-effect */ |
1897 | value-effect */ |
1895 | remainder = 100 * (maxdam % area) / area; |
1898 | remainder = 100 * (maxdam % area) / area; |
1896 | maxdam /= area; |
1899 | maxdam /= area; |
1897 | if (RANDOM () % 100 < remainder) |
1900 | if (rndm (100) < remainder) |
1898 | maxdam++; |
1901 | maxdam++; |
1899 | } |
1902 | } |
1900 | |
1903 | |
1901 | #ifdef ATTACK_DEBUG |
1904 | #ifdef ATTACK_DEBUG |
1902 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1905 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1903 | #endif |
1906 | #endif |
1904 | |
1907 | |
|
|
1908 | // for now, only do this for active objects, otherwise they |
|
|
1909 | // keep a refcount for a long time and I see no usefulness |
|
|
1910 | // for an non-active objetc to know its enemy. |
|
|
1911 | if (op->active) |
1905 | if (hitter->owner) |
1912 | if (hitter->owner) |
1906 | op->enemy = hitter->owner; |
1913 | op->enemy = hitter->owner; |
1907 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1914 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1908 | op->enemy = hitter; |
1915 | op->enemy = hitter; |
1909 | |
1916 | |
1910 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1917 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1911 | { |
1918 | { |
1912 | /* The unaggressives look after themselves 8) */ |
1919 | /* The unaggressives look after themselves 8) */ |
1913 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1920 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1950 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1957 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1951 | * that before if the player was immune to ghosthit, the monster |
1958 | * that before if the player was immune to ghosthit, the monster |
1952 | * remained - that is no longer the case. |
1959 | * remained - that is no longer the case. |
1953 | */ |
1960 | */ |
1954 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1961 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1955 | { |
|
|
1956 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1957 | remove_friendly_object (hitter); |
|
|
1958 | |
|
|
1959 | hitter->destroy (); |
1962 | hitter->destroy (); |
1960 | } |
1963 | |
1961 | /* Lets handle creatures that are splitting now */ |
1964 | /* Lets handle creatures that are splitting now */ |
1962 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1965 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1963 | { |
1966 | { |
1964 | int i; |
1967 | int i; |
1965 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1968 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
1981 | |
1984 | |
1982 | tmp->stats.hp = op->stats.hp; |
1985 | tmp->stats.hp = op->stats.hp; |
1983 | |
1986 | |
1984 | if (friendly) |
1987 | if (friendly) |
1985 | { |
1988 | { |
1986 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
1987 | add_friendly_object (tmp); |
1989 | add_friendly_object (tmp); |
1988 | tmp->attack_movement = PETMOVE; |
1990 | tmp->attack_movement = PETMOVE; |
|
|
1991 | |
1989 | if (owner != NULL) |
1992 | if (owner) |
1990 | tmp->set_owner (owner); |
1993 | tmp->set_owner (owner); |
1991 | } |
1994 | } |
1992 | |
1995 | |
1993 | if (unaggressive) |
1996 | if (unaggressive) |
1994 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1997 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
… | |
… | |
2053 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2056 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2054 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2057 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2055 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2058 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2056 | tmp->stats.Int = MAX (-dam / 7, -10); |
2059 | tmp->stats.Int = MAX (-dam / 7, -10); |
2057 | SET_FLAG (tmp, FLAG_APPLIED); |
2060 | SET_FLAG (tmp, FLAG_APPLIED); |
2058 | fix_player (op); |
2061 | op->update_stats (); |
2059 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2062 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2060 | } |
2063 | } |
2061 | if (hitter->type == PLAYER) |
2064 | if (hitter->type == PLAYER) |
2062 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2065 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2063 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2066 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
… | |
… | |
2087 | } |
2090 | } |
2088 | else |
2091 | else |
2089 | tmp->stats.food++; |
2092 | tmp->stats.food++; |
2090 | SET_FLAG (tmp, FLAG_APPLIED); |
2093 | SET_FLAG (tmp, FLAG_APPLIED); |
2091 | tmp->speed_left = 0; |
2094 | tmp->speed_left = 0; |
2092 | fix_player (op); |
2095 | op->update_stats (); |
2093 | } |
2096 | } |
2094 | |
2097 | |
2095 | void |
2098 | void |
2096 | confuse_player (object *op, object *hitter, int dam) |
2099 | confuse_player (object *op, object *hitter, int dam) |
2097 | { |
2100 | { |
… | |
… | |
2141 | */ |
2144 | */ |
2142 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2145 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2143 | |
2146 | |
2144 | tmp = insert_ob_in_ob (tmp, op); |
2147 | tmp = insert_ob_in_ob (tmp, op); |
2145 | change_abil (op, tmp); /* Mostly to display any messages */ |
2148 | change_abil (op, tmp); /* Mostly to display any messages */ |
2146 | fix_player (op); /* This takes care of some other stuff */ |
2149 | op->update_stats (); /* This takes care of some other stuff */ |
2147 | |
2150 | |
2148 | if (hitter->owner) |
2151 | if (hitter->owner) |
2149 | owner = hitter->owner; |
2152 | owner = hitter->owner; |
2150 | else |
2153 | else |
2151 | owner = hitter; |
2154 | owner = hitter; |
… | |
… | |
2191 | op->speed_left = (float) -(FABS (op->speed) * max); |
2194 | op->speed_left = (float) -(FABS (op->speed) * max); |
2192 | |
2195 | |
2193 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2196 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2194 | } |
2197 | } |
2195 | |
2198 | |
2196 | |
|
|
2197 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2199 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2198 | * the computed damaged. |
2200 | * the computed damaged. |
2199 | */ |
2201 | */ |
2200 | void |
2202 | void |
2201 | deathstrike_player (object *op, object *hitter, int *dam) |
2203 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2218 | if (def_lev < 1) |
2220 | if (def_lev < 1) |
2219 | { |
2221 | { |
2220 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2222 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2221 | def_lev = 1; |
2223 | def_lev = 1; |
2222 | } |
2224 | } |
|
|
2225 | |
2223 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2226 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2224 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2227 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2225 | atk_lev, def_lev); */ |
2228 | atk_lev, def_lev); */ |
2226 | |
2229 | |
2227 | if (atk_lev >= def_lev) |
2230 | if (atk_lev >= def_lev) |
… | |
… | |
2242 | */ |
2245 | */ |
2243 | *dam *= kill_lev / def_lev; |
2246 | *dam *= kill_lev / def_lev; |
2244 | } |
2247 | } |
2245 | } |
2248 | } |
2246 | else |
2249 | else |
2247 | { |
|
|
2248 | *dam = 0; /* no harm done */ |
2250 | *dam = 0; /* no harm done */ |
2249 | } |
|
|
2250 | } |
2251 | } |
2251 | |
2252 | |
2252 | /* thrown_item_effect() - handles any special effects of thrown |
2253 | /* thrown_item_effect() - handles any special effects of thrown |
2253 | * items (like attacking living creatures--a potion thrown at a |
2254 | * items (like attacking living creatures--a potion thrown at a |
2254 | * monster). |
2255 | * monster). |
… | |
… | |
2358 | #endif |
2359 | #endif |
2359 | |
2360 | |
2360 | return adjust; |
2361 | return adjust; |
2361 | } |
2362 | } |
2362 | |
2363 | |
2363 | |
|
|
2364 | /* determine if the object is an 'aimed' missile */ |
2364 | /* determine if the object is an 'aimed' missile */ |
2365 | int |
2365 | int |
2366 | is_aimed_missile (object *op) |
2366 | is_aimed_missile (object *op) |
2367 | { |
2367 | { |
2368 | |
2368 | |
… | |
… | |
2374 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2374 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2375 | return 1; |
2375 | return 1; |
2376 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2376 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2377 | return 1; |
2377 | return 1; |
2378 | } |
2378 | } |
|
|
2379 | |
2379 | return 0; |
2380 | return 0; |
2380 | } |
2381 | } |