1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
|
|
22 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
|
|
23 | |
24 | #include <assert.h> |
24 | #include <assert.h> |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <living.h> |
26 | #include <living.h> |
27 | #include <material.h> |
27 | #include <material.h> |
28 | #include <skills.h> |
28 | #include <skills.h> |
29 | |
|
|
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
|
|
32 | #endif |
|
|
33 | |
|
|
34 | #include <sounds.h> |
29 | #include <sounds.h> |
|
|
30 | #include <sproto.h> |
35 | |
31 | |
36 | typedef struct att_msg_str |
32 | typedef struct att_msg_str |
37 | { |
33 | { |
38 | char *msg1; |
34 | char *msg1; |
39 | char *msg2; |
35 | char *msg2; |
… | |
… | |
45 | * its magical benefits. |
41 | * its magical benefits. |
46 | */ |
42 | */ |
47 | void |
43 | void |
48 | cancellation (object *op) |
44 | cancellation (object *op) |
49 | { |
45 | { |
50 | object *tmp; |
|
|
51 | |
|
|
52 | if (op->invisible) |
46 | if (op->invisible) |
53 | return; |
47 | return; |
54 | |
48 | |
55 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
49 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
56 | { |
50 | { |
57 | /* Recur through the inventory */ |
51 | /* Recurse through the inventory */ |
58 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
52 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
59 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
53 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
60 | cancellation (tmp); |
54 | cancellation (tmp); |
61 | } |
55 | } |
62 | else if (FABS (op->magic) <= (rndm (0, 5))) |
56 | else if (FABS (op->magic) <= rndm (0, 5)) |
63 | { |
57 | { |
64 | /* Nullify this object. This code could probably be more complete */ |
58 | /* Nullify this object. This code could probably be more complete */ |
65 | /* in what abilities it should cancel */ |
59 | /* in what abilities it should cancel */ |
66 | op->magic = 0; |
60 | op->magic = 0; |
|
|
61 | |
67 | CLEAR_FLAG (op, FLAG_DAMNED); |
62 | CLEAR_FLAG (op, FLAG_DAMNED); |
68 | CLEAR_FLAG (op, FLAG_CURSED); |
63 | CLEAR_FLAG (op, FLAG_CURSED); |
69 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
70 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
|
66 | |
71 | if (op->env && op->env->type == PLAYER) |
67 | if (op->env && op->env->type == PLAYER) |
72 | { |
|
|
73 | esrv_send_item (op->env, op); |
68 | esrv_send_item (op->env, op); |
74 | } |
|
|
75 | } |
69 | } |
76 | } |
70 | } |
77 | |
71 | |
78 | /* did_make_save_item just checks to make sure the item actually |
72 | /* did_make_save_item just checks to make sure the item actually |
79 | * made its saving throw based on the tables. It does not take |
73 | * made its saving throw based on the tables. It does not take |
… | |
… | |
86 | materialtype_t *mt; |
80 | materialtype_t *mt; |
87 | |
81 | |
88 | if (op->materialname == NULL) |
82 | if (op->materialname == NULL) |
89 | { |
83 | { |
90 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
84 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
91 | if (op->material & mt->material) |
85 | if (op->materials & mt->material) |
92 | break; |
86 | break; |
93 | } |
87 | } |
94 | else |
88 | else |
95 | mt = name_to_material (op->materialname); |
89 | mt = name_to_material (op->materialname); |
96 | |
90 | |
97 | if (mt == NULL) |
91 | if (!mt) |
98 | return TRUE; |
92 | return TRUE; |
99 | |
93 | |
100 | roll = rndm (1, 20); |
94 | roll = rndm (1, 20); |
101 | |
95 | |
102 | /* the attacktypes have no meaning for object saves |
96 | /* the attacktypes have no meaning for object saves |
… | |
… | |
133 | saves++; |
127 | saves++; |
134 | } |
128 | } |
135 | |
129 | |
136 | if (saves == attacks || attacks == 0) |
130 | if (saves == attacks || attacks == 0) |
137 | return TRUE; |
131 | return TRUE; |
|
|
132 | |
138 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
133 | if (saves == 0 || (rndm (1, attacks) > saves)) |
139 | return FALSE; |
134 | return FALSE; |
|
|
135 | |
140 | return TRUE; |
136 | return TRUE; |
141 | } |
137 | } |
142 | |
138 | |
143 | /* This function calls did_make_save_item. It then performs the |
139 | /* This function calls did_make_save_item. It then performs the |
144 | * appropriate actions to the item (such as burning the item up, |
140 | * appropriate actions to the item (such as burning the item up, |
145 | * calling cancellation, etc.) |
141 | * calling cancellation, etc.) |
146 | */ |
142 | */ |
147 | |
|
|
148 | void |
143 | void |
149 | save_throw_object (object *op, int type, object *originator) |
144 | save_throw_object (object *op, int type, object *originator) |
150 | { |
145 | { |
151 | if (!did_make_save_item (op, type, originator)) |
146 | if (!did_make_save_item (op, type, originator)) |
152 | { |
147 | { |
… | |
… | |
166 | * function if the object doesnt contain a material that can burn. |
161 | * function if the object doesnt contain a material that can burn. |
167 | * So forget lighting magical swords on fire with this!) -b.t. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
168 | */ |
163 | */ |
169 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
164 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
170 | { |
165 | { |
171 | const char *arch = op->other_arch->name; |
166 | const char *arch = op->other_arch->archname; |
172 | |
167 | |
173 | op = decrease_ob_nr (op, 1); |
168 | op = decrease_ob_nr (op, 1); |
174 | |
169 | |
175 | if (op) |
170 | if (op) |
176 | fix_stopped_item (op, m, originator); |
171 | fix_stopped_item (op, m, originator); |
… | |
… | |
272 | * op is going in direction 'dir' |
267 | * op is going in direction 'dir' |
273 | * type is the attacktype of the object. |
268 | * type is the attacktype of the object. |
274 | * full_hit is set if monster area does not matter. |
269 | * full_hit is set if monster area does not matter. |
275 | * returns 1 if it hits something, 0 otherwise. |
270 | * returns 1 if it hits something, 0 otherwise. |
276 | */ |
271 | */ |
277 | |
|
|
278 | int |
272 | int |
279 | hit_map (object *op, int dir, int type, int full_hit) |
273 | hit_map (object *op, int dir, int type, int full_hit) |
280 | { |
274 | { |
281 | maptile *map; |
275 | maptile *map; |
282 | sint16 x, y; |
276 | sint16 x, y; |
… | |
… | |
288 | return 0; |
282 | return 0; |
289 | } |
283 | } |
290 | |
284 | |
291 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
285 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
292 | { |
286 | { |
293 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
287 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
294 | return 0; |
288 | return 0; |
295 | } |
289 | } |
296 | |
290 | |
297 | if (!op->map) |
291 | if (!op->map) |
298 | { |
292 | { |
… | |
… | |
305 | |
299 | |
306 | map = op->map; |
300 | map = op->map; |
307 | x = op->x + freearr_x[dir]; |
301 | x = op->x + freearr_x[dir]; |
308 | y = op->y + freearr_y[dir]; |
302 | y = op->y + freearr_y[dir]; |
309 | |
303 | |
310 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
304 | if (!xy_normalise (map, x, y)) |
|
|
305 | return 0; |
311 | |
306 | |
312 | // elmex: a safe map tile can't be hit! |
307 | // elmex: a safe map tile can't be hit! |
313 | // this should prevent most harmful effects on items and players there. |
308 | // this should prevent most harmful effects on items and players there. |
314 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
309 | mapspace &ms = map->at (x, y); |
|
|
310 | |
|
|
311 | if (ms.flags () & P_SAFE) |
315 | return 0; |
312 | return 0; |
316 | |
313 | |
317 | /* peterm: a few special cases for special attacktypes --counterspell |
314 | /* peterm: a few special cases for special attacktypes --counterspell |
318 | * 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 |
319 | */ |
316 | */ |
320 | |
317 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
318 | { |
321 | if (type & AT_COUNTERSPELL) |
319 | if (type & AT_COUNTERSPELL) |
322 | { |
320 | { |
323 | counterspell (op, dir); /* see spell_effect.c */ |
321 | counterspell (op, dir); /* see spell_effect.c */ |
324 | |
322 | |
325 | /* If the only attacktype is counterspell or magic, don't need |
323 | /* If the only attacktype is counterspell or magic, don't need |
326 | * to do any further processing. |
324 | * to do any further processing. |
327 | */ |
325 | */ |
328 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
326 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
329 | return 0; |
327 | return 0; |
330 | |
328 | |
331 | type &= ~AT_COUNTERSPELL; |
329 | type &= ~AT_COUNTERSPELL; |
332 | } |
330 | } |
333 | |
331 | |
334 | if (type & AT_CHAOS) |
332 | if (type & AT_CHAOS) |
335 | { |
333 | { |
336 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
334 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
337 | update_object (op, UP_OBJ_FACE); |
335 | update_object (op, UP_OBJ_FACE); |
338 | type &= ~AT_CHAOS; |
336 | type &= ~AT_CHAOS; |
|
|
337 | } |
339 | } |
338 | } |
340 | |
339 | |
341 | /* 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 |
342 | * 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 |
343 | * tags into a temporary array before we start processing the first |
342 | * tags into a temporary array before we start processing the first |
344 | * object. That's why we just abort on destroy. |
343 | * object. That's why we just abort on destroy. |
345 | * |
344 | * |
346 | * This happens whenever attack spells (like fire) hit a pile |
345 | * This happens whenever attack spells (like fire) hit a pile |
347 | * of objects. This is not a bug - nor an error. |
346 | * of objects. This is not a bug - nor an error. |
348 | */ |
347 | */ |
349 | for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) |
348 | for (object *next = ms.bot; next && !next->destroyed (); ) |
350 | { |
349 | { |
351 | object *tmp = next; |
350 | object *tmp = next; |
352 | next = tmp->above; |
351 | next = tmp->above; |
353 | |
352 | |
354 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
353 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
… | |
… | |
360 | |
359 | |
361 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
360 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
362 | { |
361 | { |
363 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
362 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
364 | retflag |= 1; |
363 | retflag |= 1; |
|
|
364 | |
365 | if (op->destroyed ()) |
365 | if (op->destroyed ()) |
366 | break; |
366 | break; |
367 | } |
367 | } |
368 | /* Here we are potentially destroying an object. If the object has |
368 | /* Here we are potentially destroying an object. If the object has |
369 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
369 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
370 | * that weak walls have is_alive set, which prevent objects from |
370 | * that weak walls have is_alive set, which prevent objects from |
371 | * passing over/through them. We don't care what type of movement |
371 | * passing over/through them. We don't care what type of movement |
372 | * the wall blocks - if it blocks any type of movement, can't be |
372 | * the wall blocks - if it blocks any type of movement, can't be |
373 | * destroyed right now. |
373 | * destroyed right now. |
374 | */ |
374 | */ |
375 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
375 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
376 | { |
376 | { |
377 | save_throw_object (tmp, type, op); |
377 | save_throw_object (tmp, type, op); |
378 | |
378 | |
379 | if (op->destroyed ()) |
379 | if (op->destroyed ()) |
380 | break; |
380 | break; |
… | |
… | |
613 | if (hitter->owner != NULL) |
613 | if (hitter->owner != NULL) |
614 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
614 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
615 | else |
615 | else |
616 | { |
616 | { |
617 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
617 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
618 | |
618 | if (dam != 0) |
619 | if (dam != 0) |
619 | { |
620 | { |
620 | if (dam < 10) |
621 | if (dam < 10) |
621 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
622 | op->contr->play_sound (sound_find ("player_is_hit1")); |
622 | else if (dam < 20) |
623 | else if (dam < 20) |
623 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
624 | op->contr->play_sound (sound_find ("player_is_hit2")); |
624 | else |
625 | else |
625 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
626 | op->contr->play_sound (sound_find ("player_is_hit3")); |
626 | } |
627 | } |
627 | } |
628 | } |
|
|
629 | |
628 | new_draw_info (NDI_BLACK, 0, op, buf); |
630 | new_draw_info (NDI_BLACK, 0, op, buf); |
629 | } /* end of player hitting player */ |
631 | } /* end of player hitting player */ |
630 | |
632 | |
631 | if (hitter->type == PLAYER) |
633 | if (hitter->type == PLAYER) |
632 | { |
634 | { |
633 | sprintf (buf, "You %s.", buf1); |
635 | sprintf (buf, "You %s.", buf1); |
|
|
636 | |
634 | if (dam != 0) |
637 | if (dam != 0) |
635 | { |
638 | { |
636 | if (dam < 10) |
639 | if (dam < 10) |
637 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
640 | op->play_sound (sound_find ("player_hits1")); |
638 | else if (dam < 20) |
641 | else if (dam < 20) |
639 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
642 | op->play_sound (sound_find ("player_hits2")); |
640 | else |
643 | else |
641 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
644 | op->play_sound (sound_find ("player_hits3")); |
642 | } |
645 | } |
|
|
646 | |
643 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
647 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
644 | } |
648 | } |
645 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
649 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
646 | { |
650 | { |
647 | /* look for stacked spells and start reducing the message chances */ |
651 | /* look for stacked spells and start reducing the message chances */ |
… | |
… | |
649 | { |
653 | { |
650 | i = 4; |
654 | i = 4; |
651 | map = hitter->map; |
655 | map = hitter->map; |
652 | if (out_of_map (map, hitter->x, hitter->y)) |
656 | if (out_of_map (map, hitter->x, hitter->y)) |
653 | return; |
657 | return; |
|
|
658 | |
654 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
659 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
655 | if (next) |
660 | if (next) |
656 | while (next) |
661 | while (next) |
657 | { |
662 | { |
658 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
663 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
659 | i *= 3; |
664 | i *= 3; |
|
|
665 | |
660 | tmp = next; |
666 | tmp = next; |
661 | next = tmp->above; |
667 | next = tmp->above; |
662 | } |
668 | } |
|
|
669 | |
663 | if (i < 0) |
670 | if (i < 0) |
664 | return; |
671 | return; |
|
|
672 | |
665 | if (rndm (0, i) != 0) |
673 | if (rndm (0, i) != 0) |
666 | return; |
674 | return; |
667 | } |
675 | } |
668 | else if (rndm (0, 5) != 0) |
676 | else if (rndm (0, 5) != 0) |
669 | return; |
677 | return; |
|
|
678 | |
670 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
679 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
671 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
680 | op->play_sound (sound_find ("player_hits4")); |
672 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
681 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
673 | } |
682 | } |
674 | } |
683 | } |
675 | |
684 | |
676 | |
685 | |
… | |
… | |
692 | return 0; |
701 | return 0; |
693 | } |
702 | } |
694 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
703 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
695 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
704 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
696 | { |
705 | { |
697 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
706 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name); |
698 | return 1; |
707 | return 1; |
699 | } |
708 | } |
700 | *simple_attack = 0; |
709 | *simple_attack = 0; |
701 | return 0; |
710 | return 0; |
702 | } |
711 | } |
… | |
… | |
740 | |
749 | |
741 | /* |
750 | /* |
742 | * A little check to make it more difficult to dance forward and back |
751 | * A little check to make it more difficult to dance forward and back |
743 | * to avoid ever being hit by monsters. |
752 | * to avoid ever being hit by monsters. |
744 | */ |
753 | */ |
745 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
754 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
746 | { |
755 | { |
747 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
756 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
748 | * infinite loop occurs, with process_object calling move_monster, |
757 | * infinite loop occurs, with process_object calling move_monster, |
749 | * which then gets here again. By decreasing the speed before |
758 | * which then gets here again. By decreasing the speed before |
750 | * we call process_object, the 'if' statement above will fail. |
759 | * we call process_object, the 'if' statement above will fail. |
751 | */ |
760 | */ |
752 | op->speed_left--; |
761 | --op->speed_left; |
753 | process_object (op); |
762 | process_object (op); |
754 | |
763 | |
755 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
764 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
756 | goto error; |
765 | goto error; |
757 | } |
766 | } |
… | |
… | |
767 | /* See if we hit the creature */ |
776 | /* See if we hit the creature */ |
768 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
777 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
769 | { |
778 | { |
770 | int hitdam = base_dam; |
779 | int hitdam = base_dam; |
771 | |
780 | |
772 | if (settings.casting_time == TRUE) |
|
|
773 | { |
|
|
774 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
775 | { |
|
|
776 | hitter->casting_time = -1; |
|
|
777 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
|
|
778 | } |
|
|
779 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
780 | { |
|
|
781 | op->casting_time = -1; |
|
|
782 | if (op->type == PLAYER) |
|
|
783 | { |
|
|
784 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
|
|
785 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
786 | } |
|
|
787 | } |
|
|
788 | } |
|
|
789 | if (!simple_attack) |
781 | if (!simple_attack) |
790 | { |
782 | { |
791 | /* If you hit something, the victim should *always* wake up. |
783 | /* If you hit something, the victim should *always* wake up. |
792 | * Before, invisible hitters could avoid doing this. |
784 | * Before, invisible hitters could avoid doing this. |
793 | * -b.t. */ |
785 | * -b.t. */ |
… | |
… | |
801 | |
793 | |
802 | /* if you were hidden and hit by a creature, you are discovered */ |
794 | /* if you were hidden and hit by a creature, you are discovered */ |
803 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
795 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
804 | { |
796 | { |
805 | make_visible (op); |
797 | make_visible (op); |
|
|
798 | |
806 | if (op->type == PLAYER) |
799 | if (op->type == PLAYER) |
807 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
800 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
808 | } |
801 | } |
809 | |
802 | |
810 | /* thrown items (hitter) will have various effects |
803 | /* thrown items (hitter) will have various effects |
… | |
… | |
864 | } |
857 | } |
865 | |
858 | |
866 | int |
859 | int |
867 | attack_ob (object *op, object *hitter) |
860 | attack_ob (object *op, object *hitter) |
868 | { |
861 | { |
869 | |
|
|
870 | if (hitter->head) |
|
|
871 | hitter = hitter->head; |
862 | hitter = hitter->head_ (); |
|
|
863 | |
872 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
864 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
873 | } |
865 | } |
874 | |
866 | |
875 | /* op is the arrow, tmp is what is stopping the arrow. |
867 | /* op is the arrow, tmp is what is stopping the arrow. |
876 | * |
868 | * |
… | |
… | |
885 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
877 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
886 | * stick around. |
878 | * stick around. |
887 | */ |
879 | */ |
888 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
880 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
889 | { |
881 | { |
890 | if (tmp->head != NULL) |
|
|
891 | tmp = tmp->head; |
882 | tmp = tmp->head_ (); |
892 | |
883 | |
893 | op->remove (); |
884 | op->remove (); |
894 | op = insert_ob_in_ob (op, tmp); |
885 | op = insert_ob_in_ob (op, tmp); |
895 | |
886 | |
896 | if (tmp->type == PLAYER) |
887 | if (tmp->type == PLAYER) |
… | |
… | |
1003 | insert_ob_in_ob (hitter, container); |
994 | insert_ob_in_ob (hitter, container); |
1004 | } |
995 | } |
1005 | |
996 | |
1006 | return op; |
997 | return op; |
1007 | } |
998 | } |
1008 | |
|
|
1009 | |
999 | |
1010 | void |
1000 | void |
1011 | tear_down_wall (object *op) |
1001 | tear_down_wall (object *op) |
1012 | { |
1002 | { |
1013 | int perc = 0; |
1003 | int perc = 0; |
… | |
… | |
1062 | SET_FLAG (target, FLAG_SCARED); |
1052 | SET_FLAG (target, FLAG_SCARED); |
1063 | if (!target->enemy) |
1053 | if (!target->enemy) |
1064 | target->enemy = owner; |
1054 | target->enemy = owner; |
1065 | } |
1055 | } |
1066 | |
1056 | |
1067 | |
|
|
1068 | /* This returns the amount of damage hitter does to op with the |
1057 | /* This returns the amount of damage hitter does to op with the |
1069 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1058 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1070 | * This doesn't damage the player, but returns how much it should |
1059 | * This doesn't damage the player, but returns how much it should |
1071 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1060 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1072 | * Note - changed for PR code - we now pass the attack number and not |
1061 | * Note - changed for PR code - we now pass the attack number and not |
1073 | * the attacktype. Makes it easier for the PR code. */ |
1062 | * the attacktype. Makes it easier for the PR code. */ |
1074 | |
|
|
1075 | int |
1063 | int |
1076 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1064 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1077 | { |
1065 | { |
1078 | int doesnt_slay = 1; |
1066 | int doesnt_slay = 1; |
1079 | |
1067 | |
… | |
… | |
1084 | return 0; |
1072 | return 0; |
1085 | } |
1073 | } |
1086 | |
1074 | |
1087 | if (dam < 0) |
1075 | if (dam < 0) |
1088 | { |
1076 | { |
1089 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1077 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1078 | dam, hitter->debug_desc (), op->debug_desc ()); |
1090 | return 0; |
1079 | return 0; |
1091 | } |
1080 | } |
1092 | |
1081 | |
1093 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1082 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1094 | * people can't mess with that or it otherwise get confused. */ |
1083 | * people can't mess with that or it otherwise get confused. */ |
1095 | if (attacknum == ATNR_INTERNAL) |
1084 | if (attacknum == ATNR_INTERNAL) |
1096 | return dam; |
1085 | return dam; |
1097 | |
1086 | |
1098 | if (hitter->slaying) |
1087 | if (hitter->slaying) |
1099 | { |
1088 | { |
1100 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1089 | if ((op->race && strstr (hitter->slaying, op->race)) |
1101 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1090 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
1102 | { |
1091 | { |
1103 | doesnt_slay = 0; |
1092 | doesnt_slay = 0; |
1104 | dam *= 3; |
1093 | dam *= 3; |
1105 | } |
1094 | } |
1106 | } |
1095 | } |
… | |
… | |
1120 | /* Special hack. By default, if immune to something, you |
1109 | /* Special hack. By default, if immune to something, you |
1121 | * shouldn't need to worry. However, acid is an exception, since |
1110 | * shouldn't need to worry. However, acid is an exception, since |
1122 | * it can still damage your items. Only include attacktypes if |
1111 | * it can still damage your items. Only include attacktypes if |
1123 | * special processing is needed */ |
1112 | * special processing is needed */ |
1124 | |
1113 | |
1125 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1114 | if (op->resist[attacknum] >= 100 |
|
|
1115 | && doesnt_slay |
|
|
1116 | && attacknum != ATNR_ACID) |
1126 | return 0; |
1117 | return 0; |
1127 | |
1118 | |
1128 | /* Keep this in order - makes things easier to find */ |
1119 | /* Keep this in order - makes things easier to find */ |
1129 | |
1120 | |
1130 | switch (attacknum) |
1121 | switch (attacknum) |
… | |
… | |
1180 | else if (attacknum == ATNR_DEPLETE) |
1171 | else if (attacknum == ATNR_DEPLETE) |
1181 | op->drain_stat (); |
1172 | op->drain_stat (); |
1182 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1173 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1183 | blind_player (op, hitter, dam); |
1174 | blind_player (op, hitter, dam); |
1184 | } |
1175 | } |
|
|
1176 | |
1185 | dam = 0; /* These are all effects and don't do real damage */ |
1177 | dam = 0; /* These are all effects and don't do real damage */ |
1186 | } |
1178 | } |
1187 | break; |
1179 | break; |
|
|
1180 | |
1188 | case ATNR_ACID: |
1181 | case ATNR_ACID: |
1189 | { |
1182 | { |
1190 | int flag = 0; |
1183 | int flag = 0; |
1191 | |
1184 | |
1192 | /* Items only get corroded if you're not on a battleground and |
1185 | /* Items only get corroded if you're not on a battleground and |
1193 | * if your acid resistance is below 50%. */ |
1186 | * if your acid resistance is below 50%. */ |
1194 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1187 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1195 | { |
1188 | { |
1196 | object *tmp; |
|
|
1197 | |
|
|
1198 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1189 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1199 | { |
1190 | { |
1200 | if (tmp->invisible) |
1191 | if (tmp->invisible) |
1201 | continue; |
1192 | continue; |
1202 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1193 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1203 | /* >= 10% acid res. on itmes will protect these */ |
1194 | /* >= 10% acid res. on items will protect these */ |
1204 | continue; |
1195 | continue; |
1205 | if (!(tmp->material & M_IRON)) |
1196 | if (!(tmp->materials & M_IRON)) |
1206 | continue; |
1197 | continue; |
1207 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1198 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1208 | continue; |
1199 | continue; |
1209 | if (tmp->type == RING || |
1200 | if (tmp->type == RING |
1210 | /* removed boots and gloves from exclusion list in |
1201 | /* removed boots and gloves from exclusion list in PR */ |
1211 | PR */ |
1202 | || tmp->type == GIRDLE |
1212 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1203 | || tmp->type == AMULET |
|
|
1204 | || tmp->type == WAND |
|
|
1205 | || tmp->type == ROD |
|
|
1206 | || tmp->type == HORN) |
1213 | continue; /* To avoid some strange effects */ |
1207 | continue; /* To avoid some strange effects */ |
1214 | |
1208 | |
1215 | /* High damage acid has better chance of corroding |
1209 | /* High damage acid has better chance of corroding |
1216 | objects */ |
1210 | objects */ |
1217 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1211 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
… | |
… | |
1224 | tmp->magic--; |
1218 | tmp->magic--; |
1225 | if (op->type == PLAYER) |
1219 | if (op->type == PLAYER) |
1226 | esrv_send_item (op, tmp); |
1220 | esrv_send_item (op, tmp); |
1227 | } |
1221 | } |
1228 | } |
1222 | } |
|
|
1223 | |
1229 | if (flag) |
1224 | if (flag) |
1230 | op->update_stats (); /* Something was corroded */ |
1225 | op->update_stats (); /* Something was corroded */ |
1231 | } |
1226 | } |
1232 | } |
1227 | } |
1233 | break; |
1228 | break; |
|
|
1229 | |
1234 | case ATNR_DRAIN: |
1230 | case ATNR_DRAIN: |
1235 | { |
1231 | { |
1236 | /* rate is the proportion of exp drained. High rate means |
1232 | /* rate is the proportion of exp drained. High rate means |
1237 | * not much is drained, low rate means a lot is drained. |
1233 | * not much is drained, low rate means a lot is drained. |
1238 | */ |
1234 | */ |
… | |
… | |
1263 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1259 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1264 | * nothing happens. |
1260 | * nothing happens. |
1265 | * Try to credit the owner. We try to display player -> player drain |
1261 | * Try to credit the owner. We try to display player -> player drain |
1266 | * attacks, hence all the != PLAYER checks. |
1262 | * attacks, hence all the != PLAYER checks. |
1267 | */ |
1263 | */ |
1268 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1264 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1269 | { |
1265 | { |
1270 | object *owner = hitter->owner; |
1266 | object *owner = hitter->owner; |
1271 | |
1267 | |
1272 | if (owner && owner != hitter) |
1268 | if (owner && owner != hitter) |
1273 | { |
1269 | { |
1274 | if (op->type != PLAYER || owner->type != PLAYER) |
1270 | if (op->type != PLAYER || owner->type != PLAYER) |
1275 | change_exp (owner, op->stats.exp / (rate * 2), |
1271 | change_exp (owner, op->stats.exp / (rate * 2), |
1276 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1272 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1277 | } |
1273 | } |
1278 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1274 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1279 | { |
|
|
1280 | change_exp (hitter, op->stats.exp / (rate * 2), |
1275 | change_exp (hitter, op->stats.exp / (rate * 2), |
1281 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1276 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1282 | } |
1277 | |
1283 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1278 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1284 | } |
1279 | } |
|
|
1280 | |
1285 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1281 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1286 | * drain attack, you won't know that you are actually sucking out EXP, |
1282 | * drain attack, you won't know that you are actually sucking out EXP, |
1287 | * as the messages will say you missed |
1283 | * as the messages will say you missed |
1288 | */ |
1284 | */ |
1289 | } |
1285 | } |
1290 | } |
1286 | } |
1291 | break; |
1287 | break; |
|
|
1288 | |
1292 | case ATNR_TURN_UNDEAD: |
1289 | case ATNR_TURN_UNDEAD: |
1293 | { |
1290 | { |
1294 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1291 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1295 | { |
1292 | { |
1296 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1293 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1297 | object *god = find_god (determine_god (owner)); |
1294 | object *god = find_god (determine_god (owner)); |
1298 | int div = 1; |
1295 | int div = 1; |
1299 | |
1296 | |
1300 | /* if undead are not an enemy of your god, you turn them |
1297 | /* if undead are not an enemy of your god, you turn them |
1301 | * at half strength */ |
1298 | * at half strength */ |
1302 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1299 | if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) |
1303 | div = 2; |
1300 | div = 2; |
|
|
1301 | |
1304 | /* Give a bonus if you resist turn undead */ |
1302 | /* Give a bonus if you resist turn undead */ |
1305 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1303 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1306 | scare_creature (op, owner); |
1304 | scare_creature (op, owner); |
1307 | } |
1305 | } |
1308 | else |
1306 | else |
1309 | dam = 0; /* don't damage non undead - should we damage |
1307 | dam = 0; /* don't damage non undead - should we damage |
1310 | undead? */ |
1308 | undead? */ |
1311 | } |
1309 | } |
1312 | break; |
1310 | break; |
|
|
1311 | |
1313 | case ATNR_DEATH: |
1312 | case ATNR_DEATH: |
1314 | deathstrike_player (op, hitter, &dam); |
1313 | deathstrike_player (op, hitter, &dam); |
1315 | break; |
1314 | break; |
|
|
1315 | |
1316 | case ATNR_CHAOS: |
1316 | case ATNR_CHAOS: |
1317 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1317 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1318 | dam = 0; |
1318 | dam = 0; |
1319 | break; |
1319 | break; |
|
|
1320 | |
1320 | case ATNR_COUNTERSPELL: |
1321 | case ATNR_COUNTERSPELL: |
1321 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1322 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1322 | dam = 0; |
1323 | dam = 0; |
1323 | /* This should never happen. Counterspell is handled |
1324 | /* This should never happen. Counterspell is handled |
1324 | * seperately and filtered out. If this does happen, |
1325 | * seperately and filtered out. If this does happen, |
1325 | * Counterspell has no effect on anything but spells, so it |
1326 | * Counterspell has no effect on anything but spells, so it |
1326 | * does no damage. */ |
1327 | * does no damage. */ |
1327 | break; |
1328 | break; |
|
|
1329 | |
1328 | case ATNR_HOLYWORD: |
1330 | case ATNR_HOLYWORD: |
1329 | { |
1331 | { |
1330 | /* This has already been handled by hit_player, |
1332 | /* This has already been handled by hit_player, |
1331 | * no need to check twice -- DAMN */ |
1333 | * no need to check twice -- DAMN */ |
1332 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1334 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
… | |
… | |
1334 | /* As with turn undead above, give a bonus on the saving throw */ |
1336 | /* As with turn undead above, give a bonus on the saving throw */ |
1335 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1337 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1336 | scare_creature (op, owner); |
1338 | scare_creature (op, owner); |
1337 | } |
1339 | } |
1338 | break; |
1340 | break; |
|
|
1341 | |
1339 | case ATNR_LIFE_STEALING: |
1342 | case ATNR_LIFE_STEALING: |
1340 | { |
1343 | { |
1341 | int new_hp; |
1344 | int new_hp; |
1342 | |
1345 | |
1343 | /* this is replacement to drain for players, instead of taking |
1346 | /* this is replacement to drain for players, instead of taking |
… | |
… | |
1350 | * 1000). |
1353 | * 1000). |
1351 | */ |
1354 | */ |
1352 | /* You can't steal life from something undead */ |
1355 | /* You can't steal life from something undead */ |
1353 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1356 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1354 | return 0; |
1357 | return 0; |
|
|
1358 | |
1355 | /* If drain protection is higher than life stealing, use that */ |
1359 | /* If drain protection is higher than life stealing, use that */ |
1356 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1360 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1357 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1361 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1358 | else |
1362 | else |
1359 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1363 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1364 | |
1360 | /* You die at -1 hp, not zero. */ |
1365 | /* You die at -1 hp, not zero. */ |
1361 | if (dam > (op->stats.hp + 1)) |
1366 | if (dam > (op->stats.hp + 1)) |
1362 | dam = op->stats.hp + 1; |
1367 | dam = op->stats.hp + 1; |
|
|
1368 | |
1363 | new_hp = hitter->stats.hp + dam; |
1369 | new_hp = hitter->stats.hp + dam; |
1364 | if (new_hp > hitter->stats.maxhp) |
1370 | if (new_hp > hitter->stats.maxhp) |
1365 | new_hp = hitter->stats.maxhp; |
1371 | new_hp = hitter->stats.maxhp; |
|
|
1372 | |
1366 | if (new_hp > hitter->stats.hp) |
1373 | if (new_hp > hitter->stats.hp) |
1367 | hitter->stats.hp = new_hp; |
1374 | hitter->stats.hp = new_hp; |
1368 | } |
1375 | } |
1369 | } |
1376 | } |
1370 | |
1377 | |
… | |
… | |
1392 | char buf[MAX_BUF]; |
1399 | char buf[MAX_BUF]; |
1393 | const char *skill; |
1400 | const char *skill; |
1394 | int maxdam = 0; |
1401 | int maxdam = 0; |
1395 | int battleg = 0; /* true if op standing on battleground */ |
1402 | int battleg = 0; /* true if op standing on battleground */ |
1396 | int pk = 0; /* true if op and what controls hitter are both players */ |
1403 | int pk = 0; /* true if op and what controls hitter are both players */ |
1397 | object *owner = NULL; |
1404 | object *owner = 0; |
1398 | object *skop = NULL; |
1405 | object *skop = 0; |
1399 | |
1406 | |
1400 | if (op->stats.hp >= 0) |
1407 | if (op->stats.hp >= 0) |
1401 | return -1; |
1408 | return -1; |
1402 | |
1409 | |
1403 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1410 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1412 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1419 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1413 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1420 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1414 | |
1421 | |
1415 | if (op->type == DOOR) |
1422 | if (op->type == DOOR) |
1416 | { |
1423 | { |
1417 | op->set_speed (0.1); |
1424 | op->set_speed (0.1f); |
1418 | op->speed_left = -0.05; |
1425 | op->speed_left = -0.05f; |
1419 | return maxdam; |
1426 | return maxdam; |
1420 | } |
1427 | } |
1421 | |
1428 | |
1422 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1429 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1423 | { |
1430 | { |
1424 | remove_friendly_object (op); |
|
|
1425 | |
|
|
1426 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1427 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1428 | |
|
|
1429 | op->destroy (); |
1431 | op->destroy (); |
1430 | return maxdam; |
1432 | return maxdam; |
1431 | } |
1433 | } |
1432 | |
1434 | |
1433 | /* Now lets start dealing with experience we get for killing something */ |
1435 | /* Now lets start dealing with experience we get for killing something */ |
… | |
… | |
1477 | else |
1479 | else |
1478 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1480 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1479 | |
1481 | |
1480 | /* Only play sounds for melee kills */ |
1482 | /* Only play sounds for melee kills */ |
1481 | if (hitter->type == PLAYER) |
1483 | if (hitter->type == PLAYER) |
1482 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1484 | owner->play_sound (sound_find ("player_kills")); |
1483 | } |
1485 | } |
1484 | |
1486 | |
1485 | /* If a player kills another player, not on |
1487 | /* If a player kills another player, not on |
1486 | * battleground, the "killer" looses 1 luck. Since this is |
1488 | * battleground, the "killer" looses 1 luck. Since this is |
1487 | * not reversible, it's actually quite a pain IMHO. -AV |
1489 | * not reversible, it's actually quite a pain IMHO. -AV |
… | |
… | |
1492 | */ |
1494 | */ |
1493 | if (op->type == PLAYER && owner != op && !battleg) |
1495 | if (op->type == PLAYER && owner != op && !battleg) |
1494 | owner->change_luck (-settings.pk_luck_penalty); |
1496 | owner->change_luck (-settings.pk_luck_penalty); |
1495 | |
1497 | |
1496 | /* This code below deals with finding the appropriate skill |
1498 | /* This code below deals with finding the appropriate skill |
1497 | * to credit exp to. This is a bit problematic - we should |
1499 | * to credit exp to. This is a bit problematic - we should |
1498 | * probably never really have to look at current_weapon->skill |
1500 | * probably never really have to look at current_weapon->skill |
1499 | */ |
1501 | */ |
1500 | skill = 0; |
1502 | skill = 0; |
1501 | |
1503 | |
1502 | if (hitter->skill && hitter->type != PLAYER) |
1504 | if (hitter->skill && hitter->type != PLAYER) |
1503 | skill = hitter->skill; |
1505 | skill = hitter->skill; |
1504 | else if (owner->chosen_skill) |
1506 | else if (owner->chosen_skill) |
1505 | { |
1507 | { |
1506 | skill = owner->chosen_skill->skill; |
|
|
1507 | skop = owner->chosen_skill; |
1508 | skop = owner->chosen_skill; |
|
|
1509 | skill = skop->skill; |
1508 | } |
1510 | } |
1509 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1511 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1510 | skill = owner->current_weapon->skill; |
1512 | skill = owner->current_weapon->skill; |
1511 | else |
1513 | else |
1512 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1514 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1513 | |
1515 | |
1514 | /* We have the skill we want to credit to - now find the object this goes |
1516 | /* We have the skill we want to credit to - now find the object this goes |
1515 | * to. Make sure skop is an actual skill, and not a skill tool! |
1517 | * to. Make sure skop is an actual skill, and not a skill tool! |
1516 | */ |
1518 | */ |
1517 | if ((!skop || skop->type != SKILL) && skill) |
1519 | if ((!skop || skop->type != SKILL) && skill) |
1518 | { |
1520 | { |
1519 | int i; |
1521 | int i; |
1520 | |
1522 | |
… | |
… | |
1546 | skill = skop->skill; |
1548 | skill = skop->skill; |
1547 | |
1549 | |
1548 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1550 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1549 | |
1551 | |
1550 | /* If you didn't kill yourself, and your not the wizard */ |
1552 | /* If you didn't kill yourself, and your not the wizard */ |
1551 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1553 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1552 | { |
1554 | { |
1553 | int exp; |
1555 | int exp; |
1554 | |
1556 | |
1555 | /* Really don't give much experience for killing other players */ |
1557 | /* Really don't give much experience for killing other players */ |
1556 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1558 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
… | |
… | |
1583 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1585 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1584 | change_exp (owner, exp, skill, 0); |
1586 | change_exp (owner, exp, skill, 0); |
1585 | else |
1587 | else |
1586 | { |
1588 | { |
1587 | int shares = 0, count = 0; |
1589 | int shares = 0, count = 0; |
1588 | player *pl; |
|
|
1589 | partylist *party = owner->contr->party; |
1590 | partylist *party = owner->contr->party; |
1590 | |
1591 | |
1591 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1592 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1592 | |
1593 | |
1593 | for_all_players (pl) |
1594 | for_all_players (pl) |
… | |
… | |
1624 | { |
1625 | { |
1625 | object *owner1 = op->owner; |
1626 | object *owner1 = op->owner; |
1626 | |
1627 | |
1627 | if (owner1 && owner1->type == PLAYER) |
1628 | if (owner1 && owner1->type == PLAYER) |
1628 | { |
1629 | { |
1629 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1630 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1630 | /* Maybe we should include the owner that killed this, maybe not */ |
1631 | /* Maybe we should include the owner that killed this, maybe not */ |
1631 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1632 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1632 | } |
1633 | } |
1633 | |
1634 | |
1634 | remove_friendly_object (op); |
1635 | remove_friendly_object (op); |
… | |
… | |
1652 | } |
1653 | } |
1653 | |
1654 | |
1654 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1655 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1655 | * Returns 0 this is not friendly fire |
1656 | * Returns 0 this is not friendly fire |
1656 | */ |
1657 | */ |
1657 | |
|
|
1658 | int |
1658 | int |
1659 | friendly_fire (object *op, object *hitter) |
1659 | friendly_fire (object *op, object *hitter) |
1660 | { |
1660 | { |
1661 | object *owner; |
1661 | object *owner; |
1662 | int friendlyfire; |
1662 | int friendlyfire; |
… | |
… | |
1681 | } |
1681 | } |
1682 | |
1682 | |
1683 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1683 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1684 | friendlyfire = 0; |
1684 | friendlyfire = 0; |
1685 | } |
1685 | } |
|
|
1686 | |
1686 | return friendlyfire; |
1687 | return friendlyfire; |
1687 | } |
1688 | } |
1688 | |
|
|
1689 | |
1689 | |
1690 | /* This isn't used just for players, but in fact most objects. |
1690 | /* This isn't used just for players, but in fact most objects. |
1691 | * op is the object to be hit, dam is the amount of damage, hitter |
1691 | * op is the object to be hit, dam is the amount of damage, hitter |
1692 | * is what is hitting the object, type is the attacktype, and |
1692 | * is what is hitting the object, type is the attacktype, and |
1693 | * full_hit is set if monster area does not matter. |
1693 | * full_hit is set if monster area does not matter. |
… | |
… | |
1711 | |
1711 | |
1712 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1712 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1713 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1713 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1714 | return 0; |
1714 | return 0; |
1715 | |
1715 | |
1716 | #ifdef PROHIBIT_PLAYERKILL |
1716 | // only allow pk for hostile players |
1717 | if (op->type == PLAYER) |
1717 | if (op->type == PLAYER) |
1718 | { |
1718 | { |
1719 | object *owner = hitter->owner; |
1719 | object *owner = hitter->owner; |
1720 | |
1720 | |
1721 | if (!owner) |
1721 | if (!owner) |
1722 | owner = hitter; |
1722 | owner = hitter; |
1723 | |
1723 | |
1724 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1724 | if (owner->type == PLAYER |
|
|
1725 | && (!op_on_battleground (op, 0, 0) |
|
|
1726 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1727 | && op != owner) |
1725 | return 0; |
1728 | return 0; |
1726 | } |
1729 | } |
1727 | #endif |
|
|
1728 | |
1730 | |
1729 | if (body_attack) |
1731 | if (body_attack) |
1730 | { |
1732 | { |
1731 | /* slow and paralyze must hit the head. But we don't want to just |
1733 | /* slow and paralyze must hit the head. But we don't want to just |
1732 | * return - we still need to process other attacks the spell still |
1734 | * return - we still need to process other attacks the spell still |
… | |
… | |
1746 | } |
1748 | } |
1747 | } |
1749 | } |
1748 | |
1750 | |
1749 | if (!simple_attack && op->type == DOOR) |
1751 | if (!simple_attack && op->type == DOOR) |
1750 | { |
1752 | { |
1751 | object *tmp; |
|
|
1752 | |
|
|
1753 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1753 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1754 | if (tmp->type == RUNE || tmp->type == TRAP) |
1754 | if (tmp->type == RUNE || tmp->type == TRAP) |
1755 | { |
1755 | { |
1756 | spring_trap (tmp, hitter); |
1756 | spring_trap (tmp, hitter); |
1757 | |
1757 | |
1758 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1758 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
… | |
… | |
1765 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1765 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1766 | { |
1766 | { |
1767 | /* FIXME: If a player is killed by a rune in a door, the |
1767 | /* FIXME: If a player is killed by a rune in a door, the |
1768 | * destroyed() check above doesn't return, and might get here. |
1768 | * destroyed() check above doesn't return, and might get here. |
1769 | */ |
1769 | */ |
|
|
1770 | |
|
|
1771 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1772 | gets it's speed_left raised on each mover-tick. |
|
|
1773 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1774 | and waiting for that to run out. |
|
|
1775 | */ |
1770 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1776 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1771 | return 0; |
1777 | return 0; |
1772 | } |
1778 | } |
1773 | |
1779 | |
1774 | #ifdef ATTACK_DEBUG |
1780 | #ifdef ATTACK_DEBUG |
1775 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1781 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1781 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1787 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1782 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1788 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1783 | if (dam >= 100) |
1789 | if (dam >= 100) |
1784 | dam /= 100; |
1790 | dam /= 100; |
1785 | else |
1791 | else |
1786 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1792 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1787 | } |
1793 | } |
1788 | |
1794 | |
1789 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1795 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1790 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1796 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1791 | */ |
1797 | */ |
… | |
… | |
1807 | if ((!hitter->slaying || |
1813 | if ((!hitter->slaying || |
1808 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1814 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1809 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1815 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1810 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1816 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1811 | (hitter->title != NULL |
1817 | (hitter->title != NULL |
1812 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1818 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) |
1813 | return 0; |
1819 | return 0; |
1814 | } |
1820 | } |
1815 | |
1821 | |
1816 | maxattacktype = type; /* initialise this to something */ |
1822 | maxattacktype = type; /* initialise this to something */ |
1817 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1823 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
… | |
… | |
1849 | */ |
1855 | */ |
1850 | friendlyfire = friendly_fire (op, hitter); |
1856 | friendlyfire = friendly_fire (op, hitter); |
1851 | if (friendlyfire && maxdam) |
1857 | if (friendlyfire && maxdam) |
1852 | { |
1858 | { |
1853 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1859 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1854 | #ifndef COZY_SERVER |
|
|
1855 | maxdam++; |
|
|
1856 | #endif |
|
|
1857 | |
1860 | |
1858 | #ifdef ATTACK_DEBUG |
1861 | #ifdef ATTACK_DEBUG |
1859 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1862 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1860 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1863 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1861 | #endif |
1864 | #endif |
1862 | } |
1865 | } |
1863 | |
1866 | |
1864 | if (!full_hit) |
1867 | if (!full_hit) |
1865 | { |
1868 | { |
1866 | archetype *at; |
|
|
1867 | int area; |
1869 | int area; |
1868 | int remainder; |
1870 | int remainder; |
1869 | |
1871 | |
1870 | area = 0; |
1872 | area = 0; |
1871 | for (at = op->arch; at != NULL; at = at->more) |
1873 | |
|
|
1874 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1872 | area++; |
1875 | area++; |
|
|
1876 | |
1873 | assert (area > 0); |
1877 | assert (area > 0); |
1874 | |
1878 | |
1875 | /* basically: maxdam /= area; we try to "simulate" a float |
1879 | /* basically: maxdam /= area; we try to "simulate" a float |
1876 | value-effect */ |
1880 | value-effect */ |
1877 | remainder = 100 * (maxdam % area) / area; |
1881 | remainder = 100 * (maxdam % area) / area; |
1878 | maxdam /= area; |
1882 | maxdam /= area; |
1879 | if (RANDOM () % 100 < remainder) |
1883 | if (rndm (100) < remainder) |
1880 | maxdam++; |
1884 | maxdam++; |
1881 | } |
1885 | } |
1882 | |
1886 | |
1883 | #ifdef ATTACK_DEBUG |
1887 | #ifdef ATTACK_DEBUG |
1884 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1888 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1885 | #endif |
1889 | #endif |
1886 | |
1890 | |
|
|
1891 | // for now, only do this for active objects, otherwise they |
|
|
1892 | // keep a refcount for a long time and I see no usefulness |
|
|
1893 | // for an non-active objetc to know its enemy. |
|
|
1894 | if (op->active) |
1887 | if (hitter->owner) |
1895 | if (hitter->owner) |
1888 | op->enemy = hitter->owner; |
1896 | op->enemy = hitter->owner; |
1889 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1897 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1890 | op->enemy = hitter; |
1898 | op->enemy = hitter; |
1891 | |
1899 | |
1892 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1900 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1893 | { |
1901 | { |
1894 | /* The unaggressives look after themselves 8) */ |
1902 | /* The unaggressives look after themselves 8) */ |
1895 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1903 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1932 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1940 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1933 | * that before if the player was immune to ghosthit, the monster |
1941 | * that before if the player was immune to ghosthit, the monster |
1934 | * remained - that is no longer the case. |
1942 | * remained - that is no longer the case. |
1935 | */ |
1943 | */ |
1936 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1944 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1937 | { |
|
|
1938 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1939 | remove_friendly_object (hitter); |
|
|
1940 | |
|
|
1941 | hitter->destroy (); |
1945 | hitter->destroy (); |
1942 | } |
1946 | |
1943 | /* Lets handle creatures that are splitting now */ |
1947 | /* Lets handle creatures that are splitting now */ |
1944 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1948 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1945 | { |
1949 | { |
1946 | int i; |
1950 | int i; |
1947 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1951 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
1991 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1995 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1992 | hitter->destroy (); |
1996 | hitter->destroy (); |
1993 | |
1997 | |
1994 | return maxdam; |
1998 | return maxdam; |
1995 | } |
1999 | } |
1996 | |
|
|
1997 | |
2000 | |
1998 | void |
2001 | void |
1999 | poison_player (object *op, object *hitter, int dam) |
2002 | poison_player (object *op, object *hitter, int dam) |
2000 | { |
2003 | { |
2001 | archetype *at = archetype::find ("poisoning"); |
2004 | archetype *at = archetype::find ("poisoning"); |
… | |
… | |
2037 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2040 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2038 | tmp->stats.Int = MAX (-dam / 7, -10); |
2041 | tmp->stats.Int = MAX (-dam / 7, -10); |
2039 | SET_FLAG (tmp, FLAG_APPLIED); |
2042 | SET_FLAG (tmp, FLAG_APPLIED); |
2040 | op->update_stats (); |
2043 | op->update_stats (); |
2041 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2044 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2045 | op->play_sound (tmp->sound); |
2042 | } |
2046 | } |
|
|
2047 | |
2043 | if (hitter->type == PLAYER) |
2048 | if (hitter->type == PLAYER) |
2044 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2049 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2045 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2050 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2046 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2051 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2047 | } |
2052 | } |
|
|
2053 | |
2048 | tmp->speed_left = 0; |
2054 | tmp->speed_left = 0; |
2049 | } |
2055 | } |
2050 | else |
2056 | else |
2051 | tmp->stats.food++; |
2057 | tmp->stats.food++; |
2052 | } |
2058 | } |
… | |
… | |
2056 | { |
2062 | { |
2057 | archetype *at = archetype::find ("slowness"); |
2063 | archetype *at = archetype::find ("slowness"); |
2058 | object *tmp; |
2064 | object *tmp; |
2059 | |
2065 | |
2060 | if (at == NULL) |
2066 | if (at == NULL) |
2061 | { |
|
|
2062 | LOG (llevError, "Can't find slowness archetype.\n"); |
2067 | LOG (llevError, "Can't find slowness archetype.\n"); |
2063 | } |
2068 | |
2064 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2069 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2065 | { |
2070 | { |
2066 | tmp = arch_to_object (at); |
2071 | tmp = arch_to_object (at); |
2067 | tmp = insert_ob_in_ob (tmp, op); |
2072 | tmp = insert_ob_in_ob (tmp, op); |
2068 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2073 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2069 | } |
2074 | } |
2070 | else |
2075 | else |
2071 | tmp->stats.food++; |
2076 | tmp->stats.food++; |
|
|
2077 | |
2072 | SET_FLAG (tmp, FLAG_APPLIED); |
2078 | SET_FLAG (tmp, FLAG_APPLIED); |
2073 | tmp->speed_left = 0; |
2079 | tmp->speed_left = 0; |
2074 | op->update_stats (); |
2080 | op->update_stats (); |
2075 | } |
2081 | } |
2076 | |
2082 | |
… | |
… | |
2093 | tmp->speed = 0.05; |
2099 | tmp->speed = 0.05; |
2094 | tmp->subtype = FORCE_CONFUSION; |
2100 | tmp->subtype = FORCE_CONFUSION; |
2095 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2101 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2096 | tmp->name = "confusion"; |
2102 | tmp->name = "confusion"; |
2097 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2103 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2104 | |
2098 | if (tmp->duration > maxduration) |
2105 | if (tmp->duration > maxduration) |
2099 | tmp->duration = maxduration; |
2106 | tmp->duration = maxduration; |
2100 | |
2107 | |
2101 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2108 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2102 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2109 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2110 | |
2103 | SET_FLAG (op, FLAG_CONFUSED); |
2111 | SET_FLAG (op, FLAG_CONFUSED); |
2104 | } |
2112 | } |
2105 | |
2113 | |
2106 | void |
2114 | void |
2107 | blind_player (object *op, object *hitter, int dam) |
2115 | blind_player (object *op, object *hitter, int dam) |
… | |
… | |
2173 | op->speed_left = (float) -(FABS (op->speed) * max); |
2181 | op->speed_left = (float) -(FABS (op->speed) * max); |
2174 | |
2182 | |
2175 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2183 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2176 | } |
2184 | } |
2177 | |
2185 | |
2178 | |
|
|
2179 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2186 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2180 | * the computed damaged. |
2187 | * the computed damaged. |
2181 | */ |
2188 | */ |
2182 | void |
2189 | void |
2183 | deathstrike_player (object *op, object *hitter, int *dam) |
2190 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2191 | ** field of the deathstriking object */ |
2198 | ** field of the deathstriking object */ |
2192 | |
2199 | |
2193 | int atk_lev, def_lev, kill_lev; |
2200 | int atk_lev, def_lev, kill_lev; |
2194 | |
2201 | |
2195 | if (hitter->slaying) |
2202 | if (hitter->slaying) |
2196 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
2203 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) |
2197 | return; |
2204 | return; |
2198 | |
2205 | |
2199 | def_lev = op->level; |
2206 | def_lev = op->level; |
2200 | if (def_lev < 1) |
2207 | if (def_lev < 1) |
2201 | { |
2208 | { |
2202 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2209 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); |
2203 | def_lev = 1; |
2210 | def_lev = 1; |
2204 | } |
2211 | } |
|
|
2212 | |
2205 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2213 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2206 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2214 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2207 | atk_lev, def_lev); */ |
2215 | atk_lev, def_lev); */ |
2208 | |
2216 | |
2209 | if (atk_lev >= def_lev) |
2217 | if (atk_lev >= def_lev) |
… | |
… | |
2224 | */ |
2232 | */ |
2225 | *dam *= kill_lev / def_lev; |
2233 | *dam *= kill_lev / def_lev; |
2226 | } |
2234 | } |
2227 | } |
2235 | } |
2228 | else |
2236 | else |
2229 | { |
|
|
2230 | *dam = 0; /* no harm done */ |
2237 | *dam = 0; /* no harm done */ |
2231 | } |
|
|
2232 | } |
2238 | } |
2233 | |
2239 | |
2234 | /* thrown_item_effect() - handles any special effects of thrown |
2240 | /* thrown_item_effect() - handles any special effects of thrown |
2235 | * items (like attacking living creatures--a potion thrown at a |
2241 | * items (like attacking living creatures--a potion thrown at a |
2236 | * monster). |
2242 | * monster). |
… | |
… | |
2265 | } |
2271 | } |
2266 | } |
2272 | } |
2267 | } |
2273 | } |
2268 | |
2274 | |
2269 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2275 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2270 | |
|
|
2271 | int |
2276 | int |
2272 | adj_attackroll (object *hitter, object *target) |
2277 | adj_attackroll (object *hitter, object *target) |
2273 | { |
2278 | { |
2274 | object *attacker = hitter; |
2279 | object *attacker = hitter; |
2275 | int adjust = 0; |
2280 | int adjust = 0; |
… | |
… | |
2340 | #endif |
2345 | #endif |
2341 | |
2346 | |
2342 | return adjust; |
2347 | return adjust; |
2343 | } |
2348 | } |
2344 | |
2349 | |
2345 | |
|
|
2346 | /* determine if the object is an 'aimed' missile */ |
2350 | /* determine if the object is an 'aimed' missile */ |
2347 | int |
2351 | int |
2348 | is_aimed_missile (object *op) |
2352 | is_aimed_missile (object *op) |
2349 | { |
2353 | { |
2350 | |
2354 | |
2351 | /* I broke what used to be one big if into a few nested |
2355 | /* I broke what used to be one big if into a few nested |
2352 | * ones so that figuring out the logic is at least possible. |
2356 | * ones so that figuring out the logic is at least possible. |
2353 | */ |
2357 | */ |
2354 | if (op && (op->move_type & MOVE_FLYING)) |
2358 | if (op && (op->move_type & MOVE_FLYING)) |
2355 | { |
|
|
2356 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2359 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2357 | return 1; |
2360 | return 1; |
2358 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2361 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2359 | return 1; |
2362 | return 1; |
2360 | } |
2363 | |
2361 | return 0; |
2364 | return 0; |
2362 | } |
2365 | } |