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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | #include <assert.h> |
24 | #include <assert.h> |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <living.h> |
26 | #include <living.h> |
27 | #include <material.h> |
27 | #include <material.h> |
28 | #include <skills.h> |
28 | #include <skills.h> |
29 | |
|
|
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
|
|
32 | #endif |
|
|
33 | |
|
|
34 | #include <sounds.h> |
29 | #include <sounds.h> |
|
|
30 | #include <sproto.h> |
35 | |
31 | |
36 | typedef struct att_msg_str |
32 | typedef struct att_msg_str |
37 | { |
33 | { |
38 | char *msg1; |
34 | char *msg1; |
39 | char *msg2; |
35 | char *msg2; |
… | |
… | |
45 | * its magical benefits. |
41 | * its magical benefits. |
46 | */ |
42 | */ |
47 | void |
43 | void |
48 | cancellation (object *op) |
44 | cancellation (object *op) |
49 | { |
45 | { |
50 | object *tmp; |
|
|
51 | |
|
|
52 | if (op->invisible) |
46 | if (op->invisible) |
53 | return; |
47 | return; |
54 | |
48 | |
55 | 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) |
56 | { |
50 | { |
57 | /* Recur through the inventory */ |
51 | /* Recurse through the inventory */ |
58 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
52 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
59 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
53 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
60 | cancellation (tmp); |
54 | cancellation (tmp); |
61 | } |
55 | } |
62 | else if (FABS (op->magic) <= (rndm (0, 5))) |
56 | else if (FABS (op->magic) <= rndm (0, 5)) |
63 | { |
57 | { |
64 | /* Nullify this object. This code could probably be more complete */ |
58 | /* Nullify this object. This code could probably be more complete */ |
65 | /* in what abilities it should cancel */ |
59 | /* in what abilities it should cancel */ |
66 | op->magic = 0; |
60 | op->magic = 0; |
|
|
61 | |
67 | CLEAR_FLAG (op, FLAG_DAMNED); |
62 | CLEAR_FLAG (op, FLAG_DAMNED); |
68 | CLEAR_FLAG (op, FLAG_CURSED); |
63 | CLEAR_FLAG (op, FLAG_CURSED); |
69 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
70 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
|
66 | |
71 | if (op->env && op->env->type == PLAYER) |
67 | if (op->env && op->env->type == PLAYER) |
72 | { |
|
|
73 | esrv_send_item (op->env, op); |
68 | esrv_send_item (op->env, op); |
74 | } |
|
|
75 | } |
69 | } |
76 | } |
70 | } |
77 | |
71 | |
78 | /* 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 |
79 | * 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 |
… | |
… | |
86 | materialtype_t *mt; |
80 | materialtype_t *mt; |
87 | |
81 | |
88 | if (op->materialname == NULL) |
82 | if (op->materialname == NULL) |
89 | { |
83 | { |
90 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
84 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
91 | if (op->material & mt->material) |
85 | if (op->materials & mt->material) |
92 | break; |
86 | break; |
93 | } |
87 | } |
94 | else |
88 | else |
95 | mt = name_to_material (op->materialname); |
89 | mt = name_to_material (op->materialname); |
96 | |
90 | |
… | |
… | |
133 | saves++; |
127 | saves++; |
134 | } |
128 | } |
135 | |
129 | |
136 | if (saves == attacks || attacks == 0) |
130 | if (saves == attacks || attacks == 0) |
137 | return TRUE; |
131 | return TRUE; |
|
|
132 | |
138 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
133 | if (saves == 0 || (rndm (1, attacks) > saves)) |
139 | return FALSE; |
134 | return FALSE; |
|
|
135 | |
140 | return TRUE; |
136 | return TRUE; |
141 | } |
137 | } |
142 | |
138 | |
143 | /* This function calls did_make_save_item. It then performs the |
139 | /* This function calls did_make_save_item. It then performs the |
144 | * appropriate actions to the item (such as burning the item up, |
140 | * appropriate actions to the item (such as burning the item up, |
145 | * calling cancellation, etc.) |
141 | * calling cancellation, etc.) |
146 | */ |
142 | */ |
147 | |
|
|
148 | void |
143 | void |
149 | save_throw_object (object *op, int type, object *originator) |
144 | save_throw_object (object *op, int type, object *originator) |
150 | { |
145 | { |
151 | if (!did_make_save_item (op, type, originator)) |
146 | if (!did_make_save_item (op, type, originator)) |
152 | { |
147 | { |
… | |
… | |
272 | * op is going in direction 'dir' |
267 | * op is going in direction 'dir' |
273 | * type is the attacktype of the object. |
268 | * type is the attacktype of the object. |
274 | * full_hit is set if monster area does not matter. |
269 | * full_hit is set if monster area does not matter. |
275 | * returns 1 if it hits something, 0 otherwise. |
270 | * returns 1 if it hits something, 0 otherwise. |
276 | */ |
271 | */ |
277 | |
|
|
278 | int |
272 | int |
279 | hit_map (object *op, int dir, int type, int full_hit) |
273 | hit_map (object *op, int dir, int type, int full_hit) |
280 | { |
274 | { |
281 | maptile *map; |
275 | maptile *map; |
282 | sint16 x, y; |
276 | sint16 x, y; |
… | |
… | |
315 | mapspace &ms = map->at (x, y); |
309 | mapspace &ms = map->at (x, y); |
316 | |
310 | |
317 | if (ms.flags () & P_SAFE) |
311 | if (ms.flags () & P_SAFE) |
318 | return 0; |
312 | return 0; |
319 | |
313 | |
320 | /* peterm: a few special cases for special attacktypes --counterspell |
314 | /* peterm: a few special cases for special attacktypes --counterspell |
321 | * 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 |
322 | */ |
316 | */ |
323 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
317 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
324 | { |
318 | { |
325 | if (type & AT_COUNTERSPELL) |
319 | if (type & AT_COUNTERSPELL) |
… | |
… | |
376 | * that weak walls have is_alive set, which prevent objects from |
370 | * that weak walls have is_alive set, which prevent objects from |
377 | * 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 |
378 | * 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 |
379 | * destroyed right now. |
373 | * destroyed right now. |
380 | */ |
374 | */ |
381 | 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) |
382 | { |
376 | { |
383 | save_throw_object (tmp, type, op); |
377 | save_throw_object (tmp, type, op); |
384 | |
378 | |
385 | if (op->destroyed ()) |
379 | if (op->destroyed ()) |
386 | break; |
380 | break; |
… | |
… | |
655 | { |
649 | { |
656 | i = 4; |
650 | i = 4; |
657 | map = hitter->map; |
651 | map = hitter->map; |
658 | if (out_of_map (map, hitter->x, hitter->y)) |
652 | if (out_of_map (map, hitter->x, hitter->y)) |
659 | return; |
653 | return; |
|
|
654 | |
660 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
655 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
661 | if (next) |
656 | if (next) |
662 | while (next) |
657 | while (next) |
663 | { |
658 | { |
664 | 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)) |
665 | i *= 3; |
660 | i *= 3; |
666 | tmp = next; |
661 | tmp = next; |
667 | next = tmp->above; |
662 | next = tmp->above; |
668 | } |
663 | } |
|
|
664 | |
669 | if (i < 0) |
665 | if (i < 0) |
670 | return; |
666 | return; |
|
|
667 | |
671 | if (rndm (0, i) != 0) |
668 | if (rndm (0, i) != 0) |
672 | return; |
669 | return; |
673 | } |
670 | } |
674 | else if (rndm (0, 5) != 0) |
671 | else if (rndm (0, 5) != 0) |
675 | return; |
672 | return; |
|
|
673 | |
676 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
674 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
677 | 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); |
678 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
676 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
679 | } |
677 | } |
680 | } |
678 | } |
… | |
… | |
775 | { |
773 | { |
776 | int hitdam = base_dam; |
774 | int hitdam = base_dam; |
777 | |
775 | |
778 | if (settings.casting_time == TRUE) |
776 | if (settings.casting_time == TRUE) |
779 | { |
777 | { |
780 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
778 | if (hitter->type == PLAYER && hitter->casting_time > -1) |
781 | { |
779 | { |
782 | hitter->casting_time = -1; |
780 | hitter->casting_time = -1; |
783 | 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!"); |
784 | } |
782 | } |
|
|
783 | |
785 | if ((op->casting_time > -1) && (hitdam > 0)) |
784 | if (op->casting_time > -1 && hitdam > 0) |
786 | { |
785 | { |
787 | op->casting_time = -1; |
786 | op->casting_time = -1; |
788 | if (op->type == PLAYER) |
787 | if (op->type == PLAYER) |
789 | { |
788 | { |
790 | 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!"); |
791 | 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); |
792 | } |
791 | } |
793 | } |
792 | } |
794 | } |
793 | } |
|
|
794 | |
795 | if (!simple_attack) |
795 | if (!simple_attack) |
796 | { |
796 | { |
797 | /* If you hit something, the victim should *always* wake up. |
797 | /* If you hit something, the victim should *always* wake up. |
798 | * Before, invisible hitters could avoid doing this. |
798 | * Before, invisible hitters could avoid doing this. |
799 | * -b.t. */ |
799 | * -b.t. */ |
… | |
… | |
807 | |
807 | |
808 | /* 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 */ |
809 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
809 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
810 | { |
810 | { |
811 | make_visible (op); |
811 | make_visible (op); |
|
|
812 | |
812 | if (op->type == PLAYER) |
813 | if (op->type == PLAYER) |
813 | 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!"); |
814 | } |
815 | } |
815 | |
816 | |
816 | /* thrown items (hitter) will have various effects |
817 | /* thrown items (hitter) will have various effects |
… | |
… | |
870 | } |
871 | } |
871 | |
872 | |
872 | int |
873 | int |
873 | attack_ob (object *op, object *hitter) |
874 | attack_ob (object *op, object *hitter) |
874 | { |
875 | { |
875 | |
|
|
876 | if (hitter->head) |
|
|
877 | hitter = hitter->head; |
876 | hitter = hitter->head_ (); |
|
|
877 | |
878 | 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); |
879 | } |
879 | } |
880 | |
880 | |
881 | /* op is the arrow, tmp is what is stopping the arrow. |
881 | /* op is the arrow, tmp is what is stopping the arrow. |
882 | * |
882 | * |
… | |
… | |
891 | * 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 |
892 | * stick around. |
892 | * stick around. |
893 | */ |
893 | */ |
894 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
894 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
895 | { |
895 | { |
896 | if (tmp->head != NULL) |
|
|
897 | tmp = tmp->head; |
896 | tmp = tmp->head_ (); |
898 | |
897 | |
899 | op->remove (); |
898 | op->remove (); |
900 | op = insert_ob_in_ob (op, tmp); |
899 | op = insert_ob_in_ob (op, tmp); |
901 | |
900 | |
902 | if (tmp->type == PLAYER) |
901 | if (tmp->type == PLAYER) |
… | |
… | |
1009 | insert_ob_in_ob (hitter, container); |
1008 | insert_ob_in_ob (hitter, container); |
1010 | } |
1009 | } |
1011 | |
1010 | |
1012 | return op; |
1011 | return op; |
1013 | } |
1012 | } |
1014 | |
|
|
1015 | |
1013 | |
1016 | void |
1014 | void |
1017 | tear_down_wall (object *op) |
1015 | tear_down_wall (object *op) |
1018 | { |
1016 | { |
1019 | int perc = 0; |
1017 | int perc = 0; |
… | |
… | |
1068 | SET_FLAG (target, FLAG_SCARED); |
1066 | SET_FLAG (target, FLAG_SCARED); |
1069 | if (!target->enemy) |
1067 | if (!target->enemy) |
1070 | target->enemy = owner; |
1068 | target->enemy = owner; |
1071 | } |
1069 | } |
1072 | |
1070 | |
1073 | |
|
|
1074 | /* 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 |
1075 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1072 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1076 | * 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 |
1077 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1074 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1078 | * 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 |
1079 | * the attacktype. Makes it easier for the PR code. */ |
1076 | * the attacktype. Makes it easier for the PR code. */ |
1080 | |
|
|
1081 | int |
1077 | int |
1082 | 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) |
1083 | { |
1079 | { |
1084 | int doesnt_slay = 1; |
1080 | int doesnt_slay = 1; |
1085 | |
1081 | |
… | |
… | |
1090 | return 0; |
1086 | return 0; |
1091 | } |
1087 | } |
1092 | |
1088 | |
1093 | if (dam < 0) |
1089 | if (dam < 0) |
1094 | { |
1090 | { |
1095 | 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 ()); |
1096 | return 0; |
1093 | return 0; |
1097 | } |
1094 | } |
1098 | |
1095 | |
1099 | /* 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 |
1100 | * people can't mess with that or it otherwise get confused. */ |
1097 | * people can't mess with that or it otherwise get confused. */ |
1101 | if (attacknum == ATNR_INTERNAL) |
1098 | if (attacknum == ATNR_INTERNAL) |
1102 | return dam; |
1099 | return dam; |
1103 | |
1100 | |
1104 | if (hitter->slaying) |
1101 | if (hitter->slaying) |
1105 | { |
1102 | { |
1106 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1103 | if ((op->race && strstr (hitter->slaying, op->race)) |
1107 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1104 | || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) |
1108 | { |
1105 | { |
1109 | doesnt_slay = 0; |
1106 | doesnt_slay = 0; |
1110 | dam *= 3; |
1107 | dam *= 3; |
1111 | } |
1108 | } |
1112 | } |
1109 | } |
… | |
… | |
1126 | /* Special hack. By default, if immune to something, you |
1123 | /* Special hack. By default, if immune to something, you |
1127 | * shouldn't need to worry. However, acid is an exception, since |
1124 | * shouldn't need to worry. However, acid is an exception, since |
1128 | * it can still damage your items. Only include attacktypes if |
1125 | * it can still damage your items. Only include attacktypes if |
1129 | * special processing is needed */ |
1126 | * special processing is needed */ |
1130 | |
1127 | |
1131 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1128 | if (op->resist[attacknum] >= 100 |
|
|
1129 | && doesnt_slay |
|
|
1130 | && attacknum != ATNR_ACID) |
1132 | return 0; |
1131 | return 0; |
1133 | |
1132 | |
1134 | /* Keep this in order - makes things easier to find */ |
1133 | /* Keep this in order - makes things easier to find */ |
1135 | |
1134 | |
1136 | switch (attacknum) |
1135 | switch (attacknum) |
… | |
… | |
1186 | else if (attacknum == ATNR_DEPLETE) |
1185 | else if (attacknum == ATNR_DEPLETE) |
1187 | op->drain_stat (); |
1186 | op->drain_stat (); |
1188 | 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)) |
1189 | blind_player (op, hitter, dam); |
1188 | blind_player (op, hitter, dam); |
1190 | } |
1189 | } |
|
|
1190 | |
1191 | 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 */ |
1192 | } |
1192 | } |
1193 | break; |
1193 | break; |
|
|
1194 | |
1194 | case ATNR_ACID: |
1195 | case ATNR_ACID: |
1195 | { |
1196 | { |
1196 | int flag = 0; |
1197 | int flag = 0; |
1197 | |
1198 | |
1198 | /* 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 |
1199 | * if your acid resistance is below 50%. */ |
1200 | * if your acid resistance is below 50%. */ |
1200 | 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)) |
1201 | { |
1202 | { |
1202 | object *tmp; |
|
|
1203 | |
|
|
1204 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1203 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1205 | { |
1204 | { |
1206 | if (tmp->invisible) |
1205 | if (tmp->invisible) |
1207 | continue; |
1206 | continue; |
1208 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1207 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1209 | /* >= 10% acid res. on itmes will protect these */ |
1208 | /* >= 10% acid res. on items will protect these */ |
1210 | continue; |
1209 | continue; |
1211 | if (!(tmp->material & M_IRON)) |
1210 | if (!(tmp->materials & M_IRON)) |
1212 | continue; |
1211 | continue; |
1213 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1212 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1214 | continue; |
1213 | continue; |
1215 | if (tmp->type == RING || |
1214 | if (tmp->type == RING |
1216 | /* removed boots and gloves from exclusion list in |
1215 | /* removed boots and gloves from exclusion list in PR */ |
1217 | PR */ |
1216 | || tmp->type == GIRDLE |
1218 | 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) |
1219 | continue; /* To avoid some strange effects */ |
1221 | continue; /* To avoid some strange effects */ |
1220 | |
1222 | |
1221 | /* High damage acid has better chance of corroding |
1223 | /* High damage acid has better chance of corroding |
1222 | objects */ |
1224 | objects */ |
1223 | 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) |
… | |
… | |
1230 | tmp->magic--; |
1232 | tmp->magic--; |
1231 | if (op->type == PLAYER) |
1233 | if (op->type == PLAYER) |
1232 | esrv_send_item (op, tmp); |
1234 | esrv_send_item (op, tmp); |
1233 | } |
1235 | } |
1234 | } |
1236 | } |
|
|
1237 | |
1235 | if (flag) |
1238 | if (flag) |
1236 | op->update_stats (); /* Something was corroded */ |
1239 | op->update_stats (); /* Something was corroded */ |
1237 | } |
1240 | } |
1238 | } |
1241 | } |
1239 | break; |
1242 | break; |
|
|
1243 | |
1240 | case ATNR_DRAIN: |
1244 | case ATNR_DRAIN: |
1241 | { |
1245 | { |
1242 | /* rate is the proportion of exp drained. High rate means |
1246 | /* rate is the proportion of exp drained. High rate means |
1243 | * not much is drained, low rate means a lot is drained. |
1247 | * not much is drained, low rate means a lot is drained. |
1244 | */ |
1248 | */ |
… | |
… | |
1280 | if (op->type != PLAYER || owner->type != PLAYER) |
1284 | if (op->type != PLAYER || owner->type != PLAYER) |
1281 | change_exp (owner, op->stats.exp / (rate * 2), |
1285 | change_exp (owner, op->stats.exp / (rate * 2), |
1282 | 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); |
1283 | } |
1287 | } |
1284 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1288 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1285 | { |
|
|
1286 | change_exp (hitter, op->stats.exp / (rate * 2), |
1289 | change_exp (hitter, op->stats.exp / (rate * 2), |
1287 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1290 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1288 | } |
1291 | |
1289 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1292 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1290 | } |
1293 | } |
|
|
1294 | |
1291 | 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 |
1292 | * 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, |
1293 | * as the messages will say you missed |
1297 | * as the messages will say you missed |
1294 | */ |
1298 | */ |
1295 | } |
1299 | } |
1296 | } |
1300 | } |
1297 | break; |
1301 | break; |
|
|
1302 | |
1298 | case ATNR_TURN_UNDEAD: |
1303 | case ATNR_TURN_UNDEAD: |
1299 | { |
1304 | { |
1300 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1305 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1301 | { |
1306 | { |
1302 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1307 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
… | |
… | |
1305 | |
1310 | |
1306 | /* 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 |
1307 | * at half strength */ |
1312 | * at half strength */ |
1308 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1313 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1309 | div = 2; |
1314 | div = 2; |
|
|
1315 | |
1310 | /* Give a bonus if you resist turn undead */ |
1316 | /* Give a bonus if you resist turn undead */ |
1311 | 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))) |
1312 | scare_creature (op, owner); |
1318 | scare_creature (op, owner); |
1313 | } |
1319 | } |
1314 | else |
1320 | else |
1315 | dam = 0; /* don't damage non undead - should we damage |
1321 | dam = 0; /* don't damage non undead - should we damage |
1316 | undead? */ |
1322 | undead? */ |
1317 | } |
1323 | } |
1318 | break; |
1324 | break; |
|
|
1325 | |
1319 | case ATNR_DEATH: |
1326 | case ATNR_DEATH: |
1320 | deathstrike_player (op, hitter, &dam); |
1327 | deathstrike_player (op, hitter, &dam); |
1321 | break; |
1328 | break; |
|
|
1329 | |
1322 | case ATNR_CHAOS: |
1330 | case ATNR_CHAOS: |
1323 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1331 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1324 | dam = 0; |
1332 | dam = 0; |
1325 | break; |
1333 | break; |
|
|
1334 | |
1326 | case ATNR_COUNTERSPELL: |
1335 | case ATNR_COUNTERSPELL: |
1327 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1336 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1328 | dam = 0; |
1337 | dam = 0; |
1329 | /* This should never happen. Counterspell is handled |
1338 | /* This should never happen. Counterspell is handled |
1330 | * seperately and filtered out. If this does happen, |
1339 | * seperately and filtered out. If this does happen, |
1331 | * Counterspell has no effect on anything but spells, so it |
1340 | * Counterspell has no effect on anything but spells, so it |
1332 | * does no damage. */ |
1341 | * does no damage. */ |
1333 | break; |
1342 | break; |
|
|
1343 | |
1334 | case ATNR_HOLYWORD: |
1344 | case ATNR_HOLYWORD: |
1335 | { |
1345 | { |
1336 | /* This has already been handled by hit_player, |
1346 | /* This has already been handled by hit_player, |
1337 | * no need to check twice -- DAMN */ |
1347 | * no need to check twice -- DAMN */ |
1338 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1348 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
… | |
… | |
1340 | /* 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 */ |
1341 | 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]) |
1342 | scare_creature (op, owner); |
1352 | scare_creature (op, owner); |
1343 | } |
1353 | } |
1344 | break; |
1354 | break; |
|
|
1355 | |
1345 | case ATNR_LIFE_STEALING: |
1356 | case ATNR_LIFE_STEALING: |
1346 | { |
1357 | { |
1347 | int new_hp; |
1358 | int new_hp; |
1348 | |
1359 | |
1349 | /* this is replacement to drain for players, instead of taking |
1360 | /* this is replacement to drain for players, instead of taking |
… | |
… | |
1356 | * 1000). |
1367 | * 1000). |
1357 | */ |
1368 | */ |
1358 | /* You can't steal life from something undead */ |
1369 | /* You can't steal life from something undead */ |
1359 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1370 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1360 | return 0; |
1371 | return 0; |
|
|
1372 | |
1361 | /* If drain protection is higher than life stealing, use that */ |
1373 | /* If drain protection is higher than life stealing, use that */ |
1362 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1374 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1363 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1375 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1364 | else |
1376 | else |
1365 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1377 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1378 | |
1366 | /* You die at -1 hp, not zero. */ |
1379 | /* You die at -1 hp, not zero. */ |
1367 | if (dam > (op->stats.hp + 1)) |
1380 | if (dam > (op->stats.hp + 1)) |
1368 | dam = op->stats.hp + 1; |
1381 | dam = op->stats.hp + 1; |
|
|
1382 | |
1369 | new_hp = hitter->stats.hp + dam; |
1383 | new_hp = hitter->stats.hp + dam; |
1370 | if (new_hp > hitter->stats.maxhp) |
1384 | if (new_hp > hitter->stats.maxhp) |
1371 | new_hp = hitter->stats.maxhp; |
1385 | new_hp = hitter->stats.maxhp; |
|
|
1386 | |
1372 | if (new_hp > hitter->stats.hp) |
1387 | if (new_hp > hitter->stats.hp) |
1373 | hitter->stats.hp = new_hp; |
1388 | hitter->stats.hp = new_hp; |
1374 | } |
1389 | } |
1375 | } |
1390 | } |
1376 | |
1391 | |
… | |
… | |
1398 | char buf[MAX_BUF]; |
1413 | char buf[MAX_BUF]; |
1399 | const char *skill; |
1414 | const char *skill; |
1400 | int maxdam = 0; |
1415 | int maxdam = 0; |
1401 | int battleg = 0; /* true if op standing on battleground */ |
1416 | int battleg = 0; /* true if op standing on battleground */ |
1402 | 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 */ |
1403 | object *owner = NULL; |
1418 | object *owner = 0; |
1404 | object *skop = NULL; |
1419 | object *skop = 0; |
1405 | |
1420 | |
1406 | if (op->stats.hp >= 0) |
1421 | if (op->stats.hp >= 0) |
1407 | return -1; |
1422 | return -1; |
1408 | |
1423 | |
1409 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1424 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1425 | return maxdam; |
1440 | return maxdam; |
1426 | } |
1441 | } |
1427 | |
1442 | |
1428 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1443 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1429 | { |
1444 | { |
1430 | remove_friendly_object (op); |
|
|
1431 | |
|
|
1432 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1433 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1434 | |
|
|
1435 | op->destroy (); |
1445 | op->destroy (); |
1436 | return maxdam; |
1446 | return maxdam; |
1437 | } |
1447 | } |
1438 | |
1448 | |
1439 | /* Now lets start dealing with experience we get for killing something */ |
1449 | /* Now lets start dealing with experience we get for killing something */ |
… | |
… | |
1498 | */ |
1508 | */ |
1499 | if (op->type == PLAYER && owner != op && !battleg) |
1509 | if (op->type == PLAYER && owner != op && !battleg) |
1500 | owner->change_luck (-settings.pk_luck_penalty); |
1510 | owner->change_luck (-settings.pk_luck_penalty); |
1501 | |
1511 | |
1502 | /* This code below deals with finding the appropriate skill |
1512 | /* This code below deals with finding the appropriate skill |
1503 | * to credit exp to. This is a bit problematic - we should |
1513 | * to credit exp to. This is a bit problematic - we should |
1504 | * probably never really have to look at current_weapon->skill |
1514 | * probably never really have to look at current_weapon->skill |
1505 | */ |
1515 | */ |
1506 | skill = 0; |
1516 | skill = 0; |
1507 | |
1517 | |
1508 | if (hitter->skill && hitter->type != PLAYER) |
1518 | if (hitter->skill && hitter->type != PLAYER) |
1509 | skill = hitter->skill; |
1519 | skill = hitter->skill; |
1510 | else if (owner->chosen_skill) |
1520 | else if (owner->chosen_skill) |
1511 | { |
1521 | { |
1512 | skill = owner->chosen_skill->skill; |
|
|
1513 | skop = owner->chosen_skill; |
1522 | skop = owner->chosen_skill; |
|
|
1523 | skill = skop->skill; |
1514 | } |
1524 | } |
1515 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1525 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1516 | skill = owner->current_weapon->skill; |
1526 | skill = owner->current_weapon->skill; |
1517 | else |
1527 | else |
1518 | 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"); |
1519 | |
1529 | |
1520 | /* 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 |
1521 | * 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! |
1522 | */ |
1532 | */ |
1523 | if ((!skop || skop->type != SKILL) && skill) |
1533 | if ((!skop || skop->type != SKILL) && skill) |
1524 | { |
1534 | { |
1525 | int i; |
1535 | int i; |
1526 | |
1536 | |
… | |
… | |
1589 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1599 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1590 | change_exp (owner, exp, skill, 0); |
1600 | change_exp (owner, exp, skill, 0); |
1591 | else |
1601 | else |
1592 | { |
1602 | { |
1593 | int shares = 0, count = 0; |
1603 | int shares = 0, count = 0; |
1594 | player *pl; |
|
|
1595 | partylist *party = owner->contr->party; |
1604 | partylist *party = owner->contr->party; |
1596 | |
1605 | |
1597 | 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); |
1598 | |
1607 | |
1599 | for_all_players (pl) |
1608 | for_all_players (pl) |
… | |
… | |
1658 | } |
1667 | } |
1659 | |
1668 | |
1660 | /* 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 |
1661 | * Returns 0 this is not friendly fire |
1670 | * Returns 0 this is not friendly fire |
1662 | */ |
1671 | */ |
1663 | |
|
|
1664 | int |
1672 | int |
1665 | friendly_fire (object *op, object *hitter) |
1673 | friendly_fire (object *op, object *hitter) |
1666 | { |
1674 | { |
1667 | object *owner; |
1675 | object *owner; |
1668 | int friendlyfire; |
1676 | int friendlyfire; |
… | |
… | |
1725 | object *owner = hitter->owner; |
1733 | object *owner = hitter->owner; |
1726 | |
1734 | |
1727 | if (!owner) |
1735 | if (!owner) |
1728 | owner = hitter; |
1736 | owner = hitter; |
1729 | |
1737 | |
1730 | 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) |
1731 | return 0; |
1742 | return 0; |
1732 | } |
1743 | } |
1733 | #endif |
1744 | #endif |
1734 | |
1745 | |
1735 | if (body_attack) |
1746 | if (body_attack) |
… | |
… | |
1752 | } |
1763 | } |
1753 | } |
1764 | } |
1754 | |
1765 | |
1755 | if (!simple_attack && op->type == DOOR) |
1766 | if (!simple_attack && op->type == DOOR) |
1756 | { |
1767 | { |
1757 | object *tmp; |
|
|
1758 | |
|
|
1759 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1768 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1760 | if (tmp->type == RUNE || tmp->type == TRAP) |
1769 | if (tmp->type == RUNE || tmp->type == TRAP) |
1761 | { |
1770 | { |
1762 | spring_trap (tmp, hitter); |
1771 | spring_trap (tmp, hitter); |
1763 | |
1772 | |
1764 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1773 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
… | |
… | |
1771 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1780 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1772 | { |
1781 | { |
1773 | /* 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 |
1774 | * destroyed() check above doesn't return, and might get here. |
1783 | * destroyed() check above doesn't return, and might get here. |
1775 | */ |
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 | */ |
1776 | 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); |
1777 | return 0; |
1792 | return 0; |
1778 | } |
1793 | } |
1779 | |
1794 | |
1780 | #ifdef ATTACK_DEBUG |
1795 | #ifdef ATTACK_DEBUG |
1781 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1796 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1787 | * 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 */ |
1788 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1803 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1789 | if (dam >= 100) |
1804 | if (dam >= 100) |
1790 | dam /= 100; |
1805 | dam /= 100; |
1791 | else |
1806 | else |
1792 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1807 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1793 | } |
1808 | } |
1794 | |
1809 | |
1795 | /* 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 |
1796 | * 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 |
1797 | */ |
1812 | */ |
… | |
… | |
1880 | |
1895 | |
1881 | /* basically: maxdam /= area; we try to "simulate" a float |
1896 | /* basically: maxdam /= area; we try to "simulate" a float |
1882 | value-effect */ |
1897 | value-effect */ |
1883 | remainder = 100 * (maxdam % area) / area; |
1898 | remainder = 100 * (maxdam % area) / area; |
1884 | maxdam /= area; |
1899 | maxdam /= area; |
1885 | if (RANDOM () % 100 < remainder) |
1900 | if (rndm (100) < remainder) |
1886 | maxdam++; |
1901 | maxdam++; |
1887 | } |
1902 | } |
1888 | |
1903 | |
1889 | #ifdef ATTACK_DEBUG |
1904 | #ifdef ATTACK_DEBUG |
1890 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1905 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1891 | #endif |
1906 | #endif |
1892 | |
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) |
1893 | if (hitter->owner) |
1912 | if (hitter->owner) |
1894 | op->enemy = hitter->owner; |
1913 | op->enemy = hitter->owner; |
1895 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1914 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1896 | op->enemy = hitter; |
1915 | op->enemy = hitter; |
1897 | |
1916 | |
1898 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1917 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1899 | { |
1918 | { |
1900 | /* The unaggressives look after themselves 8) */ |
1919 | /* The unaggressives look after themselves 8) */ |
1901 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1920 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1938 | /* 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 |
1939 | * that before if the player was immune to ghosthit, the monster |
1958 | * that before if the player was immune to ghosthit, the monster |
1940 | * remained - that is no longer the case. |
1959 | * remained - that is no longer the case. |
1941 | */ |
1960 | */ |
1942 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1961 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1943 | { |
|
|
1944 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1945 | remove_friendly_object (hitter); |
|
|
1946 | |
|
|
1947 | hitter->destroy (); |
1962 | hitter->destroy (); |
1948 | } |
1963 | |
1949 | /* Lets handle creatures that are splitting now */ |
1964 | /* Lets handle creatures that are splitting now */ |
1950 | 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)) |
1951 | { |
1966 | { |
1952 | int i; |
1967 | int i; |
1953 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1968 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
2179 | op->speed_left = (float) -(FABS (op->speed) * max); |
2194 | op->speed_left = (float) -(FABS (op->speed) * max); |
2180 | |
2195 | |
2181 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2196 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2182 | } |
2197 | } |
2183 | |
2198 | |
2184 | |
|
|
2185 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2199 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2186 | * the computed damaged. |
2200 | * the computed damaged. |
2187 | */ |
2201 | */ |
2188 | void |
2202 | void |
2189 | deathstrike_player (object *op, object *hitter, int *dam) |
2203 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2206 | if (def_lev < 1) |
2220 | if (def_lev < 1) |
2207 | { |
2221 | { |
2208 | 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); |
2209 | def_lev = 1; |
2223 | def_lev = 1; |
2210 | } |
2224 | } |
|
|
2225 | |
2211 | 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; |
2212 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2227 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2213 | atk_lev, def_lev); */ |
2228 | atk_lev, def_lev); */ |
2214 | |
2229 | |
2215 | if (atk_lev >= def_lev) |
2230 | if (atk_lev >= def_lev) |
… | |
… | |
2230 | */ |
2245 | */ |
2231 | *dam *= kill_lev / def_lev; |
2246 | *dam *= kill_lev / def_lev; |
2232 | } |
2247 | } |
2233 | } |
2248 | } |
2234 | else |
2249 | else |
2235 | { |
|
|
2236 | *dam = 0; /* no harm done */ |
2250 | *dam = 0; /* no harm done */ |
2237 | } |
|
|
2238 | } |
2251 | } |
2239 | |
2252 | |
2240 | /* thrown_item_effect() - handles any special effects of thrown |
2253 | /* thrown_item_effect() - handles any special effects of thrown |
2241 | * items (like attacking living creatures--a potion thrown at a |
2254 | * items (like attacking living creatures--a potion thrown at a |
2242 | * monster). |
2255 | * monster). |
… | |
… | |
2346 | #endif |
2359 | #endif |
2347 | |
2360 | |
2348 | return adjust; |
2361 | return adjust; |
2349 | } |
2362 | } |
2350 | |
2363 | |
2351 | |
|
|
2352 | /* determine if the object is an 'aimed' missile */ |
2364 | /* determine if the object is an 'aimed' missile */ |
2353 | int |
2365 | int |
2354 | is_aimed_missile (object *op) |
2366 | is_aimed_missile (object *op) |
2355 | { |
2367 | { |
2356 | |
2368 | |
… | |
… | |
2362 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2374 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2363 | return 1; |
2375 | return 1; |
2364 | 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)) |
2365 | return 1; |
2377 | return 1; |
2366 | } |
2378 | } |
|
|
2379 | |
2367 | return 0; |
2380 | return 0; |
2368 | } |
2381 | } |