1 | /* |
1 | /* |
2 | * static char *rcsid_attack_c = |
2 | * CrossFire, A Multiplayer game |
3 | * "$Id: attack.C,v 1.6 2006/08/29 11:58:02 elmex Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
4 | */ |
23 | */ |
5 | /* |
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6 | CrossFire, A Multiplayer game for X-windows |
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7 | |
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8 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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9 | Copyright (C) 1992 Frank Tore Johansen |
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10 | |
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11 | This program is free software; you can redistribute it and/or modify |
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12 | it under the terms of the GNU General Public License as published by |
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13 | the Free Software Foundation; either version 2 of the License, or |
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14 | (at your option) any later version. |
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15 | |
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16 | This program is distributed in the hope that it will be useful, |
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17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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19 | GNU General Public License for more details. |
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20 | |
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21 | You should have received a copy of the GNU General Public License |
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22 | along with this program; if not, write to the Free Software |
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23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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24 | |
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25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
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26 | */ |
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27 | #include <assert.h> |
24 | #include <assert.h> |
28 | #include <global.h> |
25 | #include <global.h> |
29 | #include <living.h> |
26 | #include <living.h> |
30 | #include <material.h> |
27 | #include <material.h> |
31 | #include <skills.h> |
28 | #include <skills.h> |
32 | |
29 | #include <sounds.h> |
33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
30 | #include <sproto.h> |
35 | #endif |
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36 | |
31 | |
37 | #include <sounds.h> |
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38 | |
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39 | typedef struct att_msg_str { |
32 | typedef struct att_msg_str |
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33 | { |
40 | char *msg1; |
34 | char *msg1; |
41 | char *msg2; |
35 | char *msg2; |
42 | } att_msg; |
36 | } att_msg; |
43 | |
37 | |
44 | /*#define ATTACK_DEBUG*/ |
38 | /*#define ATTACK_DEBUG*/ |
45 | |
39 | |
46 | /* cancels object *op. Cancellation basically means an object loses |
40 | /* cancels object *op. Cancellation basically means an object loses |
47 | * its magical benefits. |
41 | * its magical benefits. |
48 | */ |
42 | */ |
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43 | void |
49 | void cancellation(object *op) |
44 | cancellation (object *op) |
50 | { |
45 | { |
51 | object *tmp; |
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52 | |
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53 | if (op->invisible) |
46 | if (op->invisible) |
54 | return; |
47 | return; |
55 | |
48 | |
56 | 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) |
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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)) |
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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; |
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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); |
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66 | |
70 | if (op->env && op->env->type == PLAYER) { |
67 | if (op->env && op->env->type == PLAYER) |
71 | esrv_send_item (op->env, op); |
68 | esrv_send_item (op->env, op); |
72 | } |
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73 | } |
69 | } |
74 | } |
70 | } |
75 | |
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76 | |
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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 |
80 | * any further action (like destroying the item). |
74 | * any further action (like destroying the item). |
81 | */ |
75 | */ |
82 | |
76 | int |
83 | int did_make_save_item(object *op, int type, object *originator) { |
77 | did_make_save_item (object *op, int type, object *originator) |
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78 | { |
84 | int i, roll, saves=0, attacks=0, number; |
79 | int i, roll, saves = 0, attacks = 0, number; |
85 | materialtype_t *mt; |
80 | materialtype_t *mt; |
86 | |
81 | |
87 | if (op->materialname == NULL) { |
82 | if (op->materialname == NULL) |
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83 | { |
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { |
84 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
89 | if (op->material & mt->material) |
85 | if (op->materials & mt->material) |
90 | break; |
86 | break; |
91 | } |
87 | } |
92 | } else |
88 | else |
93 | mt = name_to_material(op->materialname); |
89 | mt = name_to_material (op->materialname); |
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90 | |
94 | if (mt == NULL) |
91 | if (mt == NULL) |
95 | return TRUE; |
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96 | roll = rndm(1, 20); |
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97 | |
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98 | /* the attacktypes have no meaning for object saves |
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99 | * If the type is only magic, don't adjust type - basically, if |
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100 | * pure magic is hitting an object, it should save. However, if it |
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101 | * is magic teamed with something else, then strip out the |
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102 | * magic type, and instead let the fire, cold, or whatever component |
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103 | * destroy the item. Otherwise, you get the case of poisoncloud |
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104 | * destroying objects because it has magic attacktype. |
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105 | */ |
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106 | if (type != AT_MAGIC) |
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107 | type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| |
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108 | AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| |
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109 | AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| |
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110 | AT_MAGIC); |
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111 | |
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112 | if (type == 0) |
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113 | return TRUE; |
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114 | if (roll == 20) |
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115 | return TRUE; |
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116 | if (roll == 1) |
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117 | return FALSE; |
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118 | |
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119 | for (number=0; number < NROFATTACKS; number++) { |
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120 | i = 1<<number; |
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121 | if (!(i&type)) |
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122 | continue; |
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123 | attacks++; |
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124 | if (op->resist[number] == 100) |
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125 | saves++; |
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126 | else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) |
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127 | saves++; |
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128 | else if ((20-mt->save[number])/3 > originator->stats.dam) |
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129 | saves++; |
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130 | } |
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131 | |
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132 | if (saves==attacks || attacks==0) |
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133 | return TRUE; |
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134 | if ((saves==0) || (rndm(1, attacks) > saves)) |
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135 | return FALSE; |
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136 | return TRUE; |
92 | return TRUE; |
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93 | |
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94 | roll = rndm (1, 20); |
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95 | |
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96 | /* the attacktypes have no meaning for object saves |
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97 | * If the type is only magic, don't adjust type - basically, if |
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98 | * pure magic is hitting an object, it should save. However, if it |
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99 | * is magic teamed with something else, then strip out the |
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100 | * magic type, and instead let the fire, cold, or whatever component |
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101 | * destroy the item. Otherwise, you get the case of poisoncloud |
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102 | * destroying objects because it has magic attacktype. |
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103 | */ |
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104 | if (type != AT_MAGIC) |
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105 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
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106 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
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107 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
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108 | |
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109 | if (type == 0) |
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110 | return TRUE; |
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111 | if (roll == 20) |
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112 | return TRUE; |
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113 | if (roll == 1) |
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114 | return FALSE; |
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115 | |
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116 | for (number = 0; number < NROFATTACKS; number++) |
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117 | { |
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118 | i = 1 << number; |
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119 | if (!(i & type)) |
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120 | continue; |
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121 | attacks++; |
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122 | if (op->resist[number] == 100) |
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123 | saves++; |
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124 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
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125 | saves++; |
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126 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
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127 | saves++; |
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128 | } |
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129 | |
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130 | if (saves == attacks || attacks == 0) |
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131 | return TRUE; |
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132 | |
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133 | if (saves == 0 || (rndm (1, attacks) > saves)) |
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134 | return FALSE; |
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135 | |
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136 | return TRUE; |
137 | } |
137 | } |
138 | |
138 | |
139 | /* This function calls did_make_save_item. It then performs the |
139 | /* This function calls did_make_save_item. It then performs the |
140 | * appropriate actions to the item (such as burning the item up, |
140 | * appropriate actions to the item (such as burning the item up, |
141 | * calling cancellation, etc.) |
141 | * calling cancellation, etc.) |
142 | */ |
142 | */ |
143 | |
143 | void |
144 | void save_throw_object (object *op, int type, object *originator) |
144 | save_throw_object (object *op, int type, object *originator) |
145 | { |
145 | { |
146 | if ( ! did_make_save_item (op, type,originator)) |
146 | if (!did_make_save_item (op, type, originator)) |
147 | { |
147 | { |
148 | object *env=op->env; |
148 | object *env = op->env; |
149 | int x=op->x,y=op->y; |
149 | int x = op->x, y = op->y; |
150 | mapstruct *m=op->map; |
150 | maptile *m = op->map; |
151 | |
151 | |
152 | op = stop_item (op); |
152 | op = stop_item (op); |
153 | if (op == NULL) |
153 | if (op == NULL) |
154 | return; |
154 | return; |
155 | |
155 | |
156 | /* Hacked the following so that type LIGHTER will work. |
156 | /* Hacked the following so that type LIGHTER will work. |
157 | * Also, objects which are potenital "lights" that are hit by |
157 | * Also, objects which are potenital "lights" that are hit by |
158 | * flame/elect attacks will be set to glow. "lights" are any |
158 | * flame/elect attacks will be set to glow. "lights" are any |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * (and please note that we cant fail our save and reach this |
160 | * (and please note that we cant fail our save and reach this |
161 | * function if the object doesnt contain a material that can burn. |
161 | * function if the object doesnt contain a material that can burn. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | */ |
163 | */ |
164 | if(type&(AT_FIRE|AT_ELECTRICITY) |
164 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
165 | &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { |
165 | { |
166 | const char *arch=op->other_arch->name; |
166 | const char *arch = op->other_arch->name; |
167 | |
167 | |
168 | op = decrease_ob_nr (op, 1); |
168 | op = decrease_ob_nr (op, 1); |
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169 | |
169 | if (op) |
170 | if (op) |
170 | fix_stopped_item (op, m, originator); |
171 | fix_stopped_item (op, m, originator); |
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172 | |
171 | if((op = get_archetype(arch))!=NULL) { |
173 | if ((op = get_archetype (arch)) != NULL) |
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174 | { |
172 | if(env) { |
175 | if (env) |
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176 | { |
173 | op->x=env->x,op->y=env->y; |
177 | op->x = env->x, op->y = env->y; |
174 | insert_ob_in_ob(op,env); |
178 | insert_ob_in_ob (op, env); |
175 | if (env->contr) |
179 | if (env->contr) |
176 | esrv_send_item(env, op); |
180 | esrv_send_item (env, op); |
177 | } else { |
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178 | op->x=x,op->y=y; |
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179 | insert_ob_in_map(op,m,originator,0); |
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180 | } |
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181 | } |
181 | } |
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182 | else |
182 | return; |
183 | { |
183 | } |
184 | op->x = x, op->y = y; |
184 | if(type&AT_CANCELLATION) { /* Cancellation. */ |
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185 | cancellation(op); |
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186 | fix_stopped_item (op, m, originator); |
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187 | return; |
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188 | } |
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189 | if(op->nrof>1) { |
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190 | op = decrease_ob_nr(op,rndm(0, op->nrof-1)); |
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191 | if (op) |
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192 | fix_stopped_item (op, m, originator); |
185 | insert_ob_in_map (op, m, originator, 0); |
193 | } else { |
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194 | if (op->env) { |
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195 | object *tmp= is_player_inv(op->env); |
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196 | |
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197 | if (tmp) { |
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198 | esrv_del_item(tmp->contr, op->count); |
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199 | } |
186 | } |
200 | } |
187 | } |
201 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
188 | |
202 | remove_ob(op); |
189 | return; |
203 | free_object(op); |
190 | } |
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191 | |
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192 | if (type & AT_CANCELLATION) |
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193 | { /* Cancellation. */ |
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194 | cancellation (op); |
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195 | fix_stopped_item (op, m, originator); |
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196 | return; |
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197 | } |
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198 | |
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199 | if (op->nrof > 1) |
204 | } |
200 | { |
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201 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
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202 | |
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203 | if (op) |
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204 | fix_stopped_item (op, m, originator); |
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205 | } |
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206 | else |
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207 | { |
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208 | if (op->env) |
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209 | { |
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210 | object *tmp = op->in_player (); |
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211 | |
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212 | if (tmp) |
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213 | esrv_del_item (tmp->contr, op->count); |
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214 | } |
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215 | |
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216 | op->destroy (); |
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217 | } |
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218 | |
205 | if(type&(AT_FIRE|AT_ELECTRICITY)) { |
219 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
206 | if(env) { |
220 | if (env) |
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221 | { |
207 | op=get_archetype("burnout"); |
222 | op = get_archetype ("burnout"); |
208 | op->x=env->x,op->y=env->y; |
223 | op->x = env->x, op->y = env->y; |
209 | insert_ob_in_ob(op,env); |
224 | insert_ob_in_ob (op, env); |
210 | } else { |
225 | } |
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226 | else |
211 | replace_insert_ob_in_map("burnout",originator); |
227 | replace_insert_ob_in_map ("burnout", originator); |
212 | } |
228 | |
213 | } |
229 | return; |
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230 | } |
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231 | |
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232 | /* The value of 50 is arbitrary. */ |
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233 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
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234 | { |
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235 | object *tmp; |
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236 | archetype *at = archetype::find ("icecube"); |
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237 | |
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238 | if (at == NULL) |
214 | return; |
239 | return; |
215 | } |
240 | |
216 | /* The value of 50 is arbitrary. */ |
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217 | if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) && |
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218 | !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) { |
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219 | object *tmp; |
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220 | archetype *at = find_archetype("icecube"); |
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221 | if (at == NULL) |
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222 | return; |
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223 | op = stop_item (op); |
241 | op = stop_item (op); |
224 | if (op == NULL) |
242 | if (op == NULL) |
225 | return; |
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226 | if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { |
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227 | tmp = arch_to_object(at); |
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228 | tmp->x=op->x,tmp->y=op->y; |
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229 | /* This was in the old (pre new movement code) - |
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230 | * icecubes have slow_move set to 1 - don't want |
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231 | * that for ones we create. |
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232 | */ |
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233 | tmp->move_slow_penalty=0; |
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234 | tmp->move_slow=0; |
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235 | insert_ob_in_map(tmp,op->map,originator,0); |
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236 | } |
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237 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
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238 | remove_ob(op); |
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239 | (void) insert_ob_in_ob(op,tmp); |
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240 | return; |
243 | return; |
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244 | |
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245 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
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246 | { |
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247 | tmp = arch_to_object (at); |
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248 | tmp->x = op->x, tmp->y = op->y; |
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249 | /* This was in the old (pre new movement code) - |
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250 | * icecubes have slow_move set to 1 - don't want |
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251 | * that for ones we create. |
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252 | */ |
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253 | tmp->move_slow_penalty = 0; |
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254 | tmp->move_slow = 0; |
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255 | insert_ob_in_map (tmp, op->map, originator, 0); |
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256 | } |
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257 | |
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258 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
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259 | op->remove (); |
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260 | |
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261 | insert_ob_in_ob (op, tmp); |
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262 | return; |
241 | } |
263 | } |
242 | } |
264 | } |
243 | |
265 | |
244 | /* Object op is hitting the map. |
266 | /* Object op is hitting the map. |
245 | * op is going in direction 'dir' |
267 | * op is going in direction 'dir' |
246 | * type is the attacktype of the object. |
268 | * type is the attacktype of the object. |
247 | * full_hit is set if monster area does not matter. |
269 | * full_hit is set if monster area does not matter. |
248 | * returns 1 if it hits something, 0 otherwise. |
270 | * returns 1 if it hits something, 0 otherwise. |
249 | */ |
271 | */ |
250 | |
272 | int |
251 | int hit_map(object *op, int dir, int type, int full_hit) { |
273 | hit_map (object *op, int dir, int type, int full_hit) |
252 | object *tmp, *next; |
274 | { |
253 | mapstruct *map; |
275 | maptile *map; |
254 | sint16 x, y; |
276 | sint16 x, y; |
255 | 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 */ |
256 | |
278 | |
257 | tag_t op_tag, next_tag=0; |
|
|
258 | |
|
|
259 | if (QUERY_FLAG (op, FLAG_FREED)) { |
279 | if (QUERY_FLAG (op, FLAG_FREED)) |
|
|
280 | { |
260 | LOG (llevError, "BUG: hit_map(): free object\n"); |
281 | LOG (llevError, "BUG: hit_map(): free object\n"); |
261 | return 0; |
282 | return 0; |
262 | } |
283 | } |
263 | |
284 | |
264 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { |
285 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
|
|
286 | { |
265 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", |
287 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
266 | op->arch->name, op->name); |
|
|
267 | return 0; |
288 | return 0; |
268 | } |
289 | } |
269 | |
290 | |
270 | if ( ! op->map) { |
291 | if (!op->map) |
|
|
292 | { |
271 | LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); |
293 | LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name); |
272 | return 0; |
294 | return 0; |
273 | } |
295 | } |
274 | |
296 | |
275 | if (op->head) op=op->head; |
297 | if (op->head) |
|
|
298 | op = op->head; |
276 | |
299 | |
277 | op_tag = op->count; |
|
|
278 | |
|
|
279 | map = op->map; |
300 | map = op->map; |
280 | x = op->x + freearr_x[dir]; |
301 | x = op->x + freearr_x[dir]; |
281 | y = op->y + freearr_y[dir]; |
302 | y = op->y + freearr_y[dir]; |
282 | |
303 | |
283 | int mflags = get_map_flags(map, &map, x, y, &x, &y); |
304 | if (!xy_normalise (map, x, y)) |
|
|
305 | return 0; |
|
|
306 | |
284 | // elmex: a safe map tile can't be hit! |
307 | // elmex: a safe map tile can't be hit! |
285 | // this should prevent most harmful effects on items and players there. |
308 | // this should prevent most harmful effects on items and players there. |
286 | if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) |
309 | mapspace &ms = map->at (x, y); |
|
|
310 | |
|
|
311 | if (ms.flags () & P_SAFE) |
287 | return 0; |
312 | return 0; |
288 | |
313 | |
289 | /* peterm: a few special cases for special attacktypes --counterspell |
314 | /* peterm: a few special cases for special attacktypes --counterspell |
290 | * 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 |
291 | */ |
316 | */ |
292 | |
317 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
318 | { |
293 | if (type & AT_COUNTERSPELL) { |
319 | if (type & AT_COUNTERSPELL) |
|
|
320 | { |
294 | counterspell(op,dir); /* see spell_effect.c */ |
321 | counterspell (op, dir); /* see spell_effect.c */ |
295 | |
322 | |
296 | /* If the only attacktype is counterspell or magic, don't need |
323 | /* If the only attacktype is counterspell or magic, don't need |
297 | * to do any further processing. |
324 | * to do any further processing. |
298 | */ |
325 | */ |
299 | if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ |
326 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
300 | return 0; |
327 | return 0; |
301 | } |
328 | |
302 | type &= ~AT_COUNTERSPELL; |
329 | type &= ~AT_COUNTERSPELL; |
303 | } |
330 | } |
304 | |
331 | |
305 | if(type & AT_CHAOS){ |
332 | if (type & AT_CHAOS) |
|
|
333 | { |
306 | shuffle_attack(op,1); /*1 flag tells it to change the face */ |
334 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
307 | update_object(op,UP_OBJ_FACE); |
335 | update_object (op, UP_OBJ_FACE); |
308 | type &= ~AT_CHAOS; |
336 | type &= ~AT_CHAOS; |
|
|
337 | } |
309 | } |
338 | } |
310 | |
339 | |
311 | next = get_map_ob (map, x, y); |
|
|
312 | if (next) |
|
|
313 | next_tag = next->count; |
|
|
314 | |
|
|
315 | while (next) { |
|
|
316 | if (was_destroyed (next, next_tag)) { |
|
|
317 | /* There may still be objects that were above 'next', but there is no |
340 | /* There may still be objects that were above 'next', but there is no |
318 | * simple way to find out short of copying all object references and |
341 | * simple way to find out short of copying all object references and |
319 | * tags into a temporary array before we start processing the first |
342 | * tags into a temporary array before we start processing the first |
320 | * object. That's why we just abort. |
343 | * object. That's why we just abort on destroy. |
321 | * |
344 | * |
322 | * This happens whenever attack spells (like fire) hit a pile |
345 | * This happens whenever attack spells (like fire) hit a pile |
323 | * of objects. This is not a bug - nor an error. The errormessage |
346 | * of objects. This is not a bug - nor an error. |
324 | * below was spamming the logs for absolutely no reason. |
347 | */ |
|
|
348 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
349 | { |
|
|
350 | object *tmp = next; |
|
|
351 | next = tmp->above; |
|
|
352 | |
|
|
353 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
|
|
354 | * For example, 'tmp' was put in an icecube. |
|
|
355 | * This is one of the few cases where on_same_map should not be used. |
325 | */ |
356 | */ |
326 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
357 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
|
|
358 | continue; |
|
|
359 | |
|
|
360 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
361 | { |
|
|
362 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
|
|
363 | retflag |= 1; |
|
|
364 | |
|
|
365 | if (op->destroyed ()) |
327 | break; |
366 | break; |
328 | } |
367 | } |
329 | tmp = next; |
368 | /* Here we are potentially destroying an object. If the object has |
330 | next = tmp->above; |
369 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
331 | if (next) |
370 | * that weak walls have is_alive set, which prevent objects from |
332 | next_tag = next->count; |
371 | * passing over/through them. We don't care what type of movement |
|
|
372 | * the wall blocks - if it blocks any type of movement, can't be |
|
|
373 | * destroyed right now. |
|
|
374 | */ |
|
|
375 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
|
|
376 | { |
|
|
377 | save_throw_object (tmp, type, op); |
333 | |
378 | |
334 | if (QUERY_FLAG (tmp, FLAG_FREED)) { |
379 | if (op->destroyed ()) |
335 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
336 | break; |
380 | break; |
337 | } |
381 | } |
338 | |
|
|
339 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
|
|
340 | * For example, 'tmp' was put in an icecube. |
|
|
341 | * This is one of the few cases where on_same_map should not be used. |
|
|
342 | */ |
|
|
343 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
|
|
344 | continue; |
|
|
345 | |
|
|
346 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) { |
|
|
347 | hit_player(tmp,op->stats.dam,op,type,full_hit); |
|
|
348 | retflag |=1; |
|
|
349 | if (was_destroyed (op, op_tag)) |
|
|
350 | break; |
|
|
351 | } |
|
|
352 | /* Here we are potentially destroying an object. If the object has |
|
|
353 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
|
|
354 | * that weak walls have is_alive set, which prevent objects from |
|
|
355 | * passing over/through them. We don't care what type of movement |
|
|
356 | * the wall blocks - if it blocks any type of movement, can't be |
|
|
357 | * destroyed right now. |
|
|
358 | */ |
|
|
359 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && |
|
|
360 | !tmp->move_block) { |
|
|
361 | save_throw_object(tmp,type,op); |
|
|
362 | if (was_destroyed (op, op_tag)) |
|
|
363 | break; |
|
|
364 | } |
|
|
365 | } |
382 | } |
|
|
383 | |
366 | return 0; |
384 | return 0; |
367 | } |
385 | } |
368 | |
386 | |
|
|
387 | void |
369 | void attack_message(int dam, int type, object *op, object *hitter) { |
388 | attack_message (int dam, int type, object *op, object *hitter) |
|
|
389 | { |
370 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
390 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
371 | int i, found=0; |
391 | int i, found = 0; |
372 | mapstruct *map; |
392 | maptile *map; |
373 | object *next, *tmp; |
393 | object *next, *tmp; |
374 | |
394 | |
375 | /* put in a few special messages for some of the common attacktypes |
395 | /* put in a few special messages for some of the common attacktypes |
376 | * a player might have. For example, fire, electric, cold, etc |
396 | * a player might have. For example, fire, electric, cold, etc |
377 | * [garbled 20010919] |
397 | * [garbled 20010919] |
378 | */ |
398 | */ |
379 | |
399 | |
380 | if (dam == 9998 && op->type == DOOR) { |
400 | if (dam == 9998 && op->type == DOOR) |
|
|
401 | { |
381 | sprintf(buf1, "unlock %s", op->name); |
402 | sprintf (buf1, "unlock %s", &op->name); |
382 | sprintf(buf2, " unlocks"); |
403 | sprintf (buf2, " unlocks"); |
383 | found++; |
404 | found++; |
|
|
405 | } |
|
|
406 | if (dam < 0) |
384 | } |
407 | { |
385 | if(dam<0) { |
|
|
386 | sprintf(buf1, "hit %s", op->name); |
408 | sprintf (buf1, "hit %s", &op->name); |
387 | sprintf(buf2, " hits"); |
409 | sprintf (buf2, " hits"); |
388 | found++; |
410 | found++; |
|
|
411 | } |
389 | } else if(dam==0) { |
412 | else if (dam == 0) |
|
|
413 | { |
390 | sprintf(buf1, "missed %s", op->name); |
414 | sprintf (buf1, "missed %s", &op->name); |
391 | sprintf(buf2, " misses"); |
415 | sprintf (buf2, " misses"); |
392 | found++; |
416 | found++; |
|
|
417 | } |
393 | } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
418 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
394 | hitter->type == POISONING || |
419 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
395 | (type & AT_POISON && IS_LIVE(op))) && !found) { |
420 | { |
396 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; |
421 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
397 | i++) |
422 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
398 | if (dam < attack_mess[ATM_SUFFER][i].level |
423 | { |
399 | || attack_mess[ATM_SUFFER][i+1].level == -1) { |
424 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
400 | sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, |
|
|
401 | op->name, attack_mess[ATM_SUFFER][i].buf2); |
|
|
402 | strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
425 | strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
|
|
426 | found++; |
|
|
427 | break; |
|
|
428 | } |
|
|
429 | } |
|
|
430 | else if (op->type == DOOR && !found) |
|
|
431 | { |
|
|
432 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++) |
|
|
433 | if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1) |
|
|
434 | { |
|
|
435 | sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2); |
|
|
436 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
|
|
437 | found++; |
|
|
438 | break; |
|
|
439 | } |
|
|
440 | } |
|
|
441 | else if (hitter->type == PLAYER && op->is_alive ()) |
|
|
442 | { |
|
|
443 | if (USING_SKILL (hitter, SK_KARATE)) |
|
|
444 | { |
|
|
445 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
|
|
446 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
|
|
447 | { |
|
|
448 | sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2); |
|
|
449 | strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
403 | found++; |
450 | found++; |
404 | break; |
451 | break; |
405 | } |
452 | } |
406 | } else if (op->type == DOOR && !found) { |
453 | } |
|
|
454 | else if (USING_SKILL (hitter, SK_CLAWING)) |
|
|
455 | { |
407 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; |
456 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++) |
|
|
457 | if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1) |
408 | i++) |
458 | { |
409 | if (dam < attack_mess[ATM_DOOR][i].level |
459 | sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2); |
410 | || attack_mess[ATM_DOOR][i+1].level == -1) { |
|
|
411 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, |
|
|
412 | op->name, attack_mess[ATM_DOOR][i].buf2); |
|
|
413 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
460 | strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
414 | found++; |
461 | found++; |
415 | break; |
462 | break; |
416 | } |
|
|
417 | } else if (hitter->type == PLAYER && IS_LIVE(op)) { |
|
|
418 | if (USING_SKILL(hitter, SK_KARATE)) { |
|
|
419 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; |
|
|
420 | i++) |
|
|
421 | if (dam < attack_mess[ATM_KARATE][i].level |
|
|
422 | || attack_mess[ATM_KARATE][i+1].level == -1) { |
|
|
423 | sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, |
|
|
424 | op->name, attack_mess[ATM_KARATE][i].buf2); |
|
|
425 | strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
|
|
426 | found++; |
|
|
427 | break; |
|
|
428 | } |
463 | } |
429 | } else if (USING_SKILL(hitter, SK_CLAWING)) { |
|
|
430 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; |
|
|
431 | i++) |
|
|
432 | if (dam < attack_mess[ATM_CLAW][i].level |
|
|
433 | || attack_mess[ATM_CLAW][i+1].level == -1) { |
|
|
434 | sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, |
|
|
435 | op->name, attack_mess[ATM_CLAW][i].buf2); |
|
|
436 | strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
|
|
437 | found++; |
|
|
438 | break; |
|
|
439 | } |
464 | } |
440 | } else if (USING_SKILL(hitter, SK_PUNCHING)) { |
465 | else if (USING_SKILL (hitter, SK_PUNCHING)) |
|
|
466 | { |
441 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; |
467 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++) |
|
|
468 | if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1) |
442 | i++) |
469 | { |
443 | if (dam < attack_mess[ATM_PUNCH][i].level |
|
|
444 | || attack_mess[ATM_PUNCH][i+1].level == -1) { |
|
|
445 | sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, |
470 | sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2); |
446 | op->name, attack_mess[ATM_PUNCH][i].buf2); |
|
|
447 | strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
471 | strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
448 | found++; |
|
|
449 | break; |
|
|
450 | } |
|
|
451 | } |
|
|
452 | } |
|
|
453 | if (found) { |
|
|
454 | /* done */ |
|
|
455 | } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { |
|
|
456 | sprintf(buf1, "hit"); /* just in case */ |
|
|
457 | for (i=0; i < MAXATTACKMESS; i++) |
|
|
458 | if (dam < attack_mess[ATM_ARROW][i].level |
|
|
459 | || attack_mess[ATM_ARROW][i+1].level == -1) { |
|
|
460 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
|
|
461 | found++; |
472 | found++; |
462 | break; |
473 | break; |
|
|
474 | } |
|
|
475 | } |
|
|
476 | } |
|
|
477 | |
|
|
478 | if (found) |
|
|
479 | { |
|
|
480 | /* done */ |
|
|
481 | } |
|
|
482 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
|
|
483 | { |
|
|
484 | sprintf (buf1, "hit"); /* just in case */ |
|
|
485 | for (i = 0; i < MAXATTACKMESS; i++) |
|
|
486 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
|
|
487 | { |
|
|
488 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
|
|
489 | found++; |
|
|
490 | break; |
|
|
491 | } |
|
|
492 | } |
|
|
493 | else if (type & AT_DRAIN && op->is_alive ()) |
|
|
494 | { |
|
|
495 | /* drain is first, because some items have multiple attypes */ |
|
|
496 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
|
|
497 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
|
|
498 | { |
|
|
499 | sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2); |
|
|
500 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
|
|
501 | found++; |
|
|
502 | break; |
|
|
503 | } |
|
|
504 | } |
|
|
505 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
|
|
506 | { |
|
|
507 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
|
|
508 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
|
|
509 | { |
|
|
510 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
|
|
511 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
|
|
512 | found++; |
|
|
513 | break; |
|
|
514 | } |
|
|
515 | } |
|
|
516 | else if (type & AT_COLD && op->is_alive ()) |
|
|
517 | { |
|
|
518 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
|
|
519 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
|
|
520 | { |
|
|
521 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
|
|
522 | strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
|
|
523 | found++; |
|
|
524 | break; |
|
|
525 | } |
|
|
526 | } |
|
|
527 | else if (type & AT_FIRE) |
|
|
528 | { |
|
|
529 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++) |
|
|
530 | if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1) |
|
|
531 | { |
|
|
532 | sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2); |
|
|
533 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
|
|
534 | found++; |
|
|
535 | break; |
|
|
536 | } |
|
|
537 | } |
|
|
538 | else if (hitter->current_weapon != NULL) |
|
|
539 | { |
|
|
540 | int mtype; |
|
|
541 | |
|
|
542 | switch (hitter->current_weapon->weapontype) |
|
|
543 | { |
|
|
544 | case WEAP_HIT: |
|
|
545 | mtype = ATM_BASIC; |
|
|
546 | break; |
|
|
547 | case WEAP_SLASH: |
|
|
548 | mtype = ATM_SLASH; |
|
|
549 | break; |
|
|
550 | case WEAP_PIERCE: |
|
|
551 | mtype = ATM_PIERCE; |
|
|
552 | break; |
|
|
553 | case WEAP_CLEAVE: |
|
|
554 | mtype = ATM_CLEAVE; |
|
|
555 | break; |
|
|
556 | case WEAP_SLICE: |
|
|
557 | mtype = ATM_SLICE; |
|
|
558 | break; |
|
|
559 | case WEAP_STAB: |
|
|
560 | mtype = ATM_STAB; |
|
|
561 | break; |
|
|
562 | case WEAP_WHIP: |
|
|
563 | mtype = ATM_WHIP; |
|
|
564 | break; |
|
|
565 | case WEAP_CRUSH: |
|
|
566 | mtype = ATM_CRUSH; |
|
|
567 | break; |
|
|
568 | case WEAP_BLUD: |
|
|
569 | mtype = ATM_BLUD; |
|
|
570 | break; |
|
|
571 | default: |
|
|
572 | mtype = ATM_BASIC; |
|
|
573 | break; |
|
|
574 | } |
|
|
575 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
|
|
576 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
|
|
577 | { |
|
|
578 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
|
|
579 | strcpy (buf2, attack_mess[mtype][i].buf3); |
|
|
580 | found++; |
|
|
581 | break; |
|
|
582 | } |
|
|
583 | } |
|
|
584 | else |
|
|
585 | { |
|
|
586 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++) |
|
|
587 | if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1) |
|
|
588 | { |
|
|
589 | sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2); |
|
|
590 | strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
|
|
591 | found++; |
|
|
592 | break; |
|
|
593 | } |
|
|
594 | } |
|
|
595 | |
|
|
596 | if (!found) |
|
|
597 | { |
|
|
598 | strcpy (buf1, "hit"); |
|
|
599 | strcpy (buf2, " hits"); |
|
|
600 | } |
|
|
601 | |
|
|
602 | /* bail out if a monster is casting spells */ |
|
|
603 | if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
|
|
604 | return; |
|
|
605 | |
|
|
606 | /* scale down magic considerably. */ |
|
|
607 | if (type & AT_MAGIC && rndm (0, 5)) |
|
|
608 | return; |
|
|
609 | |
|
|
610 | /* Did a player hurt another player? Inform both! */ |
|
|
611 | if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
|
|
612 | { |
|
|
613 | if (hitter->owner != NULL) |
|
|
614 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
|
|
615 | else |
|
|
616 | { |
|
|
617 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
618 | if (dam != 0) |
|
|
619 | { |
|
|
620 | if (dam < 10) |
|
|
621 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
|
|
622 | else if (dam < 20) |
|
|
623 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
|
|
624 | else |
|
|
625 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
463 | } |
626 | } |
464 | } else if (type & AT_DRAIN && IS_LIVE(op)) { |
|
|
465 | /* drain is first, because some items have multiple attypes */ |
|
|
466 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; |
|
|
467 | i++) |
|
|
468 | if (dam < attack_mess[ATM_DRAIN][i].level |
|
|
469 | || attack_mess[ATM_DRAIN][i+1].level == -1) { |
|
|
470 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, |
|
|
471 | op->name, attack_mess[ATM_DRAIN][i].buf2); |
|
|
472 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
|
|
473 | found++; |
|
|
474 | break; |
|
|
475 | } |
627 | } |
476 | } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { |
|
|
477 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; |
|
|
478 | i++) |
|
|
479 | if (dam < attack_mess[ATM_ELEC][i].level |
|
|
480 | || attack_mess[ATM_ELEC][i+1].level == -1) { |
|
|
481 | sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, |
|
|
482 | op->name, attack_mess[ATM_ELEC][i].buf2); |
|
|
483 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
|
|
484 | found++; |
|
|
485 | break; |
|
|
486 | } |
|
|
487 | } else if (type & AT_COLD && IS_LIVE(op)) { |
|
|
488 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; |
|
|
489 | i++) |
|
|
490 | if (dam < attack_mess[ATM_COLD][i].level |
|
|
491 | || attack_mess[ATM_COLD][i+1].level == -1) { |
|
|
492 | sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, |
|
|
493 | op->name, attack_mess[ATM_COLD][i].buf2); |
|
|
494 | strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
|
|
495 | found++; |
|
|
496 | break; |
|
|
497 | } |
|
|
498 | } else if (type & AT_FIRE) { |
|
|
499 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; |
|
|
500 | i++) |
|
|
501 | if (dam < attack_mess[ATM_FIRE][i].level |
|
|
502 | || attack_mess[ATM_FIRE][i+1].level == -1) { |
|
|
503 | sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, |
|
|
504 | op->name, attack_mess[ATM_FIRE][i].buf2); |
|
|
505 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
|
|
506 | found++; |
|
|
507 | break; |
|
|
508 | } |
|
|
509 | } else if (hitter->current_weapon != NULL) { |
|
|
510 | int mtype; |
|
|
511 | switch (hitter->current_weapon->weapontype) { |
|
|
512 | case WEAP_HIT: mtype = ATM_BASIC; break; |
|
|
513 | case WEAP_SLASH: mtype = ATM_SLASH; break; |
|
|
514 | case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
|
|
515 | case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
|
|
516 | case WEAP_SLICE: mtype = ATM_SLICE; break; |
|
|
517 | case WEAP_STAB: mtype = ATM_STAB; break; |
|
|
518 | case WEAP_WHIP: mtype = ATM_WHIP; break; |
|
|
519 | case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
|
|
520 | case WEAP_BLUD: mtype = ATM_BLUD; break; |
|
|
521 | default: mtype = ATM_BASIC; break; |
|
|
522 | } |
|
|
523 | for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; |
|
|
524 | i++) |
|
|
525 | if (dam < attack_mess[mtype][i].level |
|
|
526 | || attack_mess[mtype][i+1].level == -1) { |
|
|
527 | sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, |
|
|
528 | op->name, attack_mess[mtype][i].buf2); |
|
|
529 | strcpy (buf2, attack_mess[mtype][i].buf3); |
|
|
530 | found++; |
|
|
531 | break; |
|
|
532 | } |
|
|
533 | } else { |
|
|
534 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; |
|
|
535 | i++) |
|
|
536 | if (dam < attack_mess[ATM_BASIC][i].level |
|
|
537 | || attack_mess[ATM_BASIC][i+1].level == -1) { |
|
|
538 | sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, |
|
|
539 | op->name, attack_mess[ATM_BASIC][i].buf2); |
|
|
540 | strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
|
|
541 | found++; |
|
|
542 | break; |
|
|
543 | } |
|
|
544 | } |
|
|
545 | |
|
|
546 | if (!found) { |
|
|
547 | strcpy (buf1, "hit"); |
|
|
548 | strcpy (buf2, " hits"); |
|
|
549 | } |
|
|
550 | |
|
|
551 | /* bail out if a monster is casting spells */ |
|
|
552 | if (!(hitter->type == PLAYER || |
|
|
553 | (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) |
|
|
554 | return; |
|
|
555 | |
|
|
556 | /* scale down magic considerably. */ |
|
|
557 | if (type & AT_MAGIC && rndm(0, 5)) |
|
|
558 | return; |
|
|
559 | |
|
|
560 | /* Did a player hurt another player? Inform both! */ |
|
|
561 | if(op->type==PLAYER && |
|
|
562 | (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { |
|
|
563 | if(get_owner(hitter)!=NULL) |
|
|
564 | sprintf(buf,"%s's %s%s you.", |
|
|
565 | hitter->owner->name, hitter->name, buf2); |
|
|
566 | else { |
|
|
567 | sprintf(buf,"%s%s you.",hitter->name, buf2); |
|
|
568 | if (dam != 0) { |
|
|
569 | if (dam < 10) |
|
|
570 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); |
|
|
571 | else if (dam < 20) |
|
|
572 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); |
|
|
573 | else |
|
|
574 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); |
|
|
575 | } |
|
|
576 | } |
|
|
577 | new_draw_info(NDI_BLACK, 0,op,buf); |
628 | new_draw_info (NDI_BLACK, 0, op, buf); |
578 | } /* end of player hitting player */ |
629 | } /* end of player hitting player */ |
579 | |
630 | |
580 | if(hitter->type==PLAYER) { |
631 | if (hitter->type == PLAYER) |
|
|
632 | { |
581 | sprintf(buf,"You %s.",buf1); |
633 | sprintf (buf, "You %s.", buf1); |
582 | if (dam != 0) { |
634 | if (dam != 0) |
|
|
635 | { |
583 | if (dam < 10) |
636 | if (dam < 10) |
584 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); |
637 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
585 | else if (dam < 20) |
638 | else if (dam < 20) |
586 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); |
639 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
587 | else |
640 | else |
588 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); |
641 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
589 | } |
642 | } |
590 | new_draw_info(NDI_BLACK, 0, hitter, buf); |
643 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
|
|
644 | } |
591 | } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { |
645 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
646 | { |
592 | /* look for stacked spells and start reducing the message chances */ |
647 | /* look for stacked spells and start reducing the message chances */ |
593 | if (hitter->type == SPELL_EFFECT && |
648 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
594 | (hitter->subtype == SP_EXPLOSION || |
649 | { |
595 | hitter->subtype == SP_BULLET || |
|
|
596 | hitter->subtype == SP_CONE)) { |
|
|
597 | i=4; |
650 | i = 4; |
598 | map = hitter->map; |
651 | map = hitter->map; |
599 | if (out_of_map(map, hitter->x, hitter->y)) |
652 | if (out_of_map (map, hitter->x, hitter->y)) |
600 | return; |
|
|
601 | next = get_map_ob(map, hitter->x, hitter->y); |
|
|
602 | if (next) |
|
|
603 | while(next) { |
|
|
604 | if (next->type == SPELL_EFFECT && |
|
|
605 | (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET || |
|
|
606 | next->subtype == SP_CONE)) |
|
|
607 | i*=3; |
|
|
608 | tmp = next; |
|
|
609 | next = tmp->above; |
|
|
610 | } |
|
|
611 | if (i < 0) |
|
|
612 | return; |
|
|
613 | if (rndm(0, i) != 0) |
|
|
614 | return; |
|
|
615 | } else if (rndm(0, 5) != 0) |
|
|
616 | return; |
653 | return; |
|
|
654 | |
|
|
655 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
|
|
656 | if (next) |
|
|
657 | while (next) |
|
|
658 | { |
|
|
659 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
|
|
660 | i *= 3; |
|
|
661 | tmp = next; |
|
|
662 | next = tmp->above; |
|
|
663 | } |
|
|
664 | |
|
|
665 | if (i < 0) |
|
|
666 | return; |
|
|
667 | |
|
|
668 | if (rndm (0, i) != 0) |
|
|
669 | return; |
|
|
670 | } |
|
|
671 | else if (rndm (0, 5) != 0) |
|
|
672 | return; |
|
|
673 | |
617 | sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); |
674 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
618 | 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); |
619 | new_draw_info(NDI_BLACK, 0, hitter->owner, buf); |
676 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
620 | } |
677 | } |
621 | } |
678 | } |
622 | |
679 | |
623 | |
680 | |
|
|
681 | static int |
624 | static int get_attack_mode (object **target, object **hitter, |
682 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
625 | int *simple_attack) |
|
|
626 | { |
683 | { |
627 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { |
684 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
|
|
685 | { |
628 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
686 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
629 | return 1; |
687 | return 1; |
630 | } |
688 | } |
631 | if ((*target)->head) |
689 | if ((*target)->head) |
632 | *target = (*target)->head; |
690 | *target = (*target)->head; |
633 | if ((*hitter)->head) |
691 | if ((*hitter)->head) |
634 | *hitter = (*hitter)->head; |
692 | *hitter = (*hitter)->head; |
635 | if ((*hitter)->env != NULL || (*target)->env != NULL) { |
693 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
|
|
694 | { |
636 | *simple_attack = 1; |
695 | *simple_attack = 1; |
637 | return 0; |
696 | return 0; |
638 | } |
697 | } |
639 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
698 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
640 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
641 | || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) |
699 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
642 | { |
700 | { |
643 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " |
701 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
644 | "target\n", (*hitter)->arch->name, (*hitter)->name); |
|
|
645 | return 1; |
702 | return 1; |
646 | } |
703 | } |
647 | *simple_attack = 0; |
704 | *simple_attack = 0; |
648 | return 0; |
705 | return 0; |
649 | } |
706 | } |
650 | |
707 | |
|
|
708 | static int |
651 | static int abort_attack (object *target, object *hitter, int simple_attack) |
709 | abort_attack (object *target, object *hitter, int simple_attack) |
652 | { |
710 | { |
|
|
711 | |
653 | /* Check if target and hitter are still in a relation similar to the one |
712 | /* Check if target and hitter are still in a relation similar to the one |
654 | * determined by get_attack_mode(). Returns true if the relation has changed. |
713 | * determined by get_attack_mode(). Returns true if the relation has changed. |
655 | */ |
714 | */ |
656 | int new_mode; |
715 | int new_mode; |
657 | |
716 | |
658 | if (hitter->env == target || target->env == hitter) |
717 | if (hitter->env == target || target->env == hitter) |
659 | new_mode = 1; |
718 | new_mode = 1; |
660 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) |
719 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
661 | || QUERY_FLAG (target, FLAG_REMOVED) |
|
|
662 | || hitter->map == NULL || !on_same_map(hitter, target)) |
|
|
663 | return 1; |
720 | return 1; |
664 | else |
721 | else |
665 | new_mode = 0; |
722 | new_mode = 0; |
666 | return new_mode != simple_attack; |
723 | return new_mode != simple_attack; |
667 | } |
724 | } |
668 | |
725 | |
669 | static void thrown_item_effect (object *, object *); |
726 | static void thrown_item_effect (object *, object *); |
670 | |
727 | |
|
|
728 | static int |
671 | static int attack_ob_simple (object *op, object *hitter, int base_dam, |
729 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
672 | int base_wc) |
|
|
673 | { |
730 | { |
674 | int simple_attack, roll, dam=0; |
731 | int simple_attack, roll, dam = 0; |
675 | uint32 type; |
732 | uint32 type; |
676 | const char *op_name = NULL; |
733 | shstr op_name; |
677 | tag_t op_tag, hitter_tag; |
|
|
678 | |
734 | |
679 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
735 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
736 | goto error; |
|
|
737 | |
|
|
738 | if (hitter->current_weapon) |
|
|
739 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
|
|
740 | return RESULT_INT (0); |
|
|
741 | |
|
|
742 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
|
|
743 | return RESULT_INT (0); |
|
|
744 | |
|
|
745 | /* |
|
|
746 | * A little check to make it more difficult to dance forward and back |
|
|
747 | * to avoid ever being hit by monsters. |
|
|
748 | */ |
|
|
749 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
|
|
750 | { |
|
|
751 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
|
|
752 | * infinite loop occurs, with process_object calling move_monster, |
|
|
753 | * which then gets here again. By decreasing the speed before |
|
|
754 | * we call process_object, the 'if' statement above will fail. |
|
|
755 | */ |
|
|
756 | op->speed_left--; |
|
|
757 | process_object (op); |
|
|
758 | |
|
|
759 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
680 | goto error; |
760 | goto error; |
681 | |
|
|
682 | if (hitter->current_weapon) |
|
|
683 | if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
|
|
684 | return RESULT_INT (0); |
|
|
685 | |
|
|
686 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
|
|
687 | return RESULT_INT (0); |
|
|
688 | |
|
|
689 | op_tag = op->count; |
|
|
690 | hitter_tag = hitter->count; |
|
|
691 | |
|
|
692 | /* |
|
|
693 | * A little check to make it more difficult to dance forward and back |
|
|
694 | * to avoid ever being hit by monsters. |
|
|
695 | */ |
|
|
696 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER) |
|
|
697 | && op->speed_left > -(FABS(op->speed))*0.3) |
|
|
698 | { |
761 | } |
699 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
|
|
700 | * infinite loop occurs, with process_object calling move_monster, |
|
|
701 | * which then gets here again. By decreasing the speed before |
|
|
702 | * we call process_object, the 'if' statement above will fail. |
|
|
703 | */ |
|
|
704 | op->speed_left--; |
|
|
705 | process_object(op); |
|
|
706 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
|
|
707 | || abort_attack (op, hitter, simple_attack)) |
|
|
708 | goto error; |
|
|
709 | } |
|
|
710 | |
762 | |
711 | add_refcount(op_name = op->name); |
763 | op_name = op->name; |
712 | |
764 | |
713 | roll=random_roll(1, 20, hitter, PREFER_HIGH); |
765 | roll = random_roll (1, 20, hitter, PREFER_HIGH); |
714 | |
766 | |
715 | /* Adjust roll for various situations. */ |
767 | /* Adjust roll for various situations. */ |
716 | if ( ! simple_attack) |
768 | if (!simple_attack) |
717 | roll += adj_attackroll(hitter,op); |
769 | roll += adj_attackroll (hitter, op); |
718 | |
770 | |
719 | /* See if we hit the creature */ |
771 | /* See if we hit the creature */ |
720 | if(roll==20 || op->stats.ac>=base_wc-roll) { |
772 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
|
|
773 | { |
721 | int hitdam = base_dam; |
774 | int hitdam = base_dam; |
|
|
775 | |
722 | if (settings.casting_time == TRUE) { |
776 | if (settings.casting_time == TRUE) |
|
|
777 | { |
723 | if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ |
778 | if (hitter->type == PLAYER && hitter->casting_time > -1) |
|
|
779 | { |
724 | hitter->casting_time = -1; |
780 | hitter->casting_time = -1; |
725 | new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " |
781 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
726 | "your spell!"); |
|
|
727 | } |
782 | } |
|
|
783 | |
728 | if ((op->casting_time > -1)&&(hitdam > 0)){ |
784 | if (op->casting_time > -1 && hitdam > 0) |
|
|
785 | { |
729 | op->casting_time = -1; |
786 | op->casting_time = -1; |
730 | if (op->type == PLAYER) { |
787 | if (op->type == PLAYER) |
|
|
788 | { |
731 | new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " |
789 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
732 | "your spell!"); |
790 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
733 | new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL, |
|
|
734 | "%s was hit by %s and lost a spell.", |
|
|
735 | op_name,hitter->name); |
|
|
736 | } |
791 | } |
737 | } |
792 | } |
738 | } |
793 | } |
|
|
794 | |
739 | if ( ! simple_attack) |
795 | if (!simple_attack) |
740 | { |
796 | { |
741 | /* If you hit something, the victim should *always* wake up. |
797 | /* If you hit something, the victim should *always* wake up. |
742 | * Before, invisible hitters could avoid doing this. |
798 | * Before, invisible hitters could avoid doing this. |
743 | * -b.t. */ |
799 | * -b.t. */ |
744 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
800 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
745 | CLEAR_FLAG(op,FLAG_SLEEP); |
801 | CLEAR_FLAG (op, FLAG_SLEEP); |
746 | |
802 | |
747 | /* If the victim can't see the attacker, it may alert others |
803 | /* If the victim can't see the attacker, it may alert others |
748 | * for help. */ |
804 | * for help. */ |
749 | if (op->type != PLAYER && ! can_see_enemy (op, hitter) |
805 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
750 | && ! get_owner (op) && rndm(0, op->stats.Int)) |
|
|
751 | npc_call_help (op); |
806 | npc_call_help (op); |
752 | |
807 | |
753 | /* 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 */ |
754 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { |
809 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
810 | { |
755 | make_visible (op); |
811 | make_visible (op); |
|
|
812 | |
756 | if (op->type == PLAYER) |
813 | if (op->type == PLAYER) |
757 | new_draw_info (NDI_UNIQUE, 0, op, |
814 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
758 | "You were hit by a wild attack. " |
|
|
759 | "You are no longer hidden!"); |
|
|
760 | } |
815 | } |
761 | |
816 | |
762 | /* thrown items (hitter) will have various effects |
817 | /* thrown items (hitter) will have various effects |
763 | * when they hit the victim. For things like thrown daggers, |
818 | * when they hit the victim. For things like thrown daggers, |
764 | * this sets 'hitter' to the actual dagger, and not the |
819 | * this sets 'hitter' to the actual dagger, and not the |
765 | * wrapper object. |
820 | * wrapper object. |
766 | */ |
821 | */ |
767 | thrown_item_effect (hitter, op); |
822 | thrown_item_effect (hitter, op); |
768 | if (was_destroyed (hitter, hitter_tag) |
|
|
769 | || was_destroyed (op, op_tag) |
|
|
770 | || abort_attack (op, hitter, simple_attack)) |
|
|
771 | goto leave; |
|
|
772 | } |
|
|
773 | |
823 | |
774 | /* Need to do at least 1 damage, otherwise there is no point |
824 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
775 | * to go further and it will cause FPE's below. |
|
|
776 | */ |
|
|
777 | if (hitdam<=0) hitdam=1; |
|
|
778 | |
|
|
779 | type=hitter->attacktype; |
|
|
780 | if(!type) type=AT_PHYSICAL; |
|
|
781 | /* Handle monsters that hit back */ |
|
|
782 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) |
|
|
783 | && QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
784 | { |
|
|
785 | if (op->attacktype & AT_ACID && hitter->type==PLAYER) |
|
|
786 | new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); |
|
|
787 | hit_player(hitter, random_roll(0, (op->stats.dam), hitter, |
|
|
788 | PREFER_LOW),op, op->attacktype, 1); |
|
|
789 | if (was_destroyed (op, op_tag) |
|
|
790 | || was_destroyed (hitter, hitter_tag) |
|
|
791 | || abort_attack (op, hitter, simple_attack)) |
|
|
792 | goto leave; |
|
|
793 | } |
|
|
794 | |
|
|
795 | /* In the new attack code, it should handle multiple attack |
|
|
796 | * types in its area, so remove it from here. |
|
|
797 | */ |
|
|
798 | dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), |
|
|
799 | hitter, type, 1); |
|
|
800 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
|
|
801 | || abort_attack (op, hitter, simple_attack)) |
|
|
802 | goto leave; |
825 | goto leave; |
803 | } /* end of if hitter hit op */ |
826 | } |
|
|
827 | |
|
|
828 | /* Need to do at least 1 damage, otherwise there is no point |
|
|
829 | * to go further and it will cause FPE's below. |
|
|
830 | */ |
|
|
831 | if (hitdam <= 0) |
|
|
832 | hitdam = 1; |
|
|
833 | |
|
|
834 | type = hitter->attacktype; |
|
|
835 | |
|
|
836 | if (!type) |
|
|
837 | type = AT_PHYSICAL; |
|
|
838 | |
|
|
839 | /* Handle monsters that hit back */ |
|
|
840 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
841 | { |
|
|
842 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
|
|
843 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
|
|
844 | |
|
|
845 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
|
|
846 | |
|
|
847 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
848 | goto leave; |
|
|
849 | } |
|
|
850 | |
|
|
851 | /* In the new attack code, it should handle multiple attack |
|
|
852 | * types in its area, so remove it from here. |
|
|
853 | */ |
|
|
854 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
|
|
855 | |
|
|
856 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
857 | goto leave; |
|
|
858 | } /* end of if hitter hit op */ |
804 | /* if we missed, dam=0 */ |
859 | /* if we missed, dam=0 */ |
805 | |
860 | |
806 | /*attack_message(dam, type, op, hitter);*/ |
861 | /*attack_message(dam, type, op, hitter); */ |
807 | |
862 | |
808 | goto leave; |
863 | goto leave; |
809 | |
864 | |
810 | error: |
865 | error: |
811 | dam = 1; |
866 | dam = 1; |
812 | |
867 | |
813 | leave: |
868 | leave: |
814 | if (op_name) |
|
|
815 | free_string (op_name); |
|
|
816 | |
869 | |
817 | return dam; |
870 | return dam; |
818 | } |
871 | } |
819 | |
872 | |
|
|
873 | int |
820 | int attack_ob (object *op, object *hitter) |
874 | attack_ob (object *op, object *hitter) |
821 | { |
875 | { |
822 | |
|
|
823 | if (hitter->head) |
|
|
824 | hitter = hitter->head; |
876 | hitter = hitter->head_ (); |
|
|
877 | |
825 | 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); |
826 | } |
879 | } |
827 | |
880 | |
828 | /* op is the arrow, tmp is what is stopping the arrow. |
881 | /* op is the arrow, tmp is what is stopping the arrow. |
829 | * |
882 | * |
830 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
883 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
831 | */ |
884 | */ |
|
|
885 | static int |
832 | static int stick_arrow (object *op, object *tmp) |
886 | stick_arrow (object *op, object *tmp) |
833 | { |
887 | { |
834 | /* If the missile hit a player, we insert it in their inventory. |
888 | /* If the missile hit a player, we insert it in their inventory. |
835 | * However, if the missile is heavy, we don't do so (assume it falls |
889 | * However, if the missile is heavy, we don't do so (assume it falls |
836 | * to the ground after a hit). What a good value for this is up to |
890 | * to the ground after a hit). What a good value for this is up to |
837 | * 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 |
838 | * stick around. |
892 | * stick around. |
839 | */ |
893 | */ |
840 | if (op->weight <= 5000 && tmp->stats.hp >= 0) { |
894 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
841 | if(tmp->head != NULL) |
895 | { |
842 | tmp = tmp->head; |
896 | tmp = tmp->head_ (); |
843 | remove_ob (op); |
897 | |
|
|
898 | op->remove (); |
844 | op = insert_ob_in_ob(op,tmp); |
899 | op = insert_ob_in_ob (op, tmp); |
|
|
900 | |
845 | if (tmp->type== PLAYER) |
901 | if (tmp->type == PLAYER) |
846 | esrv_send_item (tmp, op); |
902 | esrv_send_item (tmp, op); |
|
|
903 | |
847 | return 1; |
904 | return 1; |
|
|
905 | } |
848 | } else |
906 | else |
849 | return 0; |
907 | return 0; |
850 | } |
908 | } |
851 | |
909 | |
852 | /* hit_with_arrow() disassembles the missile, attacks the victim and |
910 | /* hit_with_arrow() disassembles the missile, attacks the victim and |
853 | * reassembles the missile. |
911 | * reassembles the missile. |
854 | * |
912 | * |
855 | * It returns a pointer to the reassembled missile, or NULL if the missile |
913 | * It returns a pointer to the reassembled missile, or NULL if the missile |
856 | * isn't available anymore. |
914 | * isn't available anymore. |
857 | */ |
915 | */ |
|
|
916 | object * |
858 | object *hit_with_arrow (object *op, object *victim) |
917 | hit_with_arrow (object *op, object *victim) |
859 | { |
918 | { |
860 | object *container, *hitter; |
919 | object *container, *hitter; |
861 | int hit_something = 0; |
920 | int hit_something = 0; |
862 | tag_t victim_tag, hitter_tag; |
|
|
863 | sint16 victim_x, victim_y; |
|
|
864 | |
921 | |
865 | /* Disassemble missile */ |
922 | /* Disassemble missile */ |
866 | if (op->inv) { |
923 | if (op->inv) |
|
|
924 | { |
867 | container = op; |
925 | container = op; |
868 | hitter = op->inv; |
926 | hitter = op->inv; |
869 | remove_ob (hitter); |
927 | hitter->remove (); |
870 | insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); |
928 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
871 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
929 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
872 | * might be called until this THROWN_OBJ is either reassembled or |
930 | * might be called until this THROWN_OBJ is either reassembled or |
873 | * removed at the end of this function must be able to deal with empty |
931 | * removed at the end of this function must be able to deal with empty |
874 | * THROWN_OBJs. */ |
932 | * THROWN_OBJs. */ |
875 | } else { |
933 | } |
|
|
934 | else |
|
|
935 | { |
876 | container = NULL; |
936 | container = 0; |
877 | hitter = op; |
937 | hitter = op; |
878 | } |
938 | } |
879 | |
939 | |
880 | /* Try to hit victim */ |
940 | /* Try to hit victim */ |
881 | victim_x = victim->x; |
|
|
882 | victim_y = victim->y; |
|
|
883 | victim_tag = victim->count; |
|
|
884 | hitter_tag = hitter->count; |
|
|
885 | |
|
|
886 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
941 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
887 | |
942 | |
888 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
943 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
889 | * arrow, move_apply() calls this function, arrow sticks in demon, |
944 | * arrow, move_apply() calls this function, arrow sticks in demon, |
890 | * attack_ob_simple() returns, and we've got an arrow that still exists |
945 | * attack_ob_simple() returns, and we've got an arrow that still exists |
891 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
946 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
892 | * other places as well!) |
947 | * other places as well!) |
893 | */ |
948 | */ |
894 | if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { |
949 | if (hitter->destroyed () || hitter->env != NULL) |
|
|
950 | { |
895 | if (container) { |
951 | if (container) |
896 | remove_ob (container); |
|
|
897 | free_object (container); |
|
|
898 | } |
952 | { |
|
|
953 | container->remove (); |
|
|
954 | container->destroy (); |
|
|
955 | } |
|
|
956 | |
899 | return NULL; |
957 | return 0; |
900 | } |
958 | } |
901 | |
959 | |
902 | /* Missile hit victim */ |
960 | /* Missile hit victim */ |
903 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
961 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
904 | * through the target |
962 | * through the target |
905 | */ |
963 | */ |
906 | if (hit_something && op->speed <= 10.0) |
964 | if (hit_something && op->speed <= 10.0) |
907 | { |
965 | { |
908 | /* Stop arrow */ |
966 | /* Stop arrow */ |
909 | if (container == NULL) { |
967 | if (!container) |
|
|
968 | { |
910 | hitter = fix_stopped_arrow (hitter); |
969 | hitter = fix_stopped_arrow (hitter); |
911 | if (hitter == NULL) |
970 | if (!hitter) |
912 | return NULL; |
971 | return 0; |
|
|
972 | } |
913 | } else { |
973 | else |
914 | remove_ob (container); |
974 | container->destroy (); |
915 | free_object (container); |
|
|
916 | } |
|
|
917 | |
975 | |
918 | /* Try to stick arrow into victim */ |
976 | /* Try to stick arrow into victim */ |
919 | if ( ! was_destroyed (victim, victim_tag) |
977 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
920 | && stick_arrow (hitter, victim)) |
|
|
921 | return NULL; |
978 | return 0; |
922 | |
979 | |
923 | /* Else try to put arrow on victim's map square |
980 | /* Else try to put arrow on victim's map square |
924 | * remove check for P_WALL here. If the arrow got to this |
981 | * remove check for P_WALL here. If the arrow got to this |
925 | * space, that is good enough - with the new movement code, |
982 | * space, that is good enough - with the new movement code, |
926 | * there is now the potential for lots of spaces where something |
983 | * there is now the potential for lots of spaces where something |
927 | * can fly over but not otherwise move over. What is the correct |
984 | * can fly over but not otherwise move over. What is the correct |
928 | * way to handle those otherwise? |
985 | * way to handle those otherwise? |
929 | */ |
986 | */ |
930 | if (victim_x != hitter->x || victim_y != hitter->y) { |
987 | if (victim->x != hitter->x || victim->y != hitter->y) |
931 | remove_ob (hitter); |
988 | { |
|
|
989 | hitter->remove (); |
932 | hitter->x = victim_x; |
990 | hitter->x = victim->x; |
933 | hitter->y = victim_y; |
991 | hitter->y = victim->y; |
934 | insert_ob_in_map (hitter, victim->map, hitter,0); |
992 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
993 | } |
935 | } else { |
994 | else |
936 | /* Else leave arrow where it is */ |
995 | /* Else leave arrow where it is */ |
937 | merge_ob (hitter, NULL); |
996 | merge_ob (hitter, NULL); |
938 | } |
997 | |
939 | return NULL; |
998 | return 0; |
940 | } |
999 | } |
941 | |
1000 | |
942 | if (hit_something && op->speed >= 10.0) |
1001 | if (hit_something && op->speed >= 10.0) |
943 | op->speed -= 1.0; |
1002 | op->speed -= 1.0; |
944 | |
1003 | |
945 | /* Missile missed victim - reassemble missile */ |
1004 | /* Missile missed victim - reassemble missile */ |
946 | if (container) { |
1005 | if (container) |
947 | remove_ob (hitter); |
1006 | { |
|
|
1007 | hitter->remove (); |
948 | insert_ob_in_ob (hitter, container); |
1008 | insert_ob_in_ob (hitter, container); |
949 | } |
1009 | } |
|
|
1010 | |
950 | return op; |
1011 | return op; |
951 | } |
1012 | } |
952 | |
1013 | |
953 | |
1014 | void |
954 | void tear_down_wall(object *op) |
1015 | tear_down_wall (object *op) |
955 | { |
1016 | { |
956 | int perc=0; |
1017 | int perc = 0; |
957 | |
1018 | |
958 | if (!op->stats.maxhp) { |
1019 | if (!op->stats.maxhp) |
|
|
1020 | { |
959 | LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); |
1021 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
960 | perc = 1; |
1022 | perc = 1; |
|
|
1023 | } |
961 | } else if(!GET_ANIM_ID(op)) { |
1024 | else if (!GET_ANIM_ID (op)) |
|
|
1025 | { |
962 | /* Object has been called - no animations, so remove it */ |
1026 | /* Object has been called - no animations, so remove it */ |
963 | if(op->stats.hp<0) { |
1027 | if (op->stats.hp < 0) |
964 | remove_ob(op); /* Should update LOS */ |
1028 | op->destroy (); |
965 | free_object(op); |
|
|
966 | /* Don't know why this is here - remove_ob should do it for us */ |
|
|
967 | /*update_position(m, x, y);*/ |
|
|
968 | } |
1029 | |
969 | return; /* no animations, so nothing more to do */ |
1030 | return; /* no animations, so nothing more to do */ |
970 | } |
1031 | } |
971 | perc = NUM_ANIMATIONS(op) |
1032 | |
972 | - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; |
1033 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
|
|
1034 | |
973 | if (perc >= (int) NUM_ANIMATIONS(op)) |
1035 | if (perc >= (int) NUM_ANIMATIONS (op)) |
974 | perc = NUM_ANIMATIONS(op)-1; |
1036 | perc = NUM_ANIMATIONS (op) - 1; |
975 | else if (perc < 1) |
1037 | else if (perc < 1) |
976 | perc = 1; |
1038 | perc = 1; |
|
|
1039 | |
977 | SET_ANIMATION(op, perc); |
1040 | SET_ANIMATION (op, perc); |
978 | update_object(op,UP_OBJ_FACE); |
1041 | update_object (op, UP_OBJ_FACE); |
979 | if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ |
1042 | |
|
|
1043 | if (perc == NUM_ANIMATIONS (op) - 1) |
|
|
1044 | { /* Reached the last animation */ |
980 | if(op->face==blank_face) { |
1045 | if (op->face == blank_face) |
981 | /* If the last face is blank, remove the ob */ |
1046 | /* If the last face is blank, remove the ob */ |
982 | remove_ob(op); /* Should update LOS */ |
1047 | op->destroy (); |
983 | free_object(op); |
1048 | else |
984 | |
|
|
985 | /* remove_ob should call update_position for us */ |
|
|
986 | /*update_position(m, x, y);*/ |
|
|
987 | |
|
|
988 | } else { /* The last face was not blank, leave an image */ |
1049 | { /* The last face was not blank, leave an image */ |
989 | CLEAR_FLAG(op, FLAG_BLOCKSVIEW); |
1050 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
990 | update_all_los(op->map, op->x, op->y); |
1051 | update_all_los (op->map, op->x, op->y); |
991 | op->move_block = 0; |
1052 | op->move_block = 0; |
992 | CLEAR_FLAG(op, FLAG_ALIVE); |
1053 | CLEAR_FLAG (op, FLAG_ALIVE); |
993 | } |
1054 | } |
994 | } |
1055 | } |
995 | } |
1056 | } |
996 | |
1057 | |
|
|
1058 | void |
997 | void scare_creature(object *target, object *hitter) |
1059 | scare_creature (object *target, object *hitter) |
998 | { |
1060 | { |
999 | object *owner = get_owner(hitter); |
1061 | object *owner = hitter->owner; |
1000 | |
1062 | |
1001 | if (!owner) owner=hitter; |
1063 | if (!owner) |
|
|
1064 | owner = hitter; |
1002 | |
1065 | |
1003 | SET_FLAG(target, FLAG_SCARED); |
1066 | SET_FLAG (target, FLAG_SCARED); |
1004 | if (!target->enemy) target->enemy=owner; |
1067 | if (!target->enemy) |
|
|
1068 | target->enemy = owner; |
1005 | } |
1069 | } |
1006 | |
|
|
1007 | |
1070 | |
1008 | /* 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 |
1009 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1072 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1010 | * 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 |
1011 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1074 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1012 | * 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 |
1013 | * the attacktype. Makes it easier for the PR code. */ |
1076 | * the attacktype. Makes it easier for the PR code. */ |
1014 | |
1077 | int |
1015 | int hit_player_attacktype(object *op, object *hitter, int dam, |
1078 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1016 | uint32 attacknum, int magic) { |
1079 | { |
1017 | |
|
|
1018 | int doesnt_slay = 1; |
1080 | int doesnt_slay = 1; |
1019 | |
1081 | |
1020 | /* 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 */ |
1021 | if (attacknum >= NROFATTACKS) { |
1083 | if (attacknum >= NROFATTACKS) |
|
|
1084 | { |
1022 | LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1085 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1023 | return 0; |
1086 | return 0; |
1024 | } |
|
|
1025 | |
1087 | } |
|
|
1088 | |
1026 | if (dam < 0) { |
1089 | if (dam < 0) |
|
|
1090 | { |
1027 | 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 ()); |
1028 | return 0; |
1093 | return 0; |
1029 | } |
|
|
1030 | |
1094 | } |
|
|
1095 | |
1031 | /* 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 |
1032 | * people can't mess with that or it otherwise get confused. */ |
1097 | * people can't mess with that or it otherwise get confused. */ |
1033 | if (attacknum == ATNR_INTERNAL) return dam; |
1098 | if (attacknum == ATNR_INTERNAL) |
1034 | |
1099 | return dam; |
|
|
1100 | |
1035 | if (hitter->slaying) { |
1101 | if (hitter->slaying) |
|
|
1102 | { |
1036 | if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || |
1103 | if ((op->race && strstr (hitter->slaying, op->race)) |
1037 | (op->arch && (op->arch->name != NULL) && |
1104 | || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) |
1038 | strstr(op->arch->name, hitter->slaying)) |
|
|
1039 | ){ |
1105 | { |
1040 | doesnt_slay = 0; |
1106 | doesnt_slay = 0; |
1041 | dam *= 3; |
1107 | dam *= 3; |
1042 | } |
1108 | } |
1043 | } |
1109 | } |
1044 | |
1110 | |
1045 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1111 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1046 | if (op->resist[attacknum]) { |
1112 | if (op->resist[attacknum]) |
|
|
1113 | { |
1047 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1114 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1048 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1115 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1049 | dam *= (100-op->resist[attacknum]); |
1116 | dam *= (100 - op->resist[attacknum]); |
1050 | if (dam >= 100) dam /= 100; |
1117 | if (dam >= 100) |
|
|
1118 | dam /= 100; |
1051 | else |
1119 | else |
1052 | dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; |
1120 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
1053 | } |
1121 | } |
1054 | |
1122 | |
1055 | /* Special hack. By default, if immune to something, you |
1123 | /* Special hack. By default, if immune to something, you |
1056 | * shouldn't need to worry. However, acid is an exception, since |
1124 | * shouldn't need to worry. However, acid is an exception, since |
1057 | * it can still damage your items. Only include attacktypes if |
1125 | * it can still damage your items. Only include attacktypes if |
1058 | * special processing is needed */ |
1126 | * special processing is needed */ |
1059 | |
1127 | |
1060 | if ((op->resist[attacknum] >= 100) && |
1128 | if (op->resist[attacknum] >= 100 |
|
|
1129 | && doesnt_slay |
1061 | doesnt_slay && (attacknum != ATNR_ACID)) |
1130 | && attacknum != ATNR_ACID) |
1062 | return 0; |
1131 | return 0; |
1063 | |
1132 | |
1064 | /* Keep this in order - makes things easier to find */ |
1133 | /* Keep this in order - makes things easier to find */ |
|
|
1134 | |
|
|
1135 | switch (attacknum) |
1065 | |
1136 | { |
1066 | switch(attacknum) { |
|
|
1067 | case ATNR_PHYSICAL: |
1137 | case ATNR_PHYSICAL: |
1068 | /* here also check for diseases */ |
1138 | /* here also check for diseases */ |
1069 | check_physically_infect(op, hitter); |
1139 | check_physically_infect (op, hitter); |
1070 | break; |
1140 | break; |
1071 | |
1141 | |
1072 | /* Don't need to do anything for: |
1142 | /* Don't need to do anything for: |
1073 | magic, |
1143 | magic, |
1074 | fire, |
1144 | fire, |
1075 | electricity, |
1145 | electricity, |
1076 | cold */ |
1146 | cold */ |
1077 | |
1147 | |
1078 | case ATNR_CONFUSION: |
1148 | case ATNR_CONFUSION: |
1079 | case ATNR_POISON: |
1149 | case ATNR_POISON: |
1080 | case ATNR_SLOW: |
1150 | case ATNR_SLOW: |
1081 | case ATNR_PARALYZE: |
1151 | case ATNR_PARALYZE: |
1082 | case ATNR_FEAR: |
1152 | case ATNR_FEAR: |
1083 | case ATNR_CANCELLATION: |
1153 | case ATNR_CANCELLATION: |
1084 | case ATNR_DEPLETE: |
1154 | case ATNR_DEPLETE: |
1085 | case ATNR_BLIND: |
1155 | case ATNR_BLIND: |
1086 | { |
1156 | { |
1087 | /* chance for inflicting a special attack depends on the |
1157 | /* chance for inflicting a special attack depends on the |
1088 | * difference between attacker's and defender's level |
1158 | * difference between attacker's and defender's level |
1089 | */ |
1159 | */ |
1090 | int level_diff = MIN(110, MAX(0, op->level - hitter->level)); |
1160 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1091 | |
1161 | |
1092 | /* First, only creatures/players with speed can be affected. |
1162 | /* First, only creatures/players with speed can be affected. |
1093 | * Second, just getting hit doesn't mean it always affects |
1163 | * Second, just getting hit doesn't mean it always affects |
1094 | * you. Third, you still get a saving through against the |
1164 | * you. Third, you still get a saving through against the |
1095 | * effect. |
1165 | * effect. |
1096 | */ |
1166 | */ |
1097 | if (op->speed && |
1167 | if (op->speed && |
1098 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && |
1168 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1099 | !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && |
1169 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1100 | !did_make_save(op, level_diff, op->resist[attacknum]/10)) { |
1170 | { |
1101 | |
1171 | |
1102 | /* Player has been hit by something */ |
1172 | /* Player has been hit by something */ |
1103 | if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); |
1173 | if (attacknum == ATNR_CONFUSION) |
|
|
1174 | confuse_player (op, hitter, dam); |
1104 | else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); |
1175 | else if (attacknum == ATNR_POISON) |
|
|
1176 | poison_player (op, hitter, dam); |
1105 | else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); |
1177 | else if (attacknum == ATNR_SLOW) |
1106 | else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); |
1178 | slow_player (op, hitter, dam); |
|
|
1179 | else if (attacknum == ATNR_PARALYZE) |
|
|
1180 | paralyze_player (op, hitter, dam); |
1107 | else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); |
1181 | else if (attacknum == ATNR_FEAR) |
|
|
1182 | scare_creature (op, hitter); |
1108 | else if (attacknum == ATNR_CANCELLATION) cancellation(op); |
1183 | else if (attacknum == ATNR_CANCELLATION) |
|
|
1184 | cancellation (op); |
1109 | else if (attacknum == ATNR_DEPLETE) drain_stat(op); |
1185 | else if (attacknum == ATNR_DEPLETE) |
|
|
1186 | op->drain_stat (); |
1110 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && |
1187 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1111 | !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); |
1188 | blind_player (op, hitter, dam); |
1112 | } |
1189 | } |
|
|
1190 | |
1113 | 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 */ |
1114 | } |
1192 | } |
1115 | break; |
1193 | break; |
|
|
1194 | |
1116 | case ATNR_ACID: |
1195 | case ATNR_ACID: |
1117 | { |
1196 | { |
1118 | int flag=0; |
1197 | int flag = 0; |
1119 | |
1198 | |
1120 | /* 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 |
1121 | * if your acid resistance is below 50%. */ |
1200 | * if your acid resistance is below 50%. */ |
1122 | if (!op_on_battleground(op, NULL, NULL) && |
1201 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1123 | (op->resist[ATNR_ACID] < 50)) |
|
|
1124 | { |
1202 | { |
1125 | object *tmp; |
|
|
1126 | for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
1203 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1204 | { |
1127 | if(tmp->invisible) |
1205 | if (tmp->invisible) |
1128 | continue; |
1206 | continue; |
1129 | if(!QUERY_FLAG(tmp, FLAG_APPLIED) || |
1207 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1130 | (tmp->resist[ATNR_ACID] >= 10)) |
|
|
1131 | /* >= 10% acid res. on itmes will protect these */ |
1208 | /* >= 10% acid res. on items will protect these */ |
1132 | continue; |
1209 | continue; |
1133 | if(!(tmp->material & M_IRON)) |
1210 | if (!(tmp->materials & M_IRON)) |
1134 | continue; |
1211 | continue; |
1135 | if(tmp->magic < -4) /* Let's stop at -5 */ |
1212 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1136 | continue; |
1213 | continue; |
1137 | if(tmp->type==RING || |
1214 | if (tmp->type == RING |
1138 | /* removed boots and gloves from exclusion list in |
1215 | /* removed boots and gloves from exclusion list in PR */ |
1139 | PR */ |
|
|
1140 | tmp->type==GIRDLE || |
1216 | || tmp->type == GIRDLE |
1141 | tmp->type==AMULET || |
1217 | || tmp->type == AMULET |
1142 | tmp->type==WAND || |
1218 | || tmp->type == WAND |
1143 | tmp->type==ROD || |
1219 | || tmp->type == ROD |
1144 | tmp->type==HORN) |
1220 | || tmp->type == HORN) |
1145 | continue; /* To avoid some strange effects */ |
1221 | continue; /* To avoid some strange effects */ |
1146 | |
1222 | |
1147 | /* High damage acid has better chance of corroding |
1223 | /* High damage acid has better chance of corroding |
1148 | objects */ |
1224 | objects */ |
1149 | if(rndm(0, dam+4) > |
|
|
1150 | 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) |
|
|
1226 | { |
1151 | if(op->type == PLAYER) |
1227 | if (op->type == PLAYER) |
1152 | /* Make this more visible */ |
1228 | /* Make this more visible */ |
1153 | new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, |
1229 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1154 | "The %s's acid corrodes your %s!", |
1230 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1155 | query_name(hitter), query_name(tmp)); |
|
|
1156 | flag = 1; |
1231 | flag = 1; |
1157 | tmp->magic--; |
1232 | tmp->magic--; |
1158 | if(op->type == PLAYER) |
1233 | if (op->type == PLAYER) |
1159 | esrv_send_item(op, tmp); |
1234 | esrv_send_item (op, tmp); |
|
|
1235 | } |
1160 | } |
1236 | } |
|
|
1237 | |
|
|
1238 | if (flag) |
|
|
1239 | op->update_stats (); /* Something was corroded */ |
1161 | } |
1240 | } |
1162 | if(flag) |
|
|
1163 | fix_player(op); /* Something was corroded */ |
|
|
1164 | } |
|
|
1165 | } |
1241 | } |
1166 | break; |
1242 | break; |
|
|
1243 | |
1167 | case ATNR_DRAIN: |
1244 | case ATNR_DRAIN: |
1168 | { |
1245 | { |
1169 | /* rate is the proportion of exp drained. High rate means |
1246 | /* rate is the proportion of exp drained. High rate means |
1170 | * not much is drained, low rate means a lot is drained. |
1247 | * not much is drained, low rate means a lot is drained. |
1171 | */ |
1248 | */ |
1172 | int rate; |
1249 | int rate; |
1173 | |
1250 | |
1174 | if(op->resist[ATNR_DRAIN] >= 0) |
1251 | if (op->resist[ATNR_DRAIN] >= 0) |
1175 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1252 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1176 | else |
1253 | else |
1177 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1254 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1178 | |
1255 | |
1179 | if(op->stats.exp <= rate) { |
1256 | if (op->stats.exp <= rate) |
|
|
1257 | { |
1180 | if(op->type == GOLEM) |
1258 | if (op->type == GOLEM) |
1181 | dam = 999; /* Its force is "sucked" away. 8) */ |
1259 | dam = 999; /* Its force is "sucked" away. 8) */ |
1182 | else |
1260 | else |
1183 | /* If we can't drain, lets try to do physical damage */ |
1261 | /* If we can't drain, lets try to do physical damage */ |
1184 | dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); |
1262 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
1263 | } |
1185 | } else { |
1264 | else |
|
|
1265 | { |
1186 | /* Randomly give the hitter some hp */ |
1266 | /* Randomly give the hitter some hp */ |
1187 | if(hitter->stats.hp<hitter->stats.maxhp && |
1267 | if (hitter->stats.hp < hitter->stats.maxhp && |
1188 | (op->level > hitter->level) && |
1268 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1189 | random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) |
|
|
1190 | hitter->stats.hp++; |
1269 | hitter->stats.hp++; |
1191 | |
1270 | |
1192 | /* Can't do drains on battleground spaces. |
1271 | /* Can't do drains on battleground spaces. |
1193 | * 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 |
1194 | * 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, |
1195 | * nothing happens. |
1274 | * nothing happens. |
1196 | * 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 |
1197 | * attacks, hence all the != PLAYER checks. |
1276 | * attacks, hence all the != PLAYER checks. |
1198 | */ |
1277 | */ |
1199 | 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)) |
|
|
1279 | { |
1200 | object *owner = get_owner(hitter); |
1280 | object *owner = hitter->owner; |
1201 | |
1281 | |
1202 | if (owner && owner != hitter) { |
1282 | if (owner && owner != hitter) |
|
|
1283 | { |
1203 | if (op->type != PLAYER || owner->type != PLAYER) |
1284 | if (op->type != PLAYER || owner->type != PLAYER) |
1204 | change_exp(owner, op->stats.exp/(rate*2), |
1285 | change_exp (owner, op->stats.exp / (rate * 2), |
1205 | hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); |
1286 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
1287 | } |
1206 | } else if (op->type != PLAYER || hitter->type != PLAYER) { |
1288 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1207 | change_exp(hitter, op->stats.exp/(rate*2), |
1289 | change_exp (hitter, op->stats.exp / (rate * 2), |
1208 | hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); |
1290 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
|
|
1291 | |
|
|
1292 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1209 | } |
1293 | } |
1210 | change_exp(op,-op->stats.exp/rate, NULL, 0); |
1294 | |
1211 | } |
|
|
1212 | 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 |
1213 | * 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, |
1214 | * as the messages will say you missed |
1297 | * as the messages will say you missed |
1215 | */ |
1298 | */ |
1216 | } |
1299 | } |
1217 | } |
1300 | } |
1218 | break; |
1301 | break; |
|
|
1302 | |
1219 | case ATNR_TURN_UNDEAD: |
1303 | case ATNR_TURN_UNDEAD: |
1220 | { |
1304 | { |
1221 | if (QUERY_FLAG(op,FLAG_UNDEAD)) { |
1305 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1222 | object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); |
1306 | { |
|
|
1307 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1223 | object *god = find_god (determine_god (owner)); |
1308 | object *god = find_god (determine_god (owner)); |
1224 | int div = 1; |
1309 | int div = 1; |
1225 | |
1310 | |
1226 | /* 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 |
1227 | * at half strength */ |
1312 | * at half strength */ |
1228 | if (! god || ! god->slaying || |
|
|
1229 | strstr (god->slaying, undead_name) == NULL) |
1313 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1230 | div = 2; |
1314 | div = 2; |
|
|
1315 | |
1231 | /* Give a bonus if you resist turn undead */ |
1316 | /* Give a bonus if you resist turn undead */ |
1232 | if (op->level * div < |
1317 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1233 | (turn_bonus[owner->stats.Wis]+owner->level + |
|
|
1234 | (op->resist[ATNR_TURN_UNDEAD]/100))) |
|
|
1235 | scare_creature(op, owner); |
1318 | scare_creature (op, owner); |
1236 | } |
1319 | } |
1237 | else |
1320 | else |
1238 | dam = 0; /* don't damage non undead - should we damage |
1321 | dam = 0; /* don't damage non undead - should we damage |
1239 | undead? */ |
1322 | undead? */ |
1240 | } break; |
1323 | } |
1241 | case ATNR_DEATH: |
|
|
1242 | deathstrike_player(op, hitter, &dam); |
|
|
1243 | break; |
1324 | break; |
|
|
1325 | |
|
|
1326 | case ATNR_DEATH: |
|
|
1327 | deathstrike_player (op, hitter, &dam); |
|
|
1328 | break; |
|
|
1329 | |
1244 | case ATNR_CHAOS: |
1330 | case ATNR_CHAOS: |
1245 | LOG(llevError, |
1331 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1246 | "%s was hit by %s with non-specific chaos.\n", |
|
|
1247 | query_name(op), |
|
|
1248 | query_name(hitter)); |
|
|
1249 | dam = 0; |
1332 | dam = 0; |
1250 | break; |
1333 | break; |
|
|
1334 | |
1251 | case ATNR_COUNTERSPELL: |
1335 | case ATNR_COUNTERSPELL: |
1252 | LOG(llevError, |
1336 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1253 | "%s was hit by %s with counterspell attack.\n", |
|
|
1254 | query_name(op), |
|
|
1255 | query_name(hitter)); |
|
|
1256 | dam = 0; |
1337 | dam = 0; |
1257 | /* This should never happen. Counterspell is handled |
1338 | /* This should never happen. Counterspell is handled |
1258 | * seperately and filtered out. If this does happen, |
1339 | * seperately and filtered out. If this does happen, |
1259 | * Counterspell has no effect on anything but spells, so it |
1340 | * Counterspell has no effect on anything but spells, so it |
1260 | * does no damage. */ |
1341 | * does no damage. */ |
1261 | break; |
1342 | break; |
|
|
1343 | |
1262 | case ATNR_HOLYWORD: |
1344 | case ATNR_HOLYWORD: |
1263 | { |
1345 | { |
1264 | /* This has already been handled by hit_player, |
1346 | /* This has already been handled by hit_player, |
1265 | * no need to check twice -- DAMN */ |
1347 | * no need to check twice -- DAMN */ |
1266 | |
1348 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1267 | object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); |
1349 | |
1268 | |
|
|
1269 | /* 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 */ |
1270 | if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < |
1351 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1271 | owner->level+turn_bonus[owner->stats.Wis]) |
|
|
1272 | scare_creature(op, owner); |
1352 | scare_creature (op, owner); |
|
|
1353 | } |
1273 | } break; |
1354 | break; |
|
|
1355 | |
1274 | case ATNR_LIFE_STEALING: |
1356 | case ATNR_LIFE_STEALING: |
1275 | { |
1357 | { |
1276 | int new_hp; |
1358 | int new_hp; |
|
|
1359 | |
1277 | /* this is replacement to drain for players, instead of taking |
1360 | /* this is replacement to drain for players, instead of taking |
1278 | * exp it takes hp. It is geared for players, probably not |
1361 | * exp it takes hp. It is geared for players, probably not |
1279 | * much use giving it to monsters |
1362 | * much use giving it to monsters |
1280 | * |
1363 | * |
1281 | * 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 |
1282 | * damage it does do to the player. Given that, |
1365 | * damage it does do to the player. Given that, |
1283 | * 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 |
1284 | * 1000). |
1367 | * 1000). |
1285 | */ |
1368 | */ |
1286 | /* You can't steal life from something undead */ |
1369 | /* You can't steal life from something undead */ |
1287 | if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; |
1370 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
|
|
1371 | return 0; |
|
|
1372 | |
1288 | /* If drain protection is higher than life stealing, use that */ |
1373 | /* If drain protection is higher than life stealing, use that */ |
1289 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1374 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1290 | dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; |
1375 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
1376 | else |
1291 | else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1377 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1378 | |
1292 | /* You die at -1 hp, not zero. */ |
1379 | /* You die at -1 hp, not zero. */ |
1293 | if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; |
1380 | if (dam > (op->stats.hp + 1)) |
|
|
1381 | dam = op->stats.hp + 1; |
|
|
1382 | |
1294 | new_hp = hitter->stats.hp + dam; |
1383 | new_hp = hitter->stats.hp + dam; |
1295 | if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; |
1384 | if (new_hp > hitter->stats.maxhp) |
1296 | if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; |
1385 | new_hp = hitter->stats.maxhp; |
|
|
1386 | |
|
|
1387 | if (new_hp > hitter->stats.hp) |
|
|
1388 | hitter->stats.hp = new_hp; |
1297 | } |
1389 | } |
1298 | } |
1390 | } |
|
|
1391 | |
1299 | return dam; |
1392 | return dam; |
1300 | } |
1393 | } |
1301 | |
|
|
1302 | |
1394 | |
1303 | /* 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 |
1304 | * allow script procedures to "kill" objects in a combat-like fashion. |
1396 | * allow script procedures to "kill" objects in a combat-like fashion. |
1305 | * 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 |
1306 | * Sword. Note that nothing has been changed from the original version |
1398 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1313 | * This function was a bit of a mess with hitter getting changed, |
1405 | * This function was a bit of a mess with hitter getting changed, |
1314 | * values being stored away but not used, etc. I've cleaned it up |
1406 | * values being stored away but not used, etc. I've cleaned it up |
1315 | * a bit - I think it should be functionally equivalant. |
1407 | * a bit - I think it should be functionally equivalant. |
1316 | * MSW 2002-07-17 |
1408 | * MSW 2002-07-17 |
1317 | */ |
1409 | */ |
|
|
1410 | int |
1318 | int kill_object(object *op,int dam, object *hitter, int type) |
1411 | kill_object (object *op, int dam, object *hitter, int type) |
1319 | { |
1412 | { |
1320 | char buf[MAX_BUF]; |
1413 | char buf[MAX_BUF]; |
1321 | const char *skill; |
1414 | const char *skill; |
1322 | int maxdam=0; |
1415 | int maxdam = 0; |
1323 | int battleg=0; /* true if op standing on battleground */ |
1416 | int battleg = 0; /* true if op standing on battleground */ |
1324 | 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 */ |
1325 | object *owner=NULL; |
1418 | object *owner = 0; |
1326 | object *skop=NULL; |
1419 | object *skop = 0; |
1327 | |
1420 | |
1328 | if (op->stats.hp>=0) |
1421 | if (op->stats.hp >= 0) |
1329 | return -1; |
1422 | return -1; |
1330 | |
1423 | |
1331 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1424 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1332 | return 0; |
1425 | return 0; |
1333 | |
1426 | |
1334 | /* maxdam needs to be the amount of damage it took to kill |
1427 | /* maxdam needs to be the amount of damage it took to kill |
1335 | * this creature. The function(s) that call us have already |
1428 | * this creature. The function(s) that call us have already |
1336 | * adjusted the creatures HP total, so that is negative. |
1429 | * adjusted the creatures HP total, so that is negative. |
1337 | */ |
1430 | */ |
1338 | maxdam = dam + op->stats.hp + 1; |
1431 | maxdam = dam + op->stats.hp + 1; |
1339 | |
1432 | |
1340 | if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) |
1433 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1341 | 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 */ |
1342 | |
1435 | |
1343 | if(op->type==DOOR) { |
1436 | if (op->type == DOOR) |
|
|
1437 | { |
1344 | op->speed = 0.1; |
1438 | op->set_speed (0.1); |
1345 | update_ob_speed(op); |
|
|
1346 | op->speed_left= -0.05; |
1439 | op->speed_left = -0.05; |
1347 | return maxdam; |
1440 | return maxdam; |
1348 | } |
1441 | } |
|
|
1442 | |
1349 | if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { |
1443 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1350 | remove_friendly_object(op); |
1444 | { |
1351 | if (get_owner (op) != NULL && op->owner->type == PLAYER && |
1445 | op->destroy (); |
1352 | op->owner->contr->ranges[range_golem] == op) { |
|
|
1353 | op->owner->contr->ranges[range_golem]=NULL; |
|
|
1354 | op->owner->contr->golem_count=0; |
|
|
1355 | } |
|
|
1356 | |
|
|
1357 | remove_ob(op); |
|
|
1358 | free_object(op); |
|
|
1359 | return maxdam; |
1446 | return maxdam; |
1360 | } |
1447 | } |
1361 | |
1448 | |
1362 | /* Now lets start dealing with experience we get for killing something */ |
1449 | /* Now lets start dealing with experience we get for killing something */ |
1363 | |
1450 | |
1364 | owner=get_owner(hitter); |
1451 | owner = hitter->owner; |
1365 | if(owner==NULL) |
1452 | if (!owner) |
1366 | owner=hitter; |
1453 | owner = hitter; |
1367 | |
1454 | |
1368 | /* is the victim (op) standing on battleground? */ |
1455 | /* is the victim (op) standing on battleground? */ |
1369 | if (op_on_battleground(op, NULL, NULL)) battleg=1; |
1456 | if (op_on_battleground (op, NULL, NULL)) |
1370 | |
1457 | battleg = 1; |
|
|
1458 | |
1371 | /* is this player killing?*/ |
1459 | /* is this player killing? */ |
1372 | if (op->type == PLAYER && owner->type == PLAYER) pk=1; |
1460 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1461 | pk = 1; |
1373 | |
1462 | |
1374 | /* Player killed something */ |
1463 | /* Player killed something */ |
1375 | if(owner->type==PLAYER) { |
1464 | if (owner->type == PLAYER) |
|
|
1465 | { |
1376 | Log_Kill(owner->name, |
1466 | Log_Kill (owner->name, |
1377 | query_name(op),op->type, |
1467 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
1378 | (owner!=hitter) ? query_name(hitter) : NULL, |
|
|
1379 | (owner!=hitter) ? hitter->type : 0); |
|
|
1380 | |
1468 | |
1381 | /* Log players killing other players - makes it easier to detect |
1469 | /* Log players killing other players - makes it easier to detect |
1382 | * and filter out malicious player killers - that is why the |
1470 | * and filter out malicious player killers - that is why the |
1383 | * ip address is included. |
1471 | * ip address is included. |
1384 | */ |
1472 | */ |
1385 | if (op->type == PLAYER && !battleg) { |
1473 | if (op->type == PLAYER && !battleg) |
|
|
1474 | { |
1386 | time_t t=time(NULL); |
1475 | time_t t = time (NULL); |
1387 | struct tm *tmv; |
1476 | struct tm *tmv; |
1388 | char buf[256]; |
1477 | char buf[256]; |
1389 | |
1478 | |
1390 | tmv = localtime(&t); |
1479 | tmv = localtime (&t); |
1391 | strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); |
1480 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1392 | |
1481 | |
1393 | LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", |
1482 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1394 | buf, owner->name, owner->contr->socket.host, query_name(op)); |
|
|
1395 | } |
1483 | } |
1396 | |
1484 | |
1397 | /* try to filter some things out - basically, if you are |
1485 | /* try to filter some things out - basically, if you are |
1398 | * killing a level 1 creature and your level 20, you |
1486 | * killing a level 1 creature and your level 20, you |
1399 | * probably don't want to see that. |
1487 | * probably don't want to see that. |
1400 | */ |
1488 | */ |
1401 | if ( owner->level < op->level * 2|| op->stats.exp>1000) { |
1489 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1490 | { |
1402 | if(owner!=hitter) { |
1491 | if (owner != hitter) |
1403 | new_draw_info_format(NDI_BLACK, 0, owner, |
1492 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1404 | "You killed %s with %s.",query_name(op), |
1493 | else |
1405 | query_name(hitter)); |
1494 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
|
|
1495 | |
|
|
1496 | /* Only play sounds for melee kills */ |
|
|
1497 | if (hitter->type == PLAYER) |
|
|
1498 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
|
|
1499 | } |
|
|
1500 | |
|
|
1501 | /* If a player kills another player, not on |
|
|
1502 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1503 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1504 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1505 | * player that the object belonged to - so if you killed another player |
|
|
1506 | * with spells, pets, whatever, there was no penalty. |
|
|
1507 | * Changed to make luck penalty configurable in settings. |
|
|
1508 | */ |
|
|
1509 | if (op->type == PLAYER && owner != op && !battleg) |
|
|
1510 | owner->change_luck (-settings.pk_luck_penalty); |
|
|
1511 | |
|
|
1512 | /* This code below deals with finding the appropriate skill |
|
|
1513 | * to credit exp to. This is a bit problematic - we should |
|
|
1514 | * probably never really have to look at current_weapon->skill |
|
|
1515 | */ |
|
|
1516 | skill = 0; |
|
|
1517 | |
|
|
1518 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1519 | skill = hitter->skill; |
|
|
1520 | else if (owner->chosen_skill) |
|
|
1521 | { |
|
|
1522 | skop = owner->chosen_skill; |
|
|
1523 | skill = skop->skill; |
|
|
1524 | } |
|
|
1525 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
|
|
1526 | skill = owner->current_weapon->skill; |
|
|
1527 | else |
|
|
1528 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
|
|
1529 | |
|
|
1530 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1531 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1532 | */ |
|
|
1533 | if ((!skop || skop->type != SKILL) && skill) |
|
|
1534 | { |
|
|
1535 | int i; |
|
|
1536 | |
|
|
1537 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1538 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1539 | { |
|
|
1540 | skop = owner->contr->last_skill_ob[i]; |
|
|
1541 | break; |
|
|
1542 | } |
|
|
1543 | } |
|
|
1544 | } /* Was it a player that hit somethign */ |
|
|
1545 | else |
|
|
1546 | skill = 0; |
|
|
1547 | |
|
|
1548 | /* Pet (or spell) killed something. */ |
|
|
1549 | if (owner != hitter) |
|
|
1550 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1551 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1552 | else |
|
|
1553 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1554 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1555 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1556 | |
|
|
1557 | /* These may have been set in the player code section above */ |
|
|
1558 | if (!skop) |
|
|
1559 | skop = hitter->chosen_skill; |
|
|
1560 | |
|
|
1561 | if (!skill && skop) |
|
|
1562 | skill = skop->skill; |
|
|
1563 | |
|
|
1564 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1565 | |
|
|
1566 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1567 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1568 | { |
|
|
1569 | int exp; |
|
|
1570 | |
|
|
1571 | /* Really don't give much experience for killing other players */ |
|
|
1572 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
|
|
1573 | if (op->type == PLAYER) |
|
|
1574 | { |
|
|
1575 | if (battleg) |
|
|
1576 | { |
|
|
1577 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1578 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1406 | } |
1579 | } |
1407 | else { |
1580 | else |
1408 | new_draw_info_format(NDI_BLACK, 0, owner, |
1581 | exp = op->stats.exp / 1000; |
1409 | "You killed %s.",query_name(op)); |
1582 | } |
|
|
1583 | else |
|
|
1584 | exp = calc_skill_exp (owner, op, skop); |
|
|
1585 | |
|
|
1586 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1587 | * exp by killing him |
|
|
1588 | */ |
|
|
1589 | if (battleg) |
|
|
1590 | exp = 0; |
|
|
1591 | |
|
|
1592 | /* Don't know why this is set this way - doesn't make |
|
|
1593 | * sense to just divide everything by two for no reason. |
|
|
1594 | */ |
|
|
1595 | |
|
|
1596 | if (!settings.simple_exp) |
|
|
1597 | exp = exp / 2; |
|
|
1598 | |
|
|
1599 | if (owner->type != PLAYER || owner->contr->party == NULL) |
|
|
1600 | change_exp (owner, exp, skill, 0); |
|
|
1601 | else |
|
|
1602 | { |
|
|
1603 | int shares = 0, count = 0; |
|
|
1604 | partylist *party = owner->contr->party; |
|
|
1605 | |
|
|
1606 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
|
|
1607 | |
|
|
1608 | for_all_players (pl) |
|
|
1609 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1610 | { |
|
|
1611 | count++; |
|
|
1612 | shares += (pl->ob->level + 4); |
|
|
1613 | } |
|
|
1614 | |
|
|
1615 | if (count == 1 || shares > exp || !shares) |
|
|
1616 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1617 | else |
|
|
1618 | { |
|
|
1619 | int share = exp / shares, given = 0, nexp; |
|
|
1620 | |
|
|
1621 | for_all_players (pl) |
|
|
1622 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1623 | { |
|
|
1624 | nexp = (pl->ob->level + 4) * share; |
|
|
1625 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1626 | given += nexp; |
|
|
1627 | } |
|
|
1628 | |
|
|
1629 | exp -= given; |
|
|
1630 | /* give any remainder to the player */ |
|
|
1631 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1410 | } |
1632 | } |
1411 | /* Only play sounds for melee kills */ |
1633 | } /* else part of a party */ |
1412 | if (hitter->type == PLAYER) |
1634 | } /* end if person didn't kill himself */ |
1413 | play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1635 | |
|
|
1636 | if (op->type != PLAYER) |
|
|
1637 | { |
|
|
1638 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1414 | } |
1639 | { |
|
|
1640 | object *owner1 = op->owner; |
1415 | |
1641 | |
1416 | /* If a player kills another player, not on |
1642 | if (owner1 && owner1->type == PLAYER) |
1417 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1418 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1419 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1420 | * player that the object belonged to - so if you killed another player |
|
|
1421 | * with spells, pets, whatever, there was no penalty. |
|
|
1422 | * Changed to make luck penalty configurable in settings. |
|
|
1423 | */ |
|
|
1424 | if(op->type == PLAYER && owner != op && !battleg) |
|
|
1425 | change_luck(owner, -settings.pk_luck_penalty); |
|
|
1426 | |
|
|
1427 | /* This code below deals with finding the appropriate skill |
|
|
1428 | * to credit exp to. This is a bit problematic - we should |
|
|
1429 | * probably never really have to look at current_weapon->skill |
|
|
1430 | */ |
|
|
1431 | skill = NULL; |
|
|
1432 | if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; |
|
|
1433 | else if (owner->chosen_skill) { |
|
|
1434 | skill = owner->chosen_skill->skill; |
|
|
1435 | skop = owner->chosen_skill; |
|
|
1436 | } |
|
|
1437 | else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; |
|
|
1438 | else |
|
|
1439 | LOG(llevError,"kill_object - unable to find skill that killed monster\n"); |
|
|
1440 | |
|
|
1441 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1442 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1443 | */ |
|
|
1444 | if ((!skop || skop->type != SKILL) && skill) { |
|
|
1445 | int i; |
|
|
1446 | |
|
|
1447 | for (i=0; i<NUM_SKILLS; i++) |
|
|
1448 | if (owner->contr->last_skill_ob[i] && |
|
|
1449 | !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { |
|
|
1450 | skop = owner->contr->last_skill_ob[i]; |
|
|
1451 | break; |
|
|
1452 | } |
1643 | { |
1453 | } |
1644 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1454 | } /* Was it a player that hit somethign */ |
1645 | /* Maybe we should include the owner that killed this, maybe not */ |
1455 | else { |
1646 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1456 | skill = NULL; |
|
|
1457 | } |
|
|
1458 | |
|
|
1459 | /* Pet (or spell) killed something. */ |
|
|
1460 | if(owner != hitter ) { |
|
|
1461 | (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, |
|
|
1462 | query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); |
|
|
1463 | } |
|
|
1464 | else { |
|
|
1465 | (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, |
|
|
1466 | (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1467 | " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); |
|
|
1468 | } |
|
|
1469 | /* These may have been set in the player code section above */ |
|
|
1470 | if (!skop) skop = hitter->chosen_skill; |
|
|
1471 | if (!skill && skop) skill=skop->skill; |
|
|
1472 | |
|
|
1473 | new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); |
|
|
1474 | |
|
|
1475 | |
|
|
1476 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1477 | if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { |
|
|
1478 | int exp; |
|
|
1479 | |
|
|
1480 | /* Really don't give much experience for killing other players */ |
|
|
1481 | // schmorp: temporary? reduce the amount of exp gained for pking enourmously |
|
|
1482 | if (op->type==PLAYER) { |
|
|
1483 | if (battleg) { |
|
|
1484 | new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); |
|
|
1485 | new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); |
|
|
1486 | } |
1647 | } |
1487 | else |
|
|
1488 | exp = op->stats.exp / 1000; |
|
|
1489 | } |
|
|
1490 | else |
|
|
1491 | exp = calc_skill_exp(owner, op, skop); |
|
|
1492 | |
1648 | |
1493 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1494 | * exp by killing him |
|
|
1495 | */ |
|
|
1496 | if (battleg) exp = 0; |
|
|
1497 | |
|
|
1498 | /* Don't know why this is set this way - doesn't make |
|
|
1499 | * sense to just divide everything by two for no reason. |
|
|
1500 | */ |
|
|
1501 | |
|
|
1502 | if (!settings.simple_exp) |
|
|
1503 | exp=exp/2; |
|
|
1504 | |
|
|
1505 | if(owner->type!=PLAYER || owner->contr->party==NULL) { |
|
|
1506 | change_exp(owner,exp, skill, 0); |
|
|
1507 | } |
|
|
1508 | else { |
|
|
1509 | int shares=0,count=0; |
|
|
1510 | |
|
|
1511 | player *pl; |
|
|
1512 | |
|
|
1513 | partylist *party=owner->contr->party; |
|
|
1514 | #ifdef PARTY_KILL_LOG |
|
|
1515 | add_kill_to_party(party, query_name(owner), query_name(op), exp); |
|
|
1516 | #endif |
|
|
1517 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
|
|
1518 | if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
|
|
1519 | count++; |
|
|
1520 | shares+=(pl->ob->level+4); |
|
|
1521 | } |
|
|
1522 | } |
|
|
1523 | if(count==1 || shares>exp) |
|
|
1524 | change_exp(owner,exp, skill, SK_EXP_TOTAL); |
|
|
1525 | else { |
|
|
1526 | int share=exp/shares,given=0,nexp; |
|
|
1527 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
|
|
1528 | if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
|
|
1529 | nexp=(pl->ob->level+4)*share; |
|
|
1530 | change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); |
|
|
1531 | given+=nexp; |
|
|
1532 | } |
|
|
1533 | } |
|
|
1534 | exp-=given; |
|
|
1535 | /* give any remainder to the player */ |
|
|
1536 | change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); |
|
|
1537 | } |
|
|
1538 | } /* else part of a party */ |
|
|
1539 | |
|
|
1540 | } /* end if person didn't kill himself */ |
|
|
1541 | |
|
|
1542 | if(op->type!=PLAYER) { |
|
|
1543 | if(QUERY_FLAG(op,FLAG_FRIENDLY)) { |
|
|
1544 | object *owner1 = get_owner(op); |
|
|
1545 | |
|
|
1546 | if(owner1!= NULL && owner1->type == PLAYER) { |
|
|
1547 | play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); |
|
|
1548 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1549 | new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.", |
|
|
1550 | op->name,hitter->name); |
|
|
1551 | } |
|
|
1552 | remove_friendly_object(op); |
1649 | remove_friendly_object (op); |
1553 | } |
1650 | } |
1554 | remove_ob(op); |
1651 | |
1555 | free_object(op); |
1652 | op->destroy (); |
|
|
1653 | } |
|
|
1654 | else |
1556 | } |
1655 | { |
1557 | /* Player has been killed! */ |
1656 | /* Player has been killed! */ |
1558 | else { |
|
|
1559 | if(owner->type==PLAYER) { |
1657 | if (owner->type == PLAYER) |
1560 | snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); |
1658 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
1561 | } |
|
|
1562 | else { |
1659 | else |
1563 | strncpy(op->contr->killer,hitter->name,BIG_NAME); |
1660 | assign (op->contr->killer, hitter->name); |
1564 | op->contr->killer[BIG_NAME-1]='\0'; |
|
|
1565 | } |
|
|
1566 | } |
1661 | } |
|
|
1662 | |
1567 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1663 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1568 | * continues in the calling function. |
1664 | * continues in the calling function. |
1569 | */ |
1665 | */ |
1570 | return maxdam; |
1666 | return maxdam; |
1571 | } |
1667 | } |
1572 | |
1668 | |
1573 | /* 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 |
1574 | * Returns 0 this is not friendly fire |
1670 | * Returns 0 this is not friendly fire |
1575 | */ |
1671 | */ |
1576 | |
1672 | int |
1577 | int friendly_fire(object *op, object *hitter){ |
1673 | friendly_fire (object *op, object *hitter) |
|
|
1674 | { |
1578 | object *owner; |
1675 | object *owner; |
1579 | int friendlyfire; |
1676 | int friendlyfire; |
1580 | |
|
|
1581 | if (hitter->head) hitter=hitter->head; |
|
|
1582 | |
1677 | |
|
|
1678 | if (hitter->head) |
|
|
1679 | hitter = hitter->head; |
|
|
1680 | |
1583 | friendlyfire = 0; |
1681 | friendlyfire = 0; |
1584 | |
1682 | |
1585 | if(op->type == PLAYER) { |
1683 | if (op->type == PLAYER) |
|
|
1684 | { |
1586 | if (op_on_battleground (hitter, 0, 0)) |
1685 | if (op_on_battleground (hitter, 0, 0)) |
1587 | return 0; |
1686 | return 0; |
1588 | |
1687 | |
1589 | if(hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1688 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1590 | return 1; |
1689 | return 1; |
1591 | |
1690 | |
1592 | if((owner = get_owner(hitter))!=NULL) { |
1691 | if ((owner = hitter->owner) != NULL) |
|
|
1692 | { |
1593 | if(owner->type == PLAYER && owner->contr->peaceful == 1) |
1693 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1594 | friendlyfire = 2; |
1694 | friendlyfire = 2; |
1595 | } |
1695 | } |
1596 | |
1696 | |
1597 | if (hitter->type == SPELL || hitter->type == POISONING || |
1697 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1598 | hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1599 | friendlyfire = 0; |
1698 | friendlyfire = 0; |
1600 | } |
1699 | } |
1601 | return friendlyfire; |
1700 | return friendlyfire; |
1602 | } |
1701 | } |
1603 | |
1702 | |
1604 | |
1703 | |
1605 | /* This isn't used just for players, but in fact most objects. |
1704 | /* This isn't used just for players, but in fact most objects. |
1606 | * op is the object to be hit, dam is the amount of damage, hitter |
1705 | * op is the object to be hit, dam is the amount of damage, hitter |
1607 | * is what is hitting the object, type is the attacktype, and |
1706 | * is what is hitting the object, type is the attacktype, and |
1608 | * full_hit is set if monster area does not matter. |
1707 | * full_hit is set if monster area does not matter. |
1609 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1708 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1610 | * modify it. |
1709 | * modify it. |
1611 | */ |
1710 | */ |
1612 | |
|
|
1613 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1711 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1614 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1712 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1615 | |
1713 | int |
1616 | int 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) |
|
|
1715 | { |
1617 | int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); |
1716 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1618 | int maxattacktype, attacknum; |
1717 | int maxattacktype, attacknum; |
1619 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1718 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1620 | int simple_attack; |
1719 | int simple_attack; |
1621 | tag_t op_tag, hitter_tag; |
|
|
1622 | int rtn_kill = 0; |
1720 | int rtn_kill = 0; |
1623 | int friendlyfire; |
1721 | int friendlyfire; |
1624 | |
1722 | |
1625 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1723 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1724 | return 0; |
|
|
1725 | |
|
|
1726 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1727 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1728 | return 0; |
|
|
1729 | |
|
|
1730 | #ifdef PROHIBIT_PLAYERKILL |
|
|
1731 | if (op->type == PLAYER) |
|
|
1732 | { |
|
|
1733 | object *owner = hitter->owner; |
|
|
1734 | |
|
|
1735 | if (!owner) |
|
|
1736 | owner = hitter; |
|
|
1737 | |
|
|
1738 | if (owner->type == PLAYER |
|
|
1739 | && (!op_on_battleground (op, 0, 0) |
|
|
1740 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1741 | && op != owner) |
1626 | return 0; |
1742 | return 0; |
|
|
1743 | } |
|
|
1744 | #endif |
1627 | |
1745 | |
1628 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1746 | if (body_attack) |
1629 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1747 | { |
|
|
1748 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1749 | * return - we still need to process other attacks the spell still |
|
|
1750 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1751 | * and keep on processing if we have other attacktypes. |
|
|
1752 | * return if only magic or nothing is left - under normal code |
|
|
1753 | * we don't attack with pure magic if there is another attacktype. |
|
|
1754 | * Only do processing if the initial attacktype includes one of those |
|
|
1755 | * attack so we don't cancel out things like magic bullet. |
|
|
1756 | */ |
|
|
1757 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1758 | { |
|
|
1759 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1760 | |
|
|
1761 | if (!type || type == AT_MAGIC) |
1630 | return 0; |
1762 | return 0; |
|
|
1763 | } |
|
|
1764 | } |
1631 | |
1765 | |
1632 | #ifdef PROHIBIT_PLAYERKILL |
1766 | if (!simple_attack && op->type == DOOR) |
1633 | if (op->type == PLAYER) { |
1767 | { |
1634 | object *owner = get_owner (hitter); |
1768 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1635 | if (!owner) owner = hitter; |
1769 | if (tmp->type == RUNE || tmp->type == TRAP) |
1636 | if (owner->type == PLAYER |
1770 | { |
1637 | && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) |
1771 | spring_trap (tmp, hitter); |
1638 | && op != owner) { |
1772 | |
|
|
1773 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1639 | return 0; |
1774 | return 0; |
|
|
1775 | |
|
|
1776 | break; |
1640 | } |
1777 | } |
|
|
1778 | } |
|
|
1779 | |
|
|
1780 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1641 | } |
1781 | { |
|
|
1782 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1783 | * destroyed() check above doesn't return, and might get here. |
|
|
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 | */ |
|
|
1791 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
|
|
1792 | return 0; |
|
|
1793 | } |
|
|
1794 | |
|
|
1795 | #ifdef ATTACK_DEBUG |
|
|
1796 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1642 | #endif |
1797 | #endif |
1643 | |
1798 | |
1644 | op_tag = op->count; |
|
|
1645 | hitter_tag = hitter->count; |
|
|
1646 | |
|
|
1647 | if (body_attack) { |
|
|
1648 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1649 | * return - we still need to process other attacks the spell still |
|
|
1650 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1651 | * and keep on processing if we have other attacktypes. |
|
|
1652 | * return if only magic or nothing is left - under normal code |
|
|
1653 | * we don't attack with pure magic if there is another attacktype. |
|
|
1654 | * Only do processing if the initial attacktype includes one of those |
|
|
1655 | * attack so we don't cancel out things like magic bullet. |
|
|
1656 | */ |
|
|
1657 | if (type & (AT_PARALYZE | AT_SLOW)) { |
|
|
1658 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1659 | if (!type || type==AT_MAGIC) return 0; |
|
|
1660 | } |
|
|
1661 | } |
|
|
1662 | |
|
|
1663 | if ( ! simple_attack && op->type == DOOR) { |
|
|
1664 | object *tmp; |
|
|
1665 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1666 | if (tmp->type == RUNE || tmp->type == TRAP) { |
|
|
1667 | spring_trap (tmp, hitter); |
|
|
1668 | if (was_destroyed (hitter, hitter_tag) |
|
|
1669 | || was_destroyed (op, op_tag) |
|
|
1670 | || abort_attack (op, hitter, simple_attack)) |
|
|
1671 | return 0; |
|
|
1672 | break; |
|
|
1673 | } |
|
|
1674 | } |
|
|
1675 | |
|
|
1676 | if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) { |
|
|
1677 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1678 | * was_destroyed() check above doesn't return, and might get here. |
|
|
1679 | */ |
|
|
1680 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " |
|
|
1681 | "hit_player()\n", op->arch->name, op->name); |
|
|
1682 | return 0; |
|
|
1683 | } |
|
|
1684 | |
|
|
1685 | #ifdef ATTACK_DEBUG |
|
|
1686 | LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1687 | #endif |
|
|
1688 | |
|
|
1689 | if (magic) { |
1799 | if (magic) |
|
|
1800 | { |
1690 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1801 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1691 | * 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 */ |
1692 | dam = dam*(100-op->resist[ATNR_MAGIC]); |
1803 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1693 | if (dam >= 100) |
1804 | if (dam >= 100) |
1694 | dam /= 100; |
1805 | dam /= 100; |
1695 | else |
1806 | else |
1696 | dam = (dam > (rndm(0, 99))) ? 1 : 0; |
1807 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1697 | } |
1808 | } |
1698 | |
1809 | |
1699 | /* 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 |
1700 | * 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 |
1701 | */ |
1812 | */ |
1702 | if(type & AT_CHAOS){ |
1813 | if (type & AT_CHAOS) |
|
|
1814 | { |
1703 | shuffle_attack(op,0); /*0 flag tells it to not change the face */ |
1815 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
1704 | update_object(op,UP_OBJ_FACE); |
1816 | update_object (op, UP_OBJ_FACE); |
1705 | type &= ~AT_CHAOS; |
1817 | type &= ~AT_CHAOS; |
1706 | } |
1818 | } |
1707 | |
1819 | |
1708 | /* Holyword is really an attacktype modifier (like magic is). If |
1820 | /* Holyword is really an attacktype modifier (like magic is). If |
1709 | * holyword is part of an attacktype, then make sure the creature is |
1821 | * holyword is part of an attacktype, then make sure the creature is |
1710 | * a proper match, otherwise no damage. |
1822 | * a proper match, otherwise no damage. |
1711 | */ |
1823 | */ |
1712 | if (type & AT_HOLYWORD) { |
1824 | if (type & AT_HOLYWORD) |
|
|
1825 | { |
1713 | object *god; |
1826 | object *god; |
|
|
1827 | |
1714 | if ((!hitter->slaying || |
1828 | if ((!hitter->slaying || |
1715 | (!(op->race && strstr(hitter->slaying,op->race)) && |
1829 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1716 | !(op->name && strstr(hitter->slaying,op->name)))) && |
1830 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1717 | (!QUERY_FLAG(op,FLAG_UNDEAD) || |
1831 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1718 | (hitter->title != NULL |
1832 | (hitter->title != NULL |
1719 | && (god = find_god(determine_god(hitter))) != NULL |
1833 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1720 | && god->race != NULL |
|
|
1721 | && strstr(god->race,undead_name) != NULL))) |
|
|
1722 | return 0; |
1834 | return 0; |
1723 | } |
1835 | } |
1724 | |
1836 | |
1725 | maxattacktype = type; /* initialize this to something */ |
1837 | maxattacktype = type; /* initialise this to something */ |
1726 | for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { |
1838 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
|
|
1839 | { |
1727 | /* 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 |
1728 | * attack types. As such, skip it over. However, if magic is |
1841 | * attack types. As such, skip it over. However, if magic is |
1729 | * the only attacktype in the group, then still attack with it |
1842 | * the only attacktype in the group, then still attack with it |
1730 | */ |
1843 | */ |
1731 | if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; |
1844 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1845 | continue; |
1732 | |
1846 | |
1733 | /* Go through and hit the player with each attacktype, one by one. |
1847 | /* Go through and hit the player with each attacktype, one by one. |
1734 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1848 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1735 | * it. It will do the appropriate action for attacktypes with |
1849 | * it. It will do the appropriate action for attacktypes with |
1736 | * effects (slow, paralization, etc. |
1850 | * effects (slow, paralization, etc. |
1737 | */ |
1851 | */ |
1738 | if (type & attacktype) { |
1852 | if (type & attacktype) |
|
|
1853 | { |
1739 | ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); |
1854 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1740 | /* the >= causes us to prefer messages from special attacks, if |
1855 | /* the >= causes us to prefer messages from special attacks, if |
1741 | * the damage is equal. |
1856 | * the damage is equal. |
1742 | */ |
1857 | */ |
1743 | if (ndam >= maxdam) { |
1858 | if (ndam >= maxdam) |
|
|
1859 | { |
1744 | maxdam = ndam; |
1860 | maxdam = ndam; |
1745 | maxattacktype = 1<<attacknum; |
1861 | maxattacktype = 1 << attacknum; |
1746 | } |
1862 | } |
1747 | } |
1863 | } |
1748 | } |
1864 | } |
1749 | |
1865 | |
1750 | /* if this is friendly fire then do a set % of damage only |
1866 | /* if this is friendly fire then do a set % of damage only |
1751 | * Note - put a check in to make sure this attack is actually |
1867 | * Note - put a check in to make sure this attack is actually |
1752 | * doing damage - otherwise, the +1 in the code below will make |
1868 | * doing damage - otherwise, the +1 in the code below will make |
1753 | * an attack do damage before when it otherwise didn't |
1869 | * an attack do damage before when it otherwise didn't |
1754 | */ |
1870 | */ |
1755 | friendlyfire = friendly_fire(op, hitter); |
1871 | friendlyfire = friendly_fire (op, hitter); |
1756 | if (friendlyfire && maxdam){ |
1872 | if (friendlyfire && maxdam) |
|
|
1873 | { |
1757 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1874 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1758 | #ifndef COZY_SERVER |
1875 | #ifndef COZY_SERVER |
|
|
1876 | maxdam++; |
|
|
1877 | #endif |
|
|
1878 | |
|
|
1879 | #ifdef ATTACK_DEBUG |
|
|
1880 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1881 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1882 | #endif |
|
|
1883 | } |
|
|
1884 | |
|
|
1885 | if (!full_hit) |
|
|
1886 | { |
|
|
1887 | archetype *at; |
|
|
1888 | int area; |
|
|
1889 | int remainder; |
|
|
1890 | |
|
|
1891 | area = 0; |
|
|
1892 | for (at = op->arch; at != NULL; at = at->more) |
|
|
1893 | area++; |
|
|
1894 | assert (area > 0); |
|
|
1895 | |
|
|
1896 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1897 | value-effect */ |
|
|
1898 | remainder = 100 * (maxdam % area) / area; |
|
|
1899 | maxdam /= area; |
|
|
1900 | if (rndm (100) < remainder) |
1759 | maxdam++; |
1901 | maxdam++; |
|
|
1902 | } |
|
|
1903 | |
|
|
1904 | #ifdef ATTACK_DEBUG |
|
|
1905 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1760 | #endif |
1906 | #endif |
1761 | |
|
|
1762 | #ifdef ATTACK_DEBUG |
|
|
1763 | LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1764 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1765 | #endif |
|
|
1766 | } |
|
|
1767 | |
1907 | |
1768 | if (!full_hit) { |
1908 | // for now, only do this for active objects, otherwise they |
1769 | archetype *at; |
1909 | // keep a refcount for a long time and I see no usefulness |
1770 | int area; |
1910 | // for an non-active objetc to know its enemy. |
1771 | int remainder; |
1911 | if (op->active) |
1772 | |
1912 | if (hitter->owner) |
1773 | area = 0; |
|
|
1774 | for(at = op->arch; at != NULL; at = at->more) |
|
|
1775 | area++; |
|
|
1776 | assert(area > 0); |
|
|
1777 | |
|
|
1778 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1779 | value-effect */ |
|
|
1780 | remainder = 100*(maxdam%area)/area; |
|
|
1781 | maxdam /= area; |
|
|
1782 | if (RANDOM()%100 < remainder) |
|
|
1783 | maxdam++; |
|
|
1784 | } |
|
|
1785 | |
|
|
1786 | #ifdef ATTACK_DEBUG |
|
|
1787 | LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam); |
|
|
1788 | #endif |
|
|
1789 | |
|
|
1790 | if(get_owner(hitter)) |
|
|
1791 | op->enemy=hitter->owner; |
1913 | op->enemy = hitter->owner; |
1792 | else if (QUERY_FLAG(hitter,FLAG_ALIVE)) |
1914 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1793 | op->enemy=hitter; |
1915 | op->enemy = hitter; |
1794 | |
1916 | |
1795 | if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { |
1917 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1918 | { |
1796 | /* The unaggressives look after themselves 8) */ |
1919 | /* The unaggressives look after themselves 8) */ |
1797 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
1920 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1798 | npc_call_help(op); |
1921 | npc_call_help (op); |
1799 | } |
1922 | } |
1800 | |
1923 | |
1801 | if (magic && did_make_save(op, op->level, 0)) |
1924 | if (magic && did_make_save (op, op->level, 0)) |
1802 | maxdam=maxdam/2; |
1925 | maxdam = maxdam / 2; |
1803 | |
1926 | |
1804 | attack_message(maxdam, maxattacktype, op, hitter); |
1927 | attack_message (maxdam, maxattacktype, op, hitter); |
1805 | |
1928 | |
1806 | op->stats.hp-=maxdam; |
1929 | op->stats.hp -= maxdam; |
1807 | |
1930 | |
1808 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1931 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1809 | if ((op->stats.hp>=0) && |
1932 | if ((op->stats.hp >= 0) && |
1810 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && |
1933 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1811 | op->stats.hp<(signed short)(((float)op->run_away/(float)100)* |
1934 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
1812 | (float)op->stats.maxhp)) { |
1935 | { |
1813 | |
1936 | |
1814 | if (QUERY_FLAG(op, FLAG_MONSTER)) |
1937 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1815 | SET_FLAG(op, FLAG_RUN_AWAY); |
1938 | SET_FLAG (op, FLAG_RUN_AWAY); |
1816 | else |
1939 | else |
1817 | scare_creature(op, hitter); |
1940 | scare_creature (op, hitter); |
1818 | } |
1941 | } |
1819 | |
1942 | |
1820 | if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { |
1943 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1944 | { |
1821 | if (maxdam) |
1945 | if (maxdam) |
1822 | tear_down_wall(op); |
1946 | tear_down_wall (op); |
|
|
1947 | |
1823 | return maxdam; /* nothing more to do for wall */ |
1948 | return maxdam; /* nothing more to do for wall */ |
1824 | } |
1949 | } |
1825 | |
1950 | |
1826 | /* See if the creature has been killed */ |
1951 | /* See if the creature has been killed */ |
1827 | rtn_kill = kill_object(op, maxdam, hitter, type); |
1952 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1828 | if (rtn_kill != -1) |
1953 | if (rtn_kill != -1) |
1829 | return rtn_kill; |
1954 | return rtn_kill; |
1830 | |
1955 | |
1831 | |
1956 | |
1832 | /* 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 |
1833 | * that before if the player was immune to ghosthit, the monster |
1958 | * that before if the player was immune to ghosthit, the monster |
1834 | * remained - that is no longer the case. |
1959 | * remained - that is no longer the case. |
1835 | */ |
1960 | */ |
1836 | if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { |
1961 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1837 | if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) |
1962 | hitter->destroy (); |
1838 | remove_friendly_object(hitter); |
1963 | |
1839 | remove_ob(hitter); |
|
|
1840 | free_object(hitter); |
|
|
1841 | } |
|
|
1842 | /* Lets handle creatures that are splitting now */ |
1964 | /* Lets handle creatures that are splitting now */ |
1843 | 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)) |
|
|
1966 | { |
1844 | int i; |
1967 | int i; |
1845 | int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); |
1968 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1846 | int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); |
1969 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1847 | object *owner = get_owner(op); |
1970 | object *owner = op->owner; |
1848 | |
1971 | |
1849 | if(!op->other_arch) { |
1972 | if (!op->other_arch) |
|
|
1973 | { |
1850 | LOG(llevError,"SPLITTING without other_arch error.\n"); |
1974 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1851 | return maxdam; |
1975 | return maxdam; |
1852 | } |
1976 | } |
1853 | remove_ob(op); |
1977 | |
1854 | for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ |
1978 | op->remove (); |
|
|
1979 | |
|
|
1980 | for (i = 0; i < NROFNEWOBJS (op); i++) |
|
|
1981 | { /* This doesn't handle op->more yet */ |
1855 | object *tmp=arch_to_object(op->other_arch); |
1982 | object *tmp = arch_to_object (op->other_arch); |
1856 | int j; |
1983 | int j; |
1857 | |
1984 | |
1858 | tmp->stats.hp=op->stats.hp; |
1985 | tmp->stats.hp = op->stats.hp; |
|
|
1986 | |
1859 | if (friendly) { |
1987 | if (friendly) |
1860 | SET_FLAG(tmp, FLAG_FRIENDLY); |
1988 | { |
1861 | add_friendly_object(tmp); |
1989 | add_friendly_object (tmp); |
1862 | tmp->attack_movement = PETMOVE; |
1990 | tmp->attack_movement = PETMOVE; |
|
|
1991 | |
1863 | if (owner!=NULL) |
1992 | if (owner) |
1864 | set_owner(tmp,owner); |
1993 | tmp->set_owner (owner); |
1865 | } |
1994 | } |
|
|
1995 | |
1866 | if (unaggressive) |
1996 | if (unaggressive) |
1867 | SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
1997 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1998 | |
1868 | j=find_first_free_spot(tmp,op->map,op->x,op->y); |
1999 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
2000 | |
1869 | if (j==-1) /* No spot to put this monster */ |
2001 | if (j == -1) /* No spot to put this monster */ |
1870 | free_object(tmp); |
2002 | tmp->destroy (); |
1871 | else { |
2003 | else |
|
|
2004 | { |
1872 | tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; |
2005 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
1873 | insert_ob_in_map(tmp,op->map,NULL,0); |
2006 | insert_ob_in_map (tmp, op->map, NULL, 0); |
1874 | } |
2007 | } |
1875 | } |
2008 | } |
1876 | if(friendly) |
2009 | |
1877 | remove_friendly_object(op); |
2010 | op->destroy (); |
1878 | free_object(op); |
|
|
1879 | } |
2011 | } |
1880 | else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { |
2012 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1881 | remove_ob(hitter); |
2013 | hitter->destroy (); |
1882 | free_object(hitter); |
2014 | |
1883 | } |
|
|
1884 | return maxdam; |
2015 | return maxdam; |
1885 | } |
2016 | } |
1886 | |
2017 | |
1887 | |
2018 | |
|
|
2019 | void |
1888 | void poison_player(object *op, object *hitter, int dam) |
2020 | poison_player (object *op, object *hitter, int dam) |
1889 | { |
2021 | { |
1890 | archetype *at = find_archetype("poisoning"); |
2022 | archetype *at = archetype::find ("poisoning"); |
1891 | object *tmp=present_arch_in_ob(at,op); |
2023 | object *tmp = present_arch_in_ob (at, op); |
1892 | |
2024 | |
1893 | if(tmp==NULL) { |
2025 | if (tmp == NULL) |
|
|
2026 | { |
1894 | if((tmp=arch_to_object(at))==NULL) |
2027 | if ((tmp = arch_to_object (at)) == NULL) |
1895 | LOG(llevError,"Failed to clone arch poisoning.\n"); |
2028 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
1896 | else { |
2029 | else |
|
|
2030 | { |
1897 | tmp = insert_ob_in_ob(tmp,op); |
2031 | tmp = insert_ob_in_ob (tmp, op); |
1898 | /* peterm: give poisoning some teeth. It should |
2032 | /* peterm: give poisoning some teeth. It should |
1899 | * be able to kill things better than it does: |
2033 | * be able to kill things better than it does: |
1900 | * damage should be dependent something--I choose to |
2034 | * damage should be dependent something--I choose to |
1901 | * do this: if it's a monster, the damage from the |
2035 | * do this: if it's a monster, the damage from the |
1902 | * poisoning goes as the level of the monster/2. |
2036 | * poisoning goes as the level of the monster/2. |
1903 | * If anything else, goes as damage. |
2037 | * If anything else, goes as damage. |
1904 | */ |
2038 | */ |
1905 | |
2039 | |
1906 | if(QUERY_FLAG(hitter,FLAG_ALIVE)) |
2040 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1907 | tmp->stats.dam += hitter->level/2; |
2041 | tmp->stats.dam += hitter->level / 2; |
1908 | else |
2042 | else |
1909 | tmp->stats.dam = dam; |
2043 | tmp->stats.dam = dam; |
1910 | |
2044 | |
1911 | copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ |
2045 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
1912 | if(hitter->skill && hitter->skill != tmp->skill) { |
2046 | if (hitter->skill && hitter->skill != tmp->skill) |
1913 | if (tmp->skill) free_string(tmp->skill); |
2047 | { |
1914 | tmp->skill = add_refcount(hitter->skill); |
2048 | tmp->skill = hitter->skill; |
1915 | } |
2049 | } |
1916 | |
2050 | |
1917 | tmp->stats.food+=dam; /* more damage, longer poisoning */ |
2051 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
1918 | |
2052 | |
1919 | if(op->type==PLAYER) { |
2053 | if (op->type == PLAYER) |
|
|
2054 | { |
1920 | /* player looses stats, maximum is -10 of each */ |
2055 | /* player looses stats, maximum is -10 of each */ |
1921 | tmp->stats.Con= MAX(-(dam/4+1), -10); |
2056 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
1922 | tmp->stats.Str= MAX(-(dam/3+2), -10); |
2057 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
1923 | tmp->stats.Dex= MAX(-(dam/6+1), -10); |
2058 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
1924 | tmp->stats.Int= MAX(-dam/7, -10); |
2059 | tmp->stats.Int = MAX (-dam / 7, -10); |
1925 | SET_FLAG(tmp,FLAG_APPLIED); |
2060 | SET_FLAG (tmp, FLAG_APPLIED); |
1926 | fix_player(op); |
2061 | op->update_stats (); |
1927 | 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."); |
1928 | } |
2063 | } |
1929 | if (hitter->type == PLAYER) |
2064 | if (hitter->type == PLAYER) |
1930 | new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", |
2065 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
1931 | op->name); |
|
|
1932 | else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) |
2066 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
1933 | new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, |
2067 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
1934 | "Your %s poisons %s.", hitter->name, op->name); |
|
|
1935 | } |
2068 | } |
1936 | tmp->speed_left=0; |
2069 | tmp->speed_left = 0; |
1937 | } |
2070 | } |
1938 | else |
2071 | else |
1939 | tmp->stats.food++; |
2072 | tmp->stats.food++; |
1940 | } |
2073 | } |
1941 | |
2074 | |
|
|
2075 | void |
1942 | void slow_player(object *op,object *hitter,int dam) |
2076 | slow_player (object *op, object *hitter, int dam) |
|
|
2077 | { |
1943 | { archetype *at = find_archetype("slowness"); |
2078 | archetype *at = archetype::find ("slowness"); |
1944 | object *tmp; |
2079 | object *tmp; |
|
|
2080 | |
1945 | if(at == NULL) { |
2081 | if (at == NULL) |
|
|
2082 | { |
1946 | LOG(llevError,"Can't find slowness archetype.\n"); |
2083 | LOG (llevError, "Can't find slowness archetype.\n"); |
1947 | } |
2084 | } |
1948 | if((tmp=present_arch_in_ob(at,op)) == NULL) { |
2085 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
2086 | { |
1949 | tmp = arch_to_object(at); |
2087 | tmp = arch_to_object (at); |
1950 | tmp = insert_ob_in_ob(tmp,op); |
2088 | tmp = insert_ob_in_ob (tmp, op); |
1951 | new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); |
2089 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
2090 | } |
1952 | } else |
2091 | else |
1953 | tmp->stats.food++; |
2092 | tmp->stats.food++; |
1954 | SET_FLAG(tmp, FLAG_APPLIED); |
2093 | SET_FLAG (tmp, FLAG_APPLIED); |
1955 | tmp->speed_left=0; |
2094 | tmp->speed_left = 0; |
1956 | fix_player(op); |
2095 | op->update_stats (); |
1957 | } |
2096 | } |
1958 | |
2097 | |
|
|
2098 | void |
1959 | void confuse_player(object *op, object *hitter, int dam) |
2099 | confuse_player (object *op, object *hitter, int dam) |
1960 | { |
2100 | { |
1961 | object *tmp; |
2101 | object *tmp; |
1962 | int maxduration; |
2102 | int maxduration; |
1963 | |
2103 | |
1964 | tmp = present_in_ob_by_name(FORCE,"confusion", op); |
2104 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
1965 | if(!tmp) { |
2105 | if (!tmp) |
|
|
2106 | { |
1966 | tmp = get_archetype(FORCE_NAME); |
2107 | tmp = get_archetype (FORCE_NAME); |
1967 | tmp = insert_ob_in_ob(tmp,op); |
2108 | tmp = insert_ob_in_ob (tmp, op); |
1968 | } |
|
|
1969 | |
2109 | } |
|
|
2110 | |
1970 | /* Duration added per hit and max. duration of confusion both depend |
2111 | /* Duration added per hit and max. duration of confusion both depend |
1971 | * on the player's resistance |
2112 | * on the player's resistance |
1972 | */ |
2113 | */ |
1973 | tmp->speed = 0.05; |
2114 | tmp->speed = 0.05; |
1974 | tmp->subtype = FORCE_CONFUSION; |
2115 | tmp->subtype = FORCE_CONFUSION; |
1975 | tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); |
2116 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1976 | if (tmp->name) free_string(tmp->name); |
|
|
1977 | tmp->name = add_string("confusion"); |
2117 | tmp->name = "confusion"; |
1978 | maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); |
2118 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1979 | if( tmp->duration > maxduration) |
2119 | if (tmp->duration > maxduration) |
1980 | tmp->duration = maxduration; |
2120 | tmp->duration = maxduration; |
1981 | |
2121 | |
1982 | if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) |
2122 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
1983 | new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); |
2123 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
1984 | SET_FLAG(op, FLAG_CONFUSED); |
2124 | SET_FLAG (op, FLAG_CONFUSED); |
1985 | } |
2125 | } |
1986 | |
2126 | |
|
|
2127 | void |
1987 | void blind_player(object *op, object *hitter, int dam) |
2128 | blind_player (object *op, object *hitter, int dam) |
1988 | { |
2129 | { |
1989 | object *tmp,*owner; |
2130 | object *tmp, *owner; |
1990 | |
2131 | |
1991 | /* Save some work if we know it isn't going to affect the player */ |
2132 | /* Save some work if we know it isn't going to affect the player */ |
1992 | if (op->resist[ATNR_BLIND]==100) return; |
2133 | if (op->resist[ATNR_BLIND] == 100) |
|
|
2134 | return; |
1993 | |
2135 | |
1994 | tmp = present_in_ob(BLINDNESS,op); |
2136 | tmp = present_in_ob (BLINDNESS, op); |
1995 | if(!tmp) { |
2137 | if (!tmp) |
|
|
2138 | { |
1996 | tmp = get_archetype("blindness"); |
2139 | tmp = get_archetype ("blindness"); |
1997 | SET_FLAG(tmp, FLAG_BLIND); |
2140 | SET_FLAG (tmp, FLAG_BLIND); |
1998 | SET_FLAG(tmp, FLAG_APPLIED); |
2141 | SET_FLAG (tmp, FLAG_APPLIED); |
1999 | /* use floats so we don't lose too much precision due to rounding errors. |
2142 | /* use floats so we don't lose too much precision due to rounding errors. |
2000 | * speed is a float anyways. |
2143 | * speed is a float anyways. |
2001 | */ |
2144 | */ |
2002 | 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; |
2003 | |
2146 | |
2004 | tmp = insert_ob_in_ob(tmp,op); |
2147 | tmp = insert_ob_in_ob (tmp, op); |
2005 | change_abil(op,tmp); /* Mostly to display any messages */ |
2148 | change_abil (op, tmp); /* Mostly to display any messages */ |
2006 | fix_player(op); /* This takes care of some other stuff */ |
2149 | op->update_stats (); /* This takes care of some other stuff */ |
2007 | |
2150 | |
2008 | if(hitter->owner) owner = get_owner(hitter); |
2151 | if (hitter->owner) |
|
|
2152 | owner = hitter->owner; |
|
|
2153 | else |
2009 | else owner = hitter; |
2154 | owner = hitter; |
2010 | |
2155 | |
2011 | new_draw_info_format(NDI_UNIQUE,0,owner, |
2156 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2012 | "Your attack blinds %s!",query_name(op)); |
|
|
2013 | } |
2157 | } |
2014 | tmp->stats.food += dam; |
2158 | tmp->stats.food += dam; |
2015 | if(tmp->stats.food > 10) tmp->stats.food = 10; |
2159 | if (tmp->stats.food > 10) |
|
|
2160 | tmp->stats.food = 10; |
2016 | } |
2161 | } |
2017 | |
2162 | |
|
|
2163 | void |
2018 | void paralyze_player(object *op, object *hitter, int dam) |
2164 | paralyze_player (object *op, object *hitter, int dam) |
2019 | { |
2165 | { |
2020 | float effect,max; |
2166 | float effect, max; |
|
|
2167 | |
2021 | /* object *tmp; */ |
2168 | /* object *tmp; */ |
2022 | |
2169 | |
2023 | /* This is strange stuff... someone knows for what this is |
2170 | /* This is strange stuff... someone knows for what this is |
2024 | * written? Well, i think this can and should be removed |
2171 | * written? Well, i think this can and should be removed |
2025 | */ |
2172 | */ |
2026 | |
2173 | |
2027 | /* |
2174 | /* |
2028 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2175 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2029 | tmp=clone_arch(PARAIMAGE); |
2176 | tmp=clone_arch(PARAIMAGE); |
2030 | tmp->x=op->x,tmp->y=op->y; |
2177 | tmp->x=op->x,tmp->y=op->y; |
2031 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2178 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2032 | } |
2179 | } |
2033 | */ |
2180 | */ |
2034 | |
2181 | |
2035 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2182 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2036 | effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
2183 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
2037 | |
2184 | |
2038 | if (effect==0) return; |
2185 | if (effect == 0) |
|
|
2186 | return; |
2039 | |
2187 | |
2040 | op->speed_left-=FABS(op->speed)*effect; |
2188 | op->speed_left -= FABS (op->speed) * effect; |
2041 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2189 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2042 | |
2190 | |
2043 | /* max number of ticks to be affected for. */ |
2191 | /* max number of ticks to be affected for. */ |
2044 | max = (100 - op->resist[ATNR_PARALYZE])/ 2; |
2192 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
2045 | if (op->speed_left< -(FABS(op->speed)*max)) |
2193 | if (op->speed_left < -(FABS (op->speed) * max)) |
2046 | op->speed_left = (float) -(FABS(op->speed)*max); |
2194 | op->speed_left = (float) -(FABS (op->speed) * max); |
2047 | |
2195 | |
2048 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2196 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2049 | } |
2197 | } |
2050 | |
|
|
2051 | |
2198 | |
2052 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2199 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2053 | * the computed damaged. |
2200 | * the computed damaged. |
2054 | */ |
2201 | */ |
|
|
2202 | void |
2055 | void deathstrike_player(object *op, object *hitter, int *dam) |
2203 | deathstrike_player (object *op, object *hitter, int *dam) |
2056 | { |
2204 | { |
2057 | /* The intention of a death attack is to kill outright things |
2205 | /* The intention of a death attack is to kill outright things |
2058 | ** that are a lot weaker than the attacker, have a chance of killing |
2206 | ** that are a lot weaker than the attacker, have a chance of killing |
2059 | ** things somewhat weaker than the caster, and no chance of |
2207 | ** things somewhat weaker than the caster, and no chance of |
2060 | ** killing something equal or stronger than the attacker. |
2208 | ** killing something equal or stronger than the attacker. |
2061 | ** Also, if a deathstrike attack has a slaying, any monster |
2209 | ** Also, if a deathstrike attack has a slaying, any monster |
2062 | ** whose name or race matches a comma-delimited list in the slaying |
2210 | ** whose name or race matches a comma-delimited list in the slaying |
2063 | ** field of the deathstriking object */ |
2211 | ** field of the deathstriking object */ |
2064 | |
2212 | |
2065 | int atk_lev, def_lev, kill_lev; |
2213 | int atk_lev, def_lev, kill_lev; |
2066 | |
2214 | |
2067 | if(hitter->slaying) |
2215 | if (hitter->slaying) |
2068 | if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || |
2216 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
2069 | (op->race&&strstr(hitter->slaying,op->race)))) return; |
2217 | return; |
2070 | |
2218 | |
2071 | def_lev = op->level; |
2219 | def_lev = op->level; |
2072 | if (def_lev < 1) { |
2220 | if (def_lev < 1) |
|
|
2221 | { |
2073 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", |
2222 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2074 | op->arch->name, op->name); |
|
|
2075 | def_lev = 1; |
2223 | def_lev = 1; |
2076 | } |
2224 | } |
|
|
2225 | |
2077 | 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; |
2078 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2227 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2079 | atk_lev, def_lev); */ |
2228 | atk_lev, def_lev); */ |
2080 | |
2229 | |
2081 | if(atk_lev >= def_lev ){ |
2230 | if (atk_lev >= def_lev) |
|
|
2231 | { |
2082 | kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); |
2232 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
2083 | |
2233 | |
2084 | /* Note that the below effectively means the ratio of the atk vs |
2234 | /* Note that the below effectively means the ratio of the atk vs |
2085 | * defener level is important - if level 52 character has very little |
2235 | * defener level is important - if level 52 character has very little |
2086 | * chance of killing a level 50 monster. This should probably be |
2236 | * chance of killing a level 50 monster. This should probably be |
2087 | * redone. |
2237 | * redone. |
2088 | */ |
2238 | */ |
2089 | if(kill_lev >= def_lev) { |
2239 | if (kill_lev >= def_lev) |
|
|
2240 | { |
2090 | *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ |
2241 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
2091 | /* I think this doesn't really do much. Because of |
2242 | /* I think this doesn't really do much. Because of |
2092 | * integer rounding, this only makes any difference if the |
2243 | * integer rounding, this only makes any difference if the |
2093 | * attack level is double the defender level. |
2244 | * attack level is double the defender level. |
2094 | */ |
2245 | */ |
2095 | *dam *= kill_lev / def_lev; |
2246 | *dam *= kill_lev / def_lev; |
2096 | } |
2247 | } |
2097 | } else { |
2248 | } |
|
|
2249 | else |
2098 | *dam = 0; /* no harm done */ |
2250 | *dam = 0; /* no harm done */ |
2099 | } |
|
|
2100 | } |
2251 | } |
2101 | |
2252 | |
2102 | /* thrown_item_effect() - handles any special effects of thrown |
2253 | /* thrown_item_effect() - handles any special effects of thrown |
2103 | * items (like attacking living creatures--a potion thrown at a |
2254 | * items (like attacking living creatures--a potion thrown at a |
2104 | * monster). |
2255 | * monster). |
2105 | */ |
2256 | */ |
|
|
2257 | static void |
2106 | static void thrown_item_effect (object *hitter, object *victim) |
2258 | thrown_item_effect (object *hitter, object *victim) |
2107 | { |
2259 | { |
2108 | if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { |
2260 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2261 | { |
2109 | /* May not need a switch for just 2 types, but this makes it |
2262 | /* May not need a switch for just 2 types, but this makes it |
2110 | * easier for expansion. |
2263 | * easier for expansion. |
2111 | */ |
2264 | */ |
2112 | switch (hitter->type) { |
2265 | switch (hitter->type) |
|
|
2266 | { |
2113 | case POTION: |
2267 | case POTION: |
2114 | /* should player get a save throw instead of checking magic protection? */ |
2268 | /* should player get a save throw instead of checking magic protection? */ |
2115 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2269 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
2116 | &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); |
2270 | (void) apply_potion (victim, hitter); |
2117 | break; |
2271 | break; |
2118 | |
2272 | |
2119 | case POISON: /* poison drinks */ |
2273 | case POISON: /* poison drinks */ |
2120 | /* As with potions, should monster get a save? */ |
2274 | /* As with potions, should monster get a save? */ |
2121 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2275 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2122 | &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); |
2276 | apply_poison (victim, hitter); |
2123 | break; |
2277 | break; |
2124 | |
2278 | |
2125 | /* Removed case statements that did nothing. |
2279 | /* Removed case statements that did nothing. |
2126 | * food may be poisonous, but monster must be willing to eat it, |
2280 | * food may be poisonous, but monster must be willing to eat it, |
2127 | * so we don't handle it here. |
2281 | * so we don't handle it here. |
2128 | * Containers should perhaps break open, but that code was disabled. |
2282 | * Containers should perhaps break open, but that code was disabled. |
2129 | */ |
2283 | */ |
2130 | } |
2284 | } |
2131 | } |
2285 | } |
2132 | } |
2286 | } |
2133 | |
2287 | |
2134 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2288 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2135 | |
2289 | |
|
|
2290 | int |
2136 | int adj_attackroll (object *hitter, object *target) { |
2291 | adj_attackroll (object *hitter, object *target) |
|
|
2292 | { |
2137 | object *attacker = hitter; |
2293 | object *attacker = hitter; |
2138 | int adjust=0; |
2294 | int adjust = 0; |
2139 | |
2295 | |
2140 | /* safety */ |
2296 | /* safety */ |
2141 | if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { |
2297 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
2298 | { |
2142 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " |
2299 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
2143 | "map\n"); |
2300 | return 0; |
|
|
2301 | } |
|
|
2302 | |
|
|
2303 | /* aimed missiles use the owning object's sight */ |
|
|
2304 | if (is_aimed_missile (hitter)) |
|
|
2305 | { |
|
|
2306 | if ((attacker = hitter->owner) == NULL) |
|
|
2307 | attacker = hitter; |
|
|
2308 | /* A player who saves but hasn't quit still could have objects |
|
|
2309 | * owned by him - need to handle that case to avoid crashes. |
|
|
2310 | */ |
|
|
2311 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
2312 | attacker = hitter; |
|
|
2313 | } |
|
|
2314 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
2144 | return 0; |
2315 | return 0; |
2145 | } |
|
|
2146 | |
2316 | |
2147 | /* aimed missiles use the owning object's sight */ |
|
|
2148 | if(is_aimed_missile(hitter)) { |
|
|
2149 | if ((attacker = get_owner(hitter))==NULL) attacker = hitter; |
|
|
2150 | /* A player who saves but hasn't quit still could have objects |
|
|
2151 | * owned by him - need to handle that case to avoid crashes. |
|
|
2152 | */ |
|
|
2153 | if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter; |
|
|
2154 | } |
|
|
2155 | else if(!QUERY_FLAG(hitter,FLAG_ALIVE)) |
|
|
2156 | return 0; |
|
|
2157 | |
|
|
2158 | /* determine the condtions under which we make an attack. |
2317 | /* determine the condtions under which we make an attack. |
2159 | * Add more cases, as the need occurs. */ |
2318 | * Add more cases, as the need occurs. */ |
2160 | |
2319 | |
2161 | if(!can_see_enemy(attacker,target)) { |
2320 | if (!can_see_enemy (attacker, target)) |
|
|
2321 | { |
2162 | /* target is unseen */ |
2322 | /* target is unseen */ |
2163 | if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) |
2323 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2164 | adjust -= 10; |
2324 | adjust -= 10; |
2165 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2325 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2166 | else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) |
2326 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
2167 | adjust -= target->map->darkness; |
2327 | adjust -= target->map->darkness; |
2168 | } |
2328 | } |
2169 | |
2329 | |
2170 | if(QUERY_FLAG(attacker,FLAG_SCARED)) |
2330 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2171 | adjust -= 3; |
2331 | adjust -= 3; |
2172 | |
2332 | |
2173 | if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) |
2333 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
2174 | adjust += 1; |
2334 | adjust += 1; |
2175 | |
2335 | |
2176 | if(QUERY_FLAG(target,FLAG_SCARED)) |
2336 | if (QUERY_FLAG (target, FLAG_SCARED)) |
2177 | adjust += 1; |
2337 | adjust += 1; |
2178 | |
2338 | |
2179 | if(QUERY_FLAG(attacker,FLAG_CONFUSED)) |
2339 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
2180 | adjust -= 3; |
2340 | adjust -= 3; |
2181 | |
2341 | |
2182 | /* if we attack at a different 'altitude' its harder */ |
2342 | /* if we attack at a different 'altitude' its harder */ |
2183 | if((attacker->move_type & target->move_type)==0) |
2343 | if ((attacker->move_type & target->move_type) == 0) |
2184 | adjust -= 2; |
2344 | adjust -= 2; |
2185 | |
2345 | |
2186 | #if 0 |
2346 | #if 0 |
2187 | /* slower attacks are less likely to succeed. We should use a |
2347 | /* slower attacks are less likely to succeed. We should use a |
2188 | * comparison between attacker/target speeds BUT, players have |
2348 | * comparison between attacker/target speeds BUT, players have |
2189 | * a generally faster speed, so this will wind up being a HUGE |
2349 | * a generally faster speed, so this will wind up being a HUGE |
2190 | * disadantage for the monsters! Too bad, because missiles which |
2350 | * disadantage for the monsters! Too bad, because missiles which |
2191 | * fly fast should have a better chance of hitting a slower target. |
2351 | * fly fast should have a better chance of hitting a slower target. |
2192 | */ |
2352 | */ |
2193 | if(hitter->speed<target->speed) |
2353 | if (hitter->speed < target->speed) |
2194 | adjust += ((float) hitter->speed-target->speed); |
2354 | adjust += ((float) hitter->speed - target->speed); |
2195 | #endif |
2355 | #endif |
2196 | |
2356 | |
2197 | #if 0 |
2357 | #if 0 |
2198 | LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); |
2358 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
2199 | #endif |
2359 | #endif |
2200 | |
2360 | |
2201 | return adjust; |
2361 | return adjust; |
2202 | } |
2362 | } |
2203 | |
|
|
2204 | |
2363 | |
2205 | /* determine if the object is an 'aimed' missile */ |
2364 | /* determine if the object is an 'aimed' missile */ |
|
|
2365 | int |
2206 | int is_aimed_missile ( object *op) { |
2366 | is_aimed_missile (object *op) |
|
|
2367 | { |
2207 | |
2368 | |
2208 | /* I broke what used to be one big if into a few nested |
2369 | /* I broke what used to be one big if into a few nested |
2209 | * ones so that figuring out the logic is at least possible. |
2370 | * ones so that figuring out the logic is at least possible. |
2210 | */ |
2371 | */ |
2211 | if (op && (op->move_type & MOVE_FLYING)) { |
2372 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2373 | { |
2212 | if (op->type==ARROW || op->type==THROWN_OBJ) |
2374 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2213 | return 1; |
2375 | return 1; |
2214 | else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || |
2376 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2215 | op->subtype == SP_EXPLOSION)) |
|
|
2216 | return 1; |
2377 | return 1; |
2217 | } |
2378 | } |
|
|
2379 | |
2218 | return 0; |
2380 | return 0; |
2219 | } |
2381 | } |
2220 | |
|
|