1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <assert.h> |
25 | #include <assert.h> |
25 | #include <global.h> |
26 | #include <global.h> |
26 | #include <living.h> |
27 | #include <living.h> |
… | |
… | |
35 | char *msg2; |
36 | char *msg2; |
36 | } att_msg; |
37 | } att_msg; |
37 | |
38 | |
38 | /*#define ATTACK_DEBUG*/ |
39 | /*#define ATTACK_DEBUG*/ |
39 | |
40 | |
40 | /* cancels object *op. Cancellation basically means an object loses |
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41 | * its magical benefits. |
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42 | */ |
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43 | void |
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44 | cancellation (object *op) |
|
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45 | { |
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46 | if (op->invisible) |
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47 | return; |
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48 | |
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49 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
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50 | { |
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51 | /* Recurse through the inventory */ |
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52 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
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53 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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54 | cancellation (tmp); |
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55 | } |
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56 | else if (FABS (op->magic) <= rndm (0, 5)) |
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57 | { |
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58 | /* Nullify this object. This code could probably be more complete */ |
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59 | /* in what abilities it should cancel */ |
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60 | op->magic = 0; |
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61 | |
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62 | CLEAR_FLAG (op, FLAG_DAMNED); |
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63 | CLEAR_FLAG (op, FLAG_CURSED); |
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64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
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65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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66 | |
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67 | if (op->env && op->env->type == PLAYER) |
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68 | esrv_send_item (op->env, op); |
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69 | } |
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70 | } |
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71 | |
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72 | /* did_make_save_item just checks to make sure the item actually |
41 | /* did_make_save_item just checks to make sure the item actually |
73 | * made its saving throw based on the tables. It does not take |
42 | * made its saving throw based on the tables. It does not take |
74 | * any further action (like destroying the item). |
43 | * any further action (like destroying the item). |
75 | */ |
44 | */ |
76 | int |
45 | static int |
77 | did_make_save_item (object *op, int type, object *originator) |
46 | did_make_save_item (object *op, uint32_t type, object *originator) |
78 | { |
47 | { |
79 | int i, roll, saves = 0, attacks = 0, number; |
48 | int saves = 0, attacks = 0; |
80 | materialtype_t *mt; |
49 | materialtype_t *mt = op->material; |
81 | |
50 | |
82 | if (op->materialname == NULL) |
51 | // destroying objects without material has many bad effects |
83 | { |
52 | if (mt == MATERIAL_NULL) |
84 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
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85 | if (op->materials & mt->material) |
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86 | break; |
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87 | } |
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88 | else |
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89 | mt = name_to_material (op->materialname); |
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90 | |
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91 | if (!mt) |
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92 | return TRUE; |
53 | return 1; |
93 | |
54 | |
94 | roll = rndm (1, 20); |
55 | int roll = rndm (1, 20); |
95 | |
56 | |
96 | /* the attacktypes have no meaning for object saves |
57 | /* the attacktypes have no meaning for object saves |
97 | * If the type is only magic, don't adjust type - basically, if |
58 | * If the type is only magic, don't adjust type - basically, if |
98 | * pure magic is hitting an object, it should save. However, if it |
59 | * pure magic is hitting an object, it should save. However, if it |
99 | * is magic teamed with something else, then strip out the |
60 | * is magic teamed with something else, then strip out the |
100 | * magic type, and instead let the fire, cold, or whatever component |
61 | * magic type, and instead let the fire, cold, or whatever component |
101 | * destroy the item. Otherwise, you get the case of poisoncloud |
62 | * destroy the item. Otherwise, you get the case of poisoncloud |
102 | * destroying objects because it has magic attacktype. |
63 | * destroying objects because it has magic attacktype. |
103 | */ |
64 | */ |
104 | if (type != AT_MAGIC) |
65 | if (type != AT_MAGIC) |
105 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
66 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
106 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
67 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
107 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
68 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
108 | |
69 | |
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 | |
70 | |
116 | for (number = 0; number < NROFATTACKS; number++) |
71 | if (type == 0) return TRUE; |
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72 | |
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73 | if (roll == 20) return TRUE; |
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74 | if (roll == 1) return FALSE; |
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75 | |
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76 | for_all_bits_sparse_32 (type, number) |
117 | { |
77 | { |
118 | i = 1 << number; |
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119 | if (!(i & type)) |
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120 | continue; |
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121 | attacks++; |
78 | attacks++; |
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79 | |
122 | if (op->resist[number] == 100) |
80 | if (op->resist[number] == 100) |
123 | saves++; |
81 | saves++; |
124 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
82 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
125 | saves++; |
83 | saves++; |
126 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
84 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
… | |
… | |
134 | return FALSE; |
92 | return FALSE; |
135 | |
93 | |
136 | return TRUE; |
94 | return TRUE; |
137 | } |
95 | } |
138 | |
96 | |
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97 | /* cancels object *op. Cancellation basically means an object loses |
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98 | * its magical benefits. |
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99 | */ |
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100 | void |
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101 | cancellation (object *op) |
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102 | { |
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103 | if (op->invisible) |
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104 | return; |
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105 | |
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106 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
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107 | { |
|
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108 | /* Recurse through the inventory */ |
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109 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
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110 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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111 | cancellation (tmp); |
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112 | } |
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113 | else if (fabs (op->magic) <= rndm (0, 5)) |
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114 | { |
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115 | /* Nullify this object. This code could probably be more complete */ |
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116 | /* in what abilities it should cancel */ |
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117 | op->magic = 0; |
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118 | |
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119 | CLEAR_FLAG (op, FLAG_DAMNED); |
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120 | CLEAR_FLAG (op, FLAG_CURSED); |
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121 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
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122 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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123 | |
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124 | if (object *pl = op->visible_to ()) |
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125 | esrv_update_item (UPD_FLAGS, pl, op); |
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126 | } |
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127 | } |
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128 | |
139 | /* This function calls did_make_save_item. It then performs the |
129 | /* This function calls did_make_save_item. It then performs the |
140 | * appropriate actions to the item (such as burning the item up, |
130 | * appropriate actions to the item (such as burning the item up, |
141 | * calling cancellation, etc.) |
131 | * calling cancellation, etc.) |
142 | */ |
132 | */ |
143 | void |
133 | void |
… | |
… | |
148 | object *env = op->env; |
138 | object *env = op->env; |
149 | int x = op->x, y = op->y; |
139 | int x = op->x, y = op->y; |
150 | maptile *m = op->map; |
140 | maptile *m = op->map; |
151 | |
141 | |
152 | op = stop_item (op); |
142 | op = stop_item (op); |
153 | if (op == NULL) |
143 | if (!op) |
154 | return; |
144 | return; |
155 | |
145 | |
156 | /* Hacked the following so that type LIGHTER will work. |
146 | /* Hacked the following so that type LIGHTER will work. |
157 | * Also, objects which are potenital "lights" that are hit by |
147 | * Also, objects which are potential "lights" that are hit by |
158 | * flame/elect attacks will be set to glow. "lights" are any |
148 | * flame/elect attacks will be set to glow. "lights" are any |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
149 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * (and please note that we cant fail our save and reach this |
150 | * (and please note that we cant fail our save and reach this |
161 | * function if the object doesnt contain a material that can burn. |
151 | * function if the object doesnt contain a material that can burn. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
152 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | */ |
153 | */ |
164 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
154 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
165 | { |
155 | { |
166 | const char *arch = op->other_arch->archname; |
156 | // seems LAMPs and TORCHes are always IS_LIGHTABLE? |
167 | |
157 | if (op->type == LAMP || op->type == TORCH) |
168 | op = decrease_ob_nr (op, 1); |
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169 | |
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170 | if (op) |
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171 | fix_stopped_item (op, m, originator); |
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172 | |
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173 | if ((op = get_archetype (arch)) != NULL) |
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174 | { |
158 | { |
175 | if (env) |
159 | apply_lamp (op, true); // turn on a lamp |
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160 | return; |
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161 | } |
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162 | else if (op->flag [FLAG_IS_LIGHTABLE]) |
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163 | { |
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164 | if (op->other_arch) |
176 | { |
165 | { |
177 | op->x = env->x, op->y = env->y; |
166 | const char *arch = op->other_arch->archname; |
178 | insert_ob_in_ob (op, env); |
167 | |
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168 | if (op->decrease ()) |
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169 | fix_stopped_item (op, m, originator); |
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170 | |
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171 | if ((op = archetype::get (arch))) |
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172 | { |
179 | if (env->contr) |
173 | if (env) |
180 | esrv_send_item (env, op); |
174 | env->insert (op); |
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175 | else |
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176 | m->insert (op, x, y, originator); |
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177 | } |
181 | } |
178 | } |
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179 | |
182 | else |
180 | return; |
183 | { |
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184 | op->x = x, op->y = y; |
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185 | insert_ob_in_map (op, m, originator, 0); |
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186 | } |
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187 | } |
181 | } |
188 | |
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189 | return; |
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190 | } |
182 | } |
191 | |
183 | |
192 | if (type & AT_CANCELLATION) |
184 | if (type & AT_CANCELLATION) |
193 | { /* Cancellation. */ |
185 | { /* Cancellation. */ |
194 | cancellation (op); |
186 | cancellation (op); |
195 | fix_stopped_item (op, m, originator); |
187 | fix_stopped_item (op, m, originator); |
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188 | |
196 | return; |
189 | return; |
197 | } |
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198 | |
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199 | if (op->nrof > 1) |
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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 | } |
190 | } |
218 | |
191 | |
219 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
192 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
220 | if (env) |
193 | if (env) |
221 | { |
194 | { |
222 | op = get_archetype ("burnout"); |
195 | object *op = archetype::get (shstr_burnout); |
223 | op->x = env->x, op->y = env->y; |
196 | op->x = env->x, op->y = env->y; |
224 | insert_ob_in_ob (op, env); |
197 | env->insert (op); |
225 | } |
198 | } |
226 | else |
199 | else |
227 | replace_insert_ob_in_map ("burnout", originator); |
200 | replace_insert_ob_in_map (shstr_burnout, originator); |
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201 | |
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202 | if (op->nrof > 1) |
|
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203 | { |
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204 | if (op->decrease (rndm (0, op->nrof - 1))) |
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205 | fix_stopped_item (op, m, originator); |
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206 | } |
|
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207 | else |
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208 | { |
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209 | // drop everything to the ground, if possible |
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210 | op->insert_at (originator); |
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211 | op->drop_and_destroy (); |
|
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212 | } |
228 | |
213 | |
229 | return; |
214 | return; |
230 | } |
215 | } |
231 | |
216 | |
232 | /* The value of 50 is arbitrary. */ |
217 | /* The value of 50 is arbitrary. */ |
233 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
218 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) |
234 | { |
219 | { |
235 | object *tmp; |
|
|
236 | archetype *at = archetype::find ("icecube"); |
220 | archetype *at = archetype::find (shstr_icecube); |
237 | |
221 | |
238 | if (at == NULL) |
222 | if (at == NULL) |
239 | return; |
223 | return; |
240 | |
224 | |
241 | op = stop_item (op); |
225 | op = stop_item (op); |
242 | if (op == NULL) |
226 | if (op == NULL) |
243 | return; |
227 | return; |
244 | |
228 | |
245 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
229 | object *tmp = present_arch (at, op->map, op->x, op->y); |
|
|
230 | if (!tmp) |
246 | { |
231 | { |
247 | tmp = arch_to_object (at); |
232 | tmp = arch_to_object (at); |
248 | tmp->x = op->x, tmp->y = op->y; |
233 | tmp->x = op->x, tmp->y = op->y; |
249 | /* This was in the old (pre new movement code) - |
234 | /* This was in the old (pre new movement code) - |
250 | * icecubes have slow_move set to 1 - don't want |
235 | * icecubes have slow_move set to 1 - don't want |
… | |
… | |
253 | tmp->move_slow_penalty = 0; |
238 | tmp->move_slow_penalty = 0; |
254 | tmp->move_slow = 0; |
239 | tmp->move_slow = 0; |
255 | insert_ob_in_map (tmp, op->map, originator, 0); |
240 | insert_ob_in_map (tmp, op->map, originator, 0); |
256 | } |
241 | } |
257 | |
242 | |
258 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
243 | tmp->insert (op); |
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; |
244 | return; |
263 | } |
245 | } |
264 | } |
246 | } |
265 | |
247 | |
266 | /* Object op is hitting the map. |
248 | /* Object op is hitting the map. |
… | |
… | |
268 | * type is the attacktype of the object. |
250 | * type is the attacktype of the object. |
269 | * full_hit is set if monster area does not matter. |
251 | * full_hit is set if monster area does not matter. |
270 | * returns 1 if it hits something, 0 otherwise. |
252 | * returns 1 if it hits something, 0 otherwise. |
271 | */ |
253 | */ |
272 | int |
254 | int |
273 | hit_map (object *op, int dir, int type, int full_hit) |
255 | hit_map (object *op, int dir, uint32_t type, int full_hit) |
274 | { |
256 | { |
275 | maptile *map; |
257 | maptile *map; |
276 | sint16 x, y; |
258 | sint16 x, y; |
277 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
259 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
278 | |
260 | |
… | |
… | |
295 | } |
277 | } |
296 | |
278 | |
297 | if (op->head) |
279 | if (op->head) |
298 | op = op->head; |
280 | op = op->head; |
299 | |
281 | |
300 | map = op->map; |
282 | mapxy pos (op); |
301 | x = op->x + freearr_x[dir]; |
283 | pos.move (dir); |
302 | y = op->y + freearr_y[dir]; |
|
|
303 | |
284 | |
304 | if (!xy_normalise (map, x, y)) |
285 | if (!pos.normalise ()) |
305 | return 0; |
286 | return 0; |
306 | |
287 | |
307 | // elmex: a safe map tile can't be hit! |
288 | // elmex: a safe map tile can't be hit! |
308 | // this should prevent most harmful effects on items and players there. |
289 | // this should prevent most harmful effects on items and players there. |
309 | mapspace &ms = map->at (x, y); |
290 | mapspace &ms = pos.ms (); |
310 | |
291 | |
311 | if (ms.flags () & P_SAFE) |
292 | if (ms.flags () & P_SAFE) |
312 | return 0; |
293 | return 0; |
313 | |
294 | |
314 | /* peterm: a few special cases for special attacktypes --counterspell |
295 | /* peterm: a few special cases for special attacktypes --counterspell |
… | |
… | |
352 | |
333 | |
353 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
334 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
354 | * For example, 'tmp' was put in an icecube. |
335 | * For example, 'tmp' was put in an icecube. |
355 | * This is one of the few cases where on_same_map should not be used. |
336 | * This is one of the few cases where on_same_map should not be used. |
356 | */ |
337 | */ |
357 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
338 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
358 | continue; |
339 | continue; |
359 | |
340 | |
360 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
341 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
361 | { |
342 | { |
362 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
343 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
… | |
… | |
369 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
350 | * 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 |
351 | * that weak walls have is_alive set, which prevent objects from |
371 | * passing over/through them. We don't care what type of movement |
352 | * 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 |
353 | * the wall blocks - if it blocks any type of movement, can't be |
373 | * destroyed right now. |
354 | * destroyed right now. |
|
|
355 | * Without the material check the server completely fails to work, |
|
|
356 | * objects detsroy themselves, floors get destroyed etc. etc. |
374 | */ |
357 | */ |
375 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
358 | else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL) |
376 | { |
359 | { |
377 | save_throw_object (tmp, type, op); |
360 | save_throw_object (tmp, type, op); |
378 | |
361 | |
379 | if (op->destroyed ()) |
362 | if (op->destroyed ()) |
380 | break; |
363 | break; |
… | |
… | |
382 | } |
365 | } |
383 | |
366 | |
384 | return 0; |
367 | return 0; |
385 | } |
368 | } |
386 | |
369 | |
387 | void |
370 | static void |
388 | attack_message (int dam, int type, object *op, object *hitter) |
371 | attack_message (int dam, int type, object *op, object *hitter) |
389 | { |
372 | { |
390 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
373 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
391 | int i, found = 0; |
374 | int i, found = 0; |
392 | maptile *map; |
375 | maptile *map; |
… | |
… | |
394 | |
377 | |
395 | /* put in a few special messages for some of the common attacktypes |
378 | /* put in a few special messages for some of the common attacktypes |
396 | * a player might have. For example, fire, electric, cold, etc |
379 | * a player might have. For example, fire, electric, cold, etc |
397 | * [garbled 20010919] |
380 | * [garbled 20010919] |
398 | */ |
381 | */ |
399 | |
|
|
400 | if (dam == 9998 && op->type == DOOR) |
382 | if (dam == 9998 && op->type == DOOR) |
401 | { |
383 | { |
402 | sprintf (buf1, "unlock %s", &op->name); |
384 | sprintf (buf1, "unlock %s", &op->name); |
403 | sprintf (buf2, " unlocks"); |
385 | sprintf (buf2, " unlocks"); |
404 | found++; |
386 | found++; |
405 | } |
387 | } |
406 | if (dam < 0) |
388 | else if (dam < 0) |
407 | { |
389 | { |
408 | sprintf (buf1, "hit %s", &op->name); |
390 | sprintf (buf1, "hit %s", &op->name); |
409 | sprintf (buf2, " hits"); |
391 | sprintf (buf2, " hits"); |
410 | found++; |
392 | found++; |
411 | } |
393 | } |
… | |
… | |
533 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
515 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
534 | found++; |
516 | found++; |
535 | break; |
517 | break; |
536 | } |
518 | } |
537 | } |
519 | } |
538 | else if (hitter->current_weapon != NULL) |
520 | else if (hitter->current_weapon) |
539 | { |
521 | { |
540 | int mtype; |
522 | int mtype; |
541 | |
523 | |
542 | switch (hitter->current_weapon->weapontype) |
524 | switch (hitter->current_weapon->weapontype) |
543 | { |
525 | { |
544 | case WEAP_HIT: |
526 | case WEAP_HIT: |
545 | mtype = ATM_BASIC; |
527 | mtype = ATM_BASIC; |
546 | break; |
528 | break; |
547 | case WEAP_SLASH: |
529 | case WEAP_SLASH: |
548 | mtype = ATM_SLASH; |
530 | mtype = ATM_SLASH; |
549 | break; |
531 | break; |
550 | case WEAP_PIERCE: |
532 | case WEAP_PIERCE: |
551 | mtype = ATM_PIERCE; |
533 | mtype = ATM_PIERCE; |
552 | break; |
534 | break; |
553 | case WEAP_CLEAVE: |
535 | case WEAP_CLEAVE: |
554 | mtype = ATM_CLEAVE; |
536 | mtype = ATM_CLEAVE; |
555 | break; |
537 | break; |
556 | case WEAP_SLICE: |
538 | case WEAP_SLICE: |
557 | mtype = ATM_SLICE; |
539 | mtype = ATM_SLICE; |
558 | break; |
540 | break; |
559 | case WEAP_STAB: |
541 | case WEAP_STAB: |
560 | mtype = ATM_STAB; |
542 | mtype = ATM_STAB; |
561 | break; |
543 | break; |
562 | case WEAP_WHIP: |
544 | case WEAP_WHIP: |
563 | mtype = ATM_WHIP; |
545 | mtype = ATM_WHIP; |
564 | break; |
546 | break; |
565 | case WEAP_CRUSH: |
547 | case WEAP_CRUSH: |
566 | mtype = ATM_CRUSH; |
548 | mtype = ATM_CRUSH; |
567 | break; |
549 | break; |
568 | case WEAP_BLUD: |
550 | case WEAP_BLUD: |
569 | mtype = ATM_BLUD; |
551 | mtype = ATM_BLUD; |
570 | break; |
552 | break; |
571 | default: |
553 | default: |
572 | mtype = ATM_BASIC; |
554 | mtype = ATM_BASIC; |
573 | break; |
555 | break; |
574 | } |
556 | } |
|
|
557 | |
575 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
558 | 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) |
559 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
577 | { |
560 | { |
578 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
561 | 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); |
562 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
680 | op->play_sound (sound_find ("player_hits4")); |
663 | op->play_sound (sound_find ("player_hits4")); |
681 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
664 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
682 | } |
665 | } |
683 | } |
666 | } |
684 | |
667 | |
685 | |
|
|
686 | static int |
668 | static int |
687 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
669 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
688 | { |
670 | { |
689 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
671 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
690 | { |
672 | { |
691 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
673 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
692 | return 1; |
674 | return 1; |
693 | } |
675 | } |
694 | |
676 | |
695 | if ((*target)->head) |
|
|
696 | *target = (*target)->head; |
677 | *target = (*target)->head_ (); |
697 | |
|
|
698 | if ((*hitter)->head) |
|
|
699 | *hitter = (*hitter)->head; |
678 | *hitter = (*hitter)->head_ (); |
700 | |
679 | |
|
|
680 | if ((*target)->type == LOCKED_DOOR) |
|
|
681 | return 1; // locked doors cannot be hit |
|
|
682 | |
701 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
683 | if ((*hitter)->env || (*target)->env) |
702 | { |
684 | { |
703 | *simple_attack = 1; |
685 | *simple_attack = 1; |
704 | return 0; |
686 | return 0; |
705 | } |
687 | } |
706 | |
688 | |
… | |
… | |
719 | } |
701 | } |
720 | |
702 | |
721 | static int |
703 | static int |
722 | abort_attack (object *target, object *hitter, int simple_attack) |
704 | abort_attack (object *target, object *hitter, int simple_attack) |
723 | { |
705 | { |
724 | |
|
|
725 | /* Check if target and hitter are still in a relation similar to the one |
706 | /* Check if target and hitter are still in a relation similar to the one |
726 | * determined by get_attack_mode(). Returns true if the relation has changed. |
707 | * determined by get_attack_mode(). Returns true if the relation has changed. |
727 | */ |
708 | */ |
728 | int new_mode; |
709 | int new_mode; |
729 | |
710 | |
730 | if (hitter->env == target || target->env == hitter) |
711 | if (hitter->env == target || target->env == hitter) |
731 | new_mode = 1; |
712 | new_mode = 1; |
732 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
713 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) |
|
|
714 | || hitter->map == NULL || !on_same_map (hitter, target)) |
733 | return 1; |
715 | return 1; |
734 | else |
716 | else |
735 | new_mode = 0; |
717 | new_mode = 0; |
|
|
718 | |
736 | return new_mode != simple_attack; |
719 | return new_mode != simple_attack; |
737 | } |
720 | } |
738 | |
721 | |
|
|
722 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
723 | * items (like attacking living creatures--a potion thrown at a |
|
|
724 | * monster). |
|
|
725 | */ |
|
|
726 | static void |
739 | static void thrown_item_effect (object *, object *); |
727 | thrown_item_effect (object *hitter, object *victim) |
|
|
728 | { |
|
|
729 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
730 | { |
|
|
731 | /* May not need a switch for just 2 types, but this makes it |
|
|
732 | * easier for expansion. |
|
|
733 | */ |
|
|
734 | switch (hitter->type) |
|
|
735 | { |
|
|
736 | case POTION: |
|
|
737 | /* should player get a save throw instead of checking magic protection? */ |
|
|
738 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
739 | (void) apply_potion (victim, hitter); |
|
|
740 | break; |
|
|
741 | |
|
|
742 | case POISON: /* poison drinks */ |
|
|
743 | /* As with potions, should monster get a save? */ |
|
|
744 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
|
|
745 | apply_poison (victim, hitter); |
|
|
746 | break; |
|
|
747 | |
|
|
748 | /* Removed case statements that did nothing. |
|
|
749 | * food may be poisonous, but monster must be willing to eat it, |
|
|
750 | * so we don't handle it here. |
|
|
751 | * Containers should perhaps break open, but that code was disabled. |
|
|
752 | */ |
|
|
753 | } |
|
|
754 | } |
|
|
755 | } |
|
|
756 | |
|
|
757 | /* determine if the object is an 'aimed' missile */ |
|
|
758 | static int |
|
|
759 | is_aimed_missile (object *op) |
|
|
760 | { |
|
|
761 | |
|
|
762 | /* I broke what used to be one big if into a few nested |
|
|
763 | * ones so that figuring out the logic is at least possible. |
|
|
764 | */ |
|
|
765 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
766 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
767 | return 1; |
|
|
768 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
769 | return 1; |
|
|
770 | |
|
|
771 | return 0; |
|
|
772 | } |
|
|
773 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
774 | static int |
|
|
775 | adj_attackroll (object *hitter, object *target) |
|
|
776 | { |
|
|
777 | object *attacker = hitter; |
|
|
778 | int adjust = 0; |
|
|
779 | |
|
|
780 | /* safety */ |
|
|
781 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
782 | { |
|
|
783 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
784 | return 0; |
|
|
785 | } |
|
|
786 | |
|
|
787 | /* aimed missiles use the owning object's sight */ |
|
|
788 | if (is_aimed_missile (hitter)) |
|
|
789 | { |
|
|
790 | if ((attacker = hitter->owner) == NULL) |
|
|
791 | attacker = hitter; |
|
|
792 | /* A player who saves but hasn't quit still could have objects |
|
|
793 | * owned by him - need to handle that case to avoid crashes. |
|
|
794 | */ |
|
|
795 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
796 | attacker = hitter; |
|
|
797 | } |
|
|
798 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
799 | return 0; |
|
|
800 | |
|
|
801 | /* determine the condtions under which we make an attack. |
|
|
802 | * Add more cases, as the need occurs. */ |
|
|
803 | |
|
|
804 | if (!can_see_enemy (attacker, target)) |
|
|
805 | { |
|
|
806 | /* target is unseen */ |
|
|
807 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
808 | adjust -= 10; |
|
|
809 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
810 | else if (!stand_in_light (target)) |
|
|
811 | adjust -= target->map->darklevel (); |
|
|
812 | } |
|
|
813 | |
|
|
814 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
815 | adjust -= 3; |
|
|
816 | |
|
|
817 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
818 | adjust += 1; |
|
|
819 | |
|
|
820 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
821 | adjust += 1; |
|
|
822 | |
|
|
823 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
824 | adjust -= 3; |
|
|
825 | |
|
|
826 | /* if we attack at a different 'altitude' its harder */ |
|
|
827 | if ((attacker->move_type & target->move_type) == 0) |
|
|
828 | adjust -= 2; |
|
|
829 | |
|
|
830 | #if 0 |
|
|
831 | /* slower attacks are less likely to succeed. We should use a |
|
|
832 | * comparison between attacker/target speeds BUT, players have |
|
|
833 | * a generally faster speed, so this will wind up being a HUGE |
|
|
834 | * disadantage for the monsters! Too bad, because missiles which |
|
|
835 | * fly fast should have a better chance of hitting a slower target. |
|
|
836 | */ |
|
|
837 | if (hitter->speed < target->speed) |
|
|
838 | adjust += ((float) hitter->speed - target->speed); |
|
|
839 | #endif |
|
|
840 | |
|
|
841 | #if 0 |
|
|
842 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
843 | #endif |
|
|
844 | |
|
|
845 | return adjust; |
|
|
846 | } |
740 | |
847 | |
741 | static int |
848 | static int |
742 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
849 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
743 | { |
850 | { |
744 | int simple_attack, roll, dam = 0; |
851 | int simple_attack, roll, dam = 0; |
… | |
… | |
798 | * for help. */ |
905 | * for help. */ |
799 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
906 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
800 | npc_call_help (op); |
907 | npc_call_help (op); |
801 | |
908 | |
802 | /* if you were hidden and hit by a creature, you are discovered */ |
909 | /* if you were hidden and hit by a creature, you are discovered */ |
803 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
910 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
804 | { |
911 | { |
805 | make_visible (op); |
912 | make_visible (op); |
806 | |
913 | |
807 | if (op->type == PLAYER) |
914 | if (op->type == PLAYER) |
808 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
915 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
809 | } |
916 | } |
810 | |
917 | |
811 | /* thrown items (hitter) will have various effects |
918 | /* thrown items (hitter) will have various effects |
812 | * when they hit the victim. For things like thrown daggers, |
919 | * when they hit the victim. For things like thrown daggers, |
813 | * this sets 'hitter' to the actual dagger, and not the |
920 | * this sets 'hitter' to the actual dagger, and not the |
… | |
… | |
825 | if (hitdam <= 0) |
932 | if (hitdam <= 0) |
826 | hitdam = 1; |
933 | hitdam = 1; |
827 | |
934 | |
828 | type = hitter->attacktype; |
935 | type = hitter->attacktype; |
829 | |
936 | |
|
|
937 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
938 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
939 | * This check is important for the most simple monsters out there in the |
|
|
940 | * game content (maps, archs). For example orcs: They would have |
|
|
941 | * no attacktype at all. |
|
|
942 | * |
|
|
943 | * Some time in the future someone should just go into the game data |
|
|
944 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
945 | * more trees in the african rain forests with this check. |
|
|
946 | */ |
830 | if (!type) |
947 | if (!type) |
831 | type = AT_PHYSICAL; |
948 | type = AT_PHYSICAL; |
832 | |
949 | |
833 | /* Handle monsters that hit back */ |
950 | /* Handle monsters that hit back */ |
834 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
951 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
… | |
… | |
885 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
1002 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
886 | * stick around. |
1003 | * stick around. |
887 | */ |
1004 | */ |
888 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
1005 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
889 | { |
1006 | { |
890 | tmp = tmp->head_ (); |
1007 | tmp->head_ ()->insert (op); |
891 | |
|
|
892 | op->remove (); |
|
|
893 | op = insert_ob_in_ob (op, tmp); |
|
|
894 | |
|
|
895 | if (tmp->type == PLAYER) |
|
|
896 | esrv_send_item (tmp, op); |
|
|
897 | |
|
|
898 | return 1; |
1008 | return 1; |
899 | } |
1009 | } |
900 | else |
1010 | else |
901 | return 0; |
1011 | return 0; |
902 | } |
1012 | } |
… | |
… | |
916 | /* Disassemble missile */ |
1026 | /* Disassemble missile */ |
917 | if (op->inv) |
1027 | if (op->inv) |
918 | { |
1028 | { |
919 | container = op; |
1029 | container = op; |
920 | hitter = op->inv; |
1030 | hitter = op->inv; |
921 | hitter->remove (); |
|
|
922 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
1031 | hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
923 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
1032 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
924 | * might be called until this THROWN_OBJ is either reassembled or |
1033 | * might be called until this THROWN_OBJ is either reassembled or |
925 | * removed at the end of this function must be able to deal with empty |
1034 | * removed at the end of this function must be able to deal with empty |
926 | * THROWN_OBJs. */ |
1035 | * THROWN_OBJs. */ |
927 | } |
1036 | } |
… | |
… | |
941 | * other places as well!) |
1050 | * other places as well!) |
942 | */ |
1051 | */ |
943 | if (hitter->destroyed () || hitter->env != NULL) |
1052 | if (hitter->destroyed () || hitter->env != NULL) |
944 | { |
1053 | { |
945 | if (container) |
1054 | if (container) |
946 | { |
|
|
947 | container->remove (); |
|
|
948 | container->destroy (); |
1055 | container->destroy (); |
949 | } |
|
|
950 | |
1056 | |
951 | return 0; |
1057 | return 0; |
952 | } |
1058 | } |
953 | |
1059 | |
954 | /* Missile hit victim */ |
1060 | /* Missile hit victim */ |
… | |
… | |
978 | * can fly over but not otherwise move over. What is the correct |
1084 | * can fly over but not otherwise move over. What is the correct |
979 | * way to handle those otherwise? |
1085 | * way to handle those otherwise? |
980 | */ |
1086 | */ |
981 | if (victim->x != hitter->x || victim->y != hitter->y) |
1087 | if (victim->x != hitter->x || victim->y != hitter->y) |
982 | { |
1088 | { |
|
|
1089 | if (victim->destroyed ()) |
|
|
1090 | hitter->destroy (); |
|
|
1091 | else |
|
|
1092 | { |
983 | hitter->remove (); |
1093 | hitter->remove (); |
984 | hitter->x = victim->x; |
1094 | hitter->x = victim->x; |
985 | hitter->y = victim->y; |
1095 | hitter->y = victim->y; |
986 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1096 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1097 | } |
987 | } |
1098 | } |
988 | else |
1099 | else |
989 | /* Else leave arrow where it is */ |
1100 | /* Else leave arrow where it is */ |
990 | merge_ob (hitter, NULL); |
1101 | merge_ob (hitter, NULL); |
991 | |
1102 | |
… | |
… | |
1003 | } |
1114 | } |
1004 | |
1115 | |
1005 | return op; |
1116 | return op; |
1006 | } |
1117 | } |
1007 | |
1118 | |
1008 | void |
1119 | static void |
1009 | tear_down_wall (object *op) |
1120 | tear_down_wall (object *op) |
1010 | { |
1121 | { |
1011 | int perc = 0; |
|
|
1012 | |
|
|
1013 | if (!op->stats.maxhp) |
1122 | if (!op->stats.maxhp) |
1014 | { |
|
|
1015 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1123 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1016 | perc = 1; |
1124 | else if (!op->has_anim ()) |
1017 | } |
|
|
1018 | else if (!GET_ANIM_ID (op)) |
|
|
1019 | { |
1125 | { |
1020 | /* Object has been called - no animations, so remove it */ |
1126 | /* Object has been called - no animations, so remove it */ |
1021 | if (op->stats.hp < 0) |
1127 | if (op->stats.hp < 0) |
1022 | op->destroy (); |
1128 | op->destroy (); |
1023 | |
1129 | |
1024 | return; /* no animations, so nothing more to do */ |
1130 | return; /* no animations, so nothing more to do */ |
1025 | } |
1131 | } |
1026 | |
1132 | |
1027 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1133 | // we use frames 1..num-2 as intermediate frames, so |
|
|
1134 | // the last frame is used only when hp < 0. |
|
|
1135 | int perc = clamp ( |
|
|
1136 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
|
|
1137 | 0, op->anim_frames () - 1 |
|
|
1138 | ); |
1028 | |
1139 | |
1029 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1140 | op->set_anim_frame (perc); |
1030 | perc = NUM_ANIMATIONS (op) - 1; |
|
|
1031 | else if (perc < 1) |
|
|
1032 | perc = 1; |
|
|
1033 | |
|
|
1034 | SET_ANIMATION (op, perc); |
|
|
1035 | update_object (op, UP_OBJ_FACE); |
1141 | update_object (op, UP_OBJ_FACE); |
1036 | |
1142 | |
1037 | if (perc == NUM_ANIMATIONS (op) - 1) |
1143 | if (op->stats.hp < 0) |
1038 | { /* Reached the last animation */ |
1144 | { /* Reached the last animation */ |
1039 | if (op->face == blank_face) |
1145 | if (op->face == blank_face) |
1040 | /* If the last face is blank, remove the ob */ |
1146 | /* If the last face is blank, remove the ob */ |
1041 | op->destroy (); |
1147 | op->destroy (); |
1042 | else |
1148 | else |
1043 | { /* The last face was not blank, leave an image */ |
1149 | { /* The last face was not blank, leave an image */ |
1044 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1150 | op->flag [FLAG_BLOCKSVIEW] = false; |
1045 | update_all_los (op->map, op->x, op->y); |
1151 | update_all_los (op->map, op->x, op->y); |
1046 | op->move_block = 0; |
1152 | op->move_block = 0; |
1047 | CLEAR_FLAG (op, FLAG_ALIVE); |
1153 | op->flag [FLAG_ALIVE] = false; |
1048 | } |
1154 | } |
1049 | } |
1155 | } |
1050 | } |
1156 | } |
1051 | |
1157 | |
1052 | void |
1158 | static void |
1053 | scare_creature (object *target, object *hitter) |
1159 | scare_creature (object *target, object *hitter) |
1054 | { |
1160 | { |
1055 | object *owner = hitter->owner; |
1161 | target->flag [FLAG_SCARED] = true; |
1056 | |
1162 | |
|
|
1163 | if (!target->enemy) |
|
|
1164 | target->enemy = hitter->outer_owner (); |
|
|
1165 | } |
|
|
1166 | |
|
|
1167 | /* GROS: This code comes from hit_player. It has been made external to |
|
|
1168 | * allow script procedures to "kill" objects in a combat-like fashion. |
|
|
1169 | * It was initially used by (kill-object) developed for the Collector's |
|
|
1170 | * Sword. Note that nothing has been changed from the original version |
|
|
1171 | * of the following code. |
|
|
1172 | * op is what is being killed. |
|
|
1173 | * dam is the damage done to it. |
|
|
1174 | * hitter is what is hitting it. |
|
|
1175 | * type is the attacktype. |
|
|
1176 | * |
|
|
1177 | * This function was a bit of a mess with hitter getting changed, |
|
|
1178 | * values being stored away but not used, etc. I've cleaned it up |
|
|
1179 | * a bit - I think it should be functionally equivalant. |
|
|
1180 | * MSW 2002-07-17 |
|
|
1181 | */ |
|
|
1182 | int |
|
|
1183 | kill_object (object *op, int dam, object *hitter, int type) |
|
|
1184 | { |
|
|
1185 | char buf[MAX_BUF]; |
|
|
1186 | shstr skill; |
|
|
1187 | int maxdam = 0; |
|
|
1188 | int battleg = 0; /* true if op standing on battleground */ |
|
|
1189 | int pk = 0; /* true if op and what controls hitter are both players */ |
|
|
1190 | object *owner = 0; |
|
|
1191 | object *skop = 0; |
|
|
1192 | |
|
|
1193 | if (op->stats.hp >= 0) |
|
|
1194 | return -1; |
|
|
1195 | |
|
|
1196 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
|
|
1197 | return 0; |
|
|
1198 | |
|
|
1199 | /* maxdam needs to be the amount of damage it took to kill |
|
|
1200 | * this creature. The function(s) that call us have already |
|
|
1201 | * adjusted the creatures HP total, so that is negative. |
|
|
1202 | */ |
|
|
1203 | maxdam = dam + op->stats.hp + 1; |
|
|
1204 | |
|
|
1205 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
|
|
1206 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
|
|
1207 | |
|
|
1208 | if (op->type == DOOR) |
|
|
1209 | { |
|
|
1210 | op->set_speed (0.1f); |
|
|
1211 | op->speed_left = -0.05f; |
|
|
1212 | return maxdam; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
|
|
1216 | { |
|
|
1217 | op->drop_and_destroy (); |
|
|
1218 | return maxdam; |
|
|
1219 | } |
|
|
1220 | |
|
|
1221 | /* Now lets start dealing with experience we get for killing something */ |
|
|
1222 | |
|
|
1223 | owner = hitter->outer_owner (); |
1057 | if (!owner) |
1224 | if (!owner) |
1058 | owner = hitter; |
1225 | owner = hitter; |
1059 | |
1226 | |
|
|
1227 | /* is the victim (op) standing on battleground? */ |
|
|
1228 | if (op_on_battleground (op, NULL, NULL)) |
|
|
1229 | battleg = 1; |
|
|
1230 | |
|
|
1231 | /* is this player killing? */ |
|
|
1232 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1233 | pk = 1; |
|
|
1234 | |
|
|
1235 | /* Player killed something */ |
|
|
1236 | if (owner->type == PLAYER) |
|
|
1237 | { |
|
|
1238 | /* Log players killing other players - makes it easier to detect |
|
|
1239 | * and filter out malicious player killers - that is why the |
|
|
1240 | * ip address is included. |
|
|
1241 | */ |
|
|
1242 | if (op->type == PLAYER && !battleg) |
|
|
1243 | { |
|
|
1244 | time_t t = time (NULL); |
|
|
1245 | struct tm *tmv; |
|
|
1246 | char buf[256]; |
|
|
1247 | |
|
|
1248 | tmv = localtime (&t); |
|
|
1249 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
|
|
1250 | |
|
|
1251 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | /* try to filter some things out - basically, if you are |
|
|
1255 | * killing a level 1 creature and your level 20, you |
|
|
1256 | * probably don't want to see that. |
|
|
1257 | */ |
|
|
1258 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1259 | { |
|
|
1260 | if (owner != hitter) |
|
|
1261 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
|
|
1262 | else |
|
|
1263 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
|
|
1264 | |
|
|
1265 | /* Only play sounds for melee kills */ |
|
|
1266 | if (hitter->type == PLAYER) |
|
|
1267 | owner->play_sound (sound_find ("player_kills")); |
|
|
1268 | } |
|
|
1269 | |
|
|
1270 | /* If a player kills another player, not on |
|
|
1271 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1272 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1273 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1274 | * player that the object belonged to - so if you killed another player |
|
|
1275 | * with spells, pets, whatever, there was no penalty. |
|
|
1276 | * Changed to make luck penalty configurable in settings. |
|
|
1277 | */ |
|
|
1278 | if (op->type == PLAYER && owner != op && !battleg) |
|
|
1279 | owner->change_luck (-settings.pk_luck_penalty); |
|
|
1280 | |
|
|
1281 | /* This code below deals with finding the appropriate skill |
|
|
1282 | * to credit exp to. This is a bit problematic - we should |
|
|
1283 | * probably never really have to look at current_weapon->skill |
|
|
1284 | */ |
|
|
1285 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1286 | skill = hitter->skill; |
|
|
1287 | else if (owner->chosen_skill) |
|
|
1288 | { |
|
|
1289 | skop = owner->chosen_skill; |
|
|
1290 | skill = skop->skill; |
|
|
1291 | } |
|
|
1292 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
|
|
1293 | skill = owner->current_weapon->skill; |
|
|
1294 | else |
|
|
1295 | { |
|
|
1296 | LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1297 | "op: %s\n" "hitter: %s\n" "owner: %s\n", |
|
|
1298 | owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1299 | skill = 0; |
|
|
1300 | } |
|
|
1301 | |
|
|
1302 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1303 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1304 | */ |
|
|
1305 | skop = owner->contr->find_skill (skill); |
|
|
1306 | } /* Was it a player that hit somethign */ |
|
|
1307 | else |
|
|
1308 | skill = 0; |
|
|
1309 | |
|
|
1310 | /* These may have been set in the player code section above */ |
|
|
1311 | if (!skop) |
|
|
1312 | skop = hitter->chosen_skill; |
|
|
1313 | |
|
|
1314 | if (!skill && skop) |
|
|
1315 | skill = skop->skill; |
|
|
1316 | |
|
|
1317 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1318 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1319 | { |
|
|
1320 | int exp; |
|
|
1321 | |
|
|
1322 | /* Really don't give much experience for killing other players */ |
|
|
1323 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
|
|
1324 | if (battleg) |
|
|
1325 | { |
|
|
1326 | if (op->is_player ()) |
|
|
1327 | { |
|
|
1328 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1329 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
|
|
1330 | } |
|
|
1331 | |
|
|
1332 | exp = 0; |
|
|
1333 | } |
|
|
1334 | else if (op->is_player ()) |
|
|
1335 | exp = op->stats.exp / 1000; |
|
|
1336 | else |
|
|
1337 | exp = calc_skill_exp (owner, op, skop); |
|
|
1338 | |
|
|
1339 | /* Don't know why this is set this way - doesn't make |
|
|
1340 | * sense to just divide everything by two for no reason. |
|
|
1341 | */ |
|
|
1342 | |
|
|
1343 | if (!settings.simple_exp) |
|
|
1344 | exp = exp / 2; |
|
|
1345 | |
|
|
1346 | if (owner->type != PLAYER || owner->contr->party == NULL) |
|
|
1347 | change_exp (owner, exp, skill, 0); |
|
|
1348 | else |
|
|
1349 | { |
|
|
1350 | int shares = 0, count = 0; |
|
|
1351 | partylist *party = owner->contr->party; |
|
|
1352 | |
|
|
1353 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
|
|
1354 | |
|
|
1355 | for_all_players (pl) |
|
|
1356 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1357 | { |
|
|
1358 | count++; |
|
|
1359 | shares += (pl->ob->level + 4); |
|
|
1360 | } |
|
|
1361 | |
|
|
1362 | if (count == 1 || shares > exp || !shares) |
|
|
1363 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1364 | else |
|
|
1365 | { |
|
|
1366 | int share = exp / shares, given = 0, nexp; |
|
|
1367 | |
|
|
1368 | for_all_players (pl) |
|
|
1369 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1370 | { |
|
|
1371 | nexp = (pl->ob->level + 4) * share; |
|
|
1372 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1373 | given += nexp; |
|
|
1374 | } |
|
|
1375 | |
|
|
1376 | exp -= given; |
|
|
1377 | /* give any remainder to the player */ |
|
|
1378 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
|
|
1379 | } |
|
|
1380 | } /* else part of a party */ |
|
|
1381 | } /* end if person didn't kill himself */ |
|
|
1382 | |
|
|
1383 | if (op->type != PLAYER) |
|
|
1384 | { |
|
|
1385 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
|
|
1386 | { |
|
|
1387 | object *owner1 = op->owner; |
|
|
1388 | |
|
|
1389 | if (owner1 && owner1->type == PLAYER) |
|
|
1390 | { |
|
|
1391 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
|
|
1392 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1393 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
|
|
1394 | } |
|
|
1395 | |
|
|
1396 | remove_friendly_object (op); |
|
|
1397 | } |
|
|
1398 | |
|
|
1399 | op->drop_and_destroy (); |
|
|
1400 | } |
|
|
1401 | else |
|
|
1402 | /* Player has been killed! */ |
|
|
1403 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
|
|
1404 | |
|
|
1405 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
|
|
1406 | * continues in the calling function. |
|
|
1407 | */ |
|
|
1408 | return maxdam; |
|
|
1409 | } |
|
|
1410 | |
|
|
1411 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
|
|
1412 | * Returns 0 this is not friendly fire |
|
|
1413 | */ |
|
|
1414 | int |
|
|
1415 | friendly_fire (object *op, object *hitter) |
|
|
1416 | { |
|
|
1417 | object *owner; |
|
|
1418 | int friendlyfire; |
|
|
1419 | |
|
|
1420 | if (hitter->head) |
|
|
1421 | hitter = hitter->head; |
|
|
1422 | |
|
|
1423 | friendlyfire = 0; |
|
|
1424 | |
|
|
1425 | if (op->type == PLAYER) |
|
|
1426 | { |
|
|
1427 | if (op_on_battleground (hitter, 0, 0)) |
|
|
1428 | return 0; |
|
|
1429 | |
|
|
1430 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
|
|
1431 | return 1; |
|
|
1432 | |
|
|
1433 | if ((owner = hitter->owner) != NULL) |
|
|
1434 | { |
|
|
1435 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
|
|
1436 | friendlyfire = 2; |
|
|
1437 | } |
|
|
1438 | |
|
|
1439 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1440 | friendlyfire = 0; |
|
|
1441 | } |
|
|
1442 | |
|
|
1443 | return friendlyfire; |
|
|
1444 | } |
|
|
1445 | |
|
|
1446 | /* This isn't used just for players, but in fact most objects. |
|
|
1447 | * op is the object to be hit, dam is the amount of damage, hitter |
|
|
1448 | * is what is hitting the object, type is the attacktype, and |
|
|
1449 | * full_hit is set if monster area does not matter. |
|
|
1450 | * dam is base damage - protections/vulnerabilities/slaying matches can |
|
|
1451 | * modify it. |
|
|
1452 | */ |
|
|
1453 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
|
|
1454 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
|
|
1455 | int |
|
|
1456 | hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit) |
|
|
1457 | { |
|
|
1458 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
|
|
1459 | int maxattacktype; |
|
|
1460 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1461 | int simple_attack; |
|
|
1462 | int rtn_kill = 0; |
|
|
1463 | int friendlyfire; |
|
|
1464 | |
|
|
1465 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1466 | return 0; |
|
|
1467 | |
|
|
1468 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1469 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1470 | return 0; |
|
|
1471 | |
|
|
1472 | // only allow pk for hostile players |
|
|
1473 | if (op->type == PLAYER) |
|
|
1474 | { |
|
|
1475 | object *owner = hitter->owner; |
|
|
1476 | |
|
|
1477 | if (!owner) |
|
|
1478 | owner = hitter; |
|
|
1479 | |
|
|
1480 | if (owner->type == PLAYER |
|
|
1481 | && (!op_on_battleground (op, 0, 0) |
|
|
1482 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1483 | && op != owner) |
|
|
1484 | return 0; |
|
|
1485 | } |
|
|
1486 | |
|
|
1487 | if (body_attack) |
|
|
1488 | { |
|
|
1489 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1490 | * return - we still need to process other attacks the spell still |
|
|
1491 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1492 | * and keep on processing if we have other attacktypes. |
|
|
1493 | * return if only magic or nothing is left - under normal code |
|
|
1494 | * we don't attack with pure magic if there is another attacktype. |
|
|
1495 | * Only do processing if the initial attacktype includes one of those |
|
|
1496 | * attack so we don't cancel out things like magic bullet. |
|
|
1497 | */ |
|
|
1498 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1499 | { |
|
|
1500 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1501 | |
|
|
1502 | if (!type || type == AT_MAGIC) |
|
|
1503 | return 0; |
|
|
1504 | } |
|
|
1505 | } |
|
|
1506 | |
|
|
1507 | if (!simple_attack && op->type == DOOR) |
|
|
1508 | { |
|
|
1509 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1510 | if (tmp->type == RUNE || tmp->type == TRAP) |
|
|
1511 | { |
|
|
1512 | spring_trap (tmp, hitter); |
|
|
1513 | |
|
|
1514 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
1515 | return 0; |
|
|
1516 | |
|
|
1517 | break; |
|
|
1518 | } |
|
|
1519 | } |
|
|
1520 | |
|
|
1521 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
|
|
1522 | { |
|
|
1523 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1524 | * destroyed() check above doesn't return, and might get here. |
|
|
1525 | */ |
|
|
1526 | |
|
|
1527 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1528 | gets it's speed_left raised on each mover-tick. |
|
|
1529 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1530 | and waiting for that to run out. |
|
|
1531 | */ |
|
|
1532 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
|
|
1533 | return 0; |
|
|
1534 | } |
|
|
1535 | |
|
|
1536 | #ifdef ATTACK_DEBUG |
|
|
1537 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1538 | #endif |
|
|
1539 | |
|
|
1540 | if (magic) |
|
|
1541 | { |
|
|
1542 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1543 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1544 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
|
|
1545 | if (dam >= 100) |
|
|
1546 | dam /= 100; |
|
|
1547 | else |
|
|
1548 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
|
|
1549 | } |
|
|
1550 | |
|
|
1551 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
|
|
1552 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
|
|
1553 | */ |
|
|
1554 | if (type & AT_CHAOS) |
|
|
1555 | { |
|
|
1556 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
|
|
1557 | update_object (op, UP_OBJ_FACE); |
|
|
1558 | type &= ~AT_CHAOS; |
|
|
1559 | } |
|
|
1560 | |
|
|
1561 | /* Holyword is really an attacktype modifier (like magic is). If |
|
|
1562 | * holyword is part of an attacktype, then make sure the creature is |
|
|
1563 | * a proper match, otherwise no damage. |
|
|
1564 | */ |
|
|
1565 | if (type & AT_HOLYWORD) |
|
|
1566 | { |
|
|
1567 | object *god; |
|
|
1568 | |
|
|
1569 | if ((!hitter->slaying |
|
|
1570 | || (!(op->race && hitter->slaying.contains (op->race)) |
|
|
1571 | && !(op->name && hitter->slaying.contains (op->name)))) |
|
|
1572 | && (!QUERY_FLAG (op, FLAG_UNDEAD) |
|
|
1573 | || (hitter->title |
|
|
1574 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1575 | && god->race.contains (shstr_undead)))) |
|
|
1576 | return 0; |
|
|
1577 | } |
|
|
1578 | |
|
|
1579 | maxattacktype = type; /* initialise this to something */ |
|
|
1580 | for_all_bits_sparse_32 (type, attacknum) |
|
|
1581 | { |
|
|
1582 | uint32_t attacktype = 1 << attacknum; |
|
|
1583 | |
|
|
1584 | /* Magic isn't really a true attack type - it gets combined with other |
|
|
1585 | * attack types. As such, skip it over. However, if magic is |
|
|
1586 | * the only attacktype in the group, then still attack with it |
|
|
1587 | */ |
|
|
1588 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1589 | continue; |
|
|
1590 | |
|
|
1591 | /* Go through and hit the player with each attacktype, one by one. |
|
|
1592 | * hit_player_attacktype only figures out the damage, doesn't inflict |
|
|
1593 | * it. It will do the appropriate action for attacktypes with |
|
|
1594 | * effects (slow, paralization, etc. |
|
|
1595 | */ |
|
|
1596 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1597 | /* the >= causes us to prefer messages from special attacks, if |
|
|
1598 | * the damage is equal. |
|
|
1599 | */ |
|
|
1600 | if (ndam >= maxdam) |
|
|
1601 | { |
|
|
1602 | maxdam = ndam; |
|
|
1603 | maxattacktype = 1 << attacknum; |
|
|
1604 | } |
|
|
1605 | } |
|
|
1606 | |
|
|
1607 | /* if this is friendly fire then do a set % of damage only |
|
|
1608 | * Note - put a check in to make sure this attack is actually |
|
|
1609 | * doing damage - otherwise, the +1 in the code below will make |
|
|
1610 | * an attack do damage before when it otherwise didn't |
|
|
1611 | */ |
|
|
1612 | friendlyfire = friendly_fire (op, hitter); |
|
|
1613 | if (friendlyfire && maxdam) |
|
|
1614 | { |
|
|
1615 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
|
|
1616 | |
|
|
1617 | #ifdef ATTACK_DEBUG |
|
|
1618 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1619 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1620 | #endif |
|
|
1621 | } |
|
|
1622 | |
|
|
1623 | if (!full_hit) |
|
|
1624 | { |
|
|
1625 | int area; |
|
|
1626 | int remainder; |
|
|
1627 | |
|
|
1628 | area = 0; |
|
|
1629 | |
|
|
1630 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
|
|
1631 | area++; |
|
|
1632 | |
|
|
1633 | assert (area > 0); |
|
|
1634 | |
|
|
1635 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1636 | value-effect */ |
|
|
1637 | remainder = 100 * (maxdam % area) / area; |
|
|
1638 | maxdam /= area; |
|
|
1639 | if (rndm (100) < remainder) |
|
|
1640 | maxdam++; |
|
|
1641 | } |
|
|
1642 | |
|
|
1643 | #ifdef ATTACK_DEBUG |
|
|
1644 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
|
|
1645 | #endif |
|
|
1646 | |
|
|
1647 | // for now, only do this for active objects, otherwise they |
|
|
1648 | // keep a refcount for a long time and I see no usefulness |
|
|
1649 | // for an non-active objetc to know its enemy. |
|
|
1650 | if (op->active) |
|
|
1651 | if (hitter->owner) |
|
|
1652 | op->enemy = hitter->owner; |
|
|
1653 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1654 | op->enemy = hitter; |
|
|
1655 | |
|
|
1656 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1657 | { |
|
|
1658 | /* The unaggressives look after themselves 8) */ |
|
|
1659 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1660 | npc_call_help (op); |
|
|
1661 | } |
|
|
1662 | |
|
|
1663 | if (magic && did_make_save (op, op->level, 0)) |
|
|
1664 | maxdam = maxdam / 2; |
|
|
1665 | |
|
|
1666 | attack_message (maxdam, maxattacktype, op, hitter); |
|
|
1667 | |
|
|
1668 | op->stats.hp -= maxdam; |
|
|
1669 | |
|
|
1670 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
|
|
1671 | if ((op->stats.hp >= 0) && |
|
|
1672 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1673 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
1674 | { |
|
|
1675 | |
|
|
1676 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
|
|
1677 | SET_FLAG (op, FLAG_RUN_AWAY); |
|
|
1678 | else |
|
|
1679 | scare_creature (op, hitter); |
|
|
1680 | } |
|
|
1681 | |
|
|
1682 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1683 | { |
|
|
1684 | if (maxdam) |
|
|
1685 | tear_down_wall (op); |
|
|
1686 | |
|
|
1687 | return maxdam; /* nothing more to do for wall */ |
|
|
1688 | } |
|
|
1689 | |
|
|
1690 | /* See if the creature has been killed */ |
|
|
1691 | rtn_kill = kill_object (op, maxdam, hitter, type); |
|
|
1692 | if (rtn_kill != -1) |
|
|
1693 | return rtn_kill; |
|
|
1694 | |
|
|
1695 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
|
|
1696 | * that before if the player was immune to ghosthit, the monster |
|
|
1697 | * remained - that is no longer the case. |
|
|
1698 | */ |
|
|
1699 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
|
|
1700 | hitter->drop_and_destroy (); |
|
|
1701 | /* Lets handle creatures that are splitting now */ |
|
|
1702 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
|
|
1703 | { |
|
|
1704 | int i; |
|
|
1705 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
|
|
1706 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1707 | object *owner = op->owner; |
|
|
1708 | |
|
|
1709 | if (!op->other_arch) |
|
|
1710 | { |
|
|
1711 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
|
|
1712 | return maxdam; |
|
|
1713 | } |
|
|
1714 | |
|
|
1715 | op->remove (); |
|
|
1716 | |
|
|
1717 | for (i = 0; i < op->stats.food; i++) |
|
|
1718 | { /* This doesn't handle op->more yet */ |
|
|
1719 | object *tmp = arch_to_object (op->other_arch); |
|
|
1720 | int j; |
|
|
1721 | |
|
|
1722 | tmp->stats.hp = op->stats.hp; |
|
|
1723 | |
|
|
1724 | if (friendly) |
|
|
1725 | { |
|
|
1726 | add_friendly_object (tmp); |
|
|
1727 | tmp->attack_movement = PETMOVE; |
|
|
1728 | |
|
|
1729 | if (owner) |
|
|
1730 | tmp->set_owner (owner); |
|
|
1731 | } |
|
|
1732 | |
|
|
1733 | if (unaggressive) |
|
|
1734 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1735 | |
|
|
1736 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1737 | |
|
|
1738 | if (j == -1) /* No spot to put this monster */ |
|
|
1739 | tmp->destroy (); |
|
|
1740 | else |
|
|
1741 | { |
|
|
1742 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
|
|
1743 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
1744 | } |
|
|
1745 | } |
|
|
1746 | |
|
|
1747 | op->destroy (); |
|
|
1748 | } |
|
|
1749 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
|
|
1750 | hitter->drop_and_destroy (); |
|
|
1751 | |
|
|
1752 | return maxdam; |
|
|
1753 | } |
|
|
1754 | |
|
|
1755 | static void |
|
|
1756 | poison_player (object *op, object *hitter, int dam) |
|
|
1757 | { |
|
|
1758 | archetype *at = archetype::find (shstr_poisoning); |
|
|
1759 | object *tmp = present_arch_in_ob (at, op); |
|
|
1760 | |
|
|
1761 | if (tmp == NULL) |
|
|
1762 | { |
|
|
1763 | if ((tmp = arch_to_object (at)) == NULL) |
|
|
1764 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
|
|
1765 | else |
|
|
1766 | { |
|
|
1767 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1768 | /* peterm: give poisoning some teeth. It should |
|
|
1769 | * be able to kill things better than it does: |
|
|
1770 | * damage should be dependent something--I choose to |
|
|
1771 | * do this: if it's a monster, the damage from the |
|
|
1772 | * poisoning goes as the level of the monster/2. |
|
|
1773 | * If anything else, goes as damage. |
|
|
1774 | */ |
|
|
1775 | |
|
|
1776 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1777 | tmp->stats.dam += hitter->level / 2; |
|
|
1778 | else |
|
|
1779 | tmp->stats.dam = dam; |
|
|
1780 | |
|
|
1781 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
|
|
1782 | if (hitter->skill && hitter->skill != tmp->skill) |
|
|
1783 | { |
|
|
1784 | tmp->skill = hitter->skill; |
|
|
1785 | } |
|
|
1786 | |
|
|
1787 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
|
|
1788 | |
|
|
1789 | if (op->type == PLAYER) |
|
|
1790 | { |
|
|
1791 | /* player looses stats, maximum is -10 of each */ |
|
|
1792 | tmp->stats.Con = max (-(dam / 4 + 1), -10); |
|
|
1793 | tmp->stats.Str = max (-(dam / 3 + 2), -10); |
|
|
1794 | tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
|
|
1795 | tmp->stats.Int = max (-(dam / 7 ), -10); |
|
|
1796 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
1797 | op->update_stats (); |
|
|
1798 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
1799 | op->play_sound (tmp->sound); |
|
|
1800 | } |
|
|
1801 | |
|
|
1802 | if (hitter->type == PLAYER) |
|
|
1803 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
|
|
1804 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
1805 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
|
|
1806 | } |
|
|
1807 | |
|
|
1808 | tmp->speed_left = 0; |
|
|
1809 | } |
|
|
1810 | else |
|
|
1811 | tmp->stats.food++; |
|
|
1812 | } |
|
|
1813 | |
|
|
1814 | static void |
|
|
1815 | slow_player (object *op, object *hitter, int dam) |
|
|
1816 | { |
|
|
1817 | archetype *at = archetype::find (shstr_slowness); |
|
|
1818 | object *tmp; |
|
|
1819 | |
|
|
1820 | if (at == NULL) |
|
|
1821 | LOG (llevError, "Can't find slowness archetype.\n"); |
|
|
1822 | |
|
|
1823 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
1824 | { |
|
|
1825 | tmp = arch_to_object (at); |
|
|
1826 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1827 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
1828 | } |
|
|
1829 | else |
|
|
1830 | tmp->stats.food++; |
|
|
1831 | |
1060 | SET_FLAG (target, FLAG_SCARED); |
1832 | SET_FLAG (tmp, FLAG_APPLIED); |
1061 | if (!target->enemy) |
1833 | tmp->speed_left = 0; |
1062 | target->enemy = owner; |
1834 | op->update_stats (); |
|
|
1835 | } |
|
|
1836 | |
|
|
1837 | void |
|
|
1838 | confuse_player (object *op, object *hitter, int dam) |
|
|
1839 | { |
|
|
1840 | object *tmp; |
|
|
1841 | int maxduration; |
|
|
1842 | |
|
|
1843 | tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
|
|
1844 | if (!tmp) |
|
|
1845 | { |
|
|
1846 | tmp = get_archetype (FORCE_NAME); |
|
|
1847 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1848 | } |
|
|
1849 | |
|
|
1850 | /* Duration added per hit and max. duration of confusion both depend |
|
|
1851 | * on the player's resistance |
|
|
1852 | */ |
|
|
1853 | tmp->speed = 0.05; |
|
|
1854 | tmp->subtype = FORCE_CONFUSION; |
|
|
1855 | tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1856 | tmp->name = shstr_confusion; |
|
|
1857 | maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1858 | |
|
|
1859 | if (tmp->duration > maxduration) |
|
|
1860 | tmp->duration = maxduration; |
|
|
1861 | |
|
|
1862 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1863 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
1864 | |
|
|
1865 | SET_FLAG (op, FLAG_CONFUSED); |
|
|
1866 | } |
|
|
1867 | |
|
|
1868 | void |
|
|
1869 | blind_player (object *op, object *hitter, int dam) |
|
|
1870 | { |
|
|
1871 | object *tmp, *owner; |
|
|
1872 | |
|
|
1873 | /* Save some work if we know it isn't going to affect the player */ |
|
|
1874 | if (op->resist[ATNR_BLIND] == 100) |
|
|
1875 | return; |
|
|
1876 | |
|
|
1877 | tmp = present_in_ob (BLINDNESS, op); |
|
|
1878 | if (!tmp) |
|
|
1879 | { |
|
|
1880 | tmp = get_archetype (shstr_blindness); |
|
|
1881 | SET_FLAG (tmp, FLAG_BLIND); |
|
|
1882 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
1883 | /* use floats so we don't lose too much precision due to rounding errors. |
|
|
1884 | * speed is a float anyways. |
|
|
1885 | */ |
|
|
1886 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
1887 | |
|
|
1888 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1889 | change_abil (op, tmp); /* Mostly to display any messages */ |
|
|
1890 | op->update_stats (); /* This takes care of some other stuff */ |
|
|
1891 | |
|
|
1892 | if (hitter->owner) |
|
|
1893 | owner = hitter->owner; |
|
|
1894 | else |
|
|
1895 | owner = hitter; |
|
|
1896 | |
|
|
1897 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
|
|
1898 | } |
|
|
1899 | tmp->stats.food += dam; |
|
|
1900 | if (tmp->stats.food > 10) |
|
|
1901 | tmp->stats.food = 10; |
|
|
1902 | } |
|
|
1903 | |
|
|
1904 | void |
|
|
1905 | paralyze_player (object *op, object *hitter, int dam) |
|
|
1906 | { |
|
|
1907 | /* This is strange stuff... someone knows for what this is |
|
|
1908 | * written? Well, i think this can and should be removed |
|
|
1909 | */ |
|
|
1910 | |
|
|
1911 | /* |
|
|
1912 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
|
|
1913 | tmp=clone_arch(PARAIMAGE); |
|
|
1914 | tmp->x=op->x,tmp->y=op->y; |
|
|
1915 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
1916 | } |
|
|
1917 | */ |
|
|
1918 | |
|
|
1919 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
|
|
1920 | float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; |
|
|
1921 | |
|
|
1922 | op->speed_left -= fabs (op->speed) * effect; |
|
|
1923 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
|
|
1924 | |
|
|
1925 | /* max number of ticks to be affected for. */ |
|
|
1926 | float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
1927 | |
|
|
1928 | if (op->speed_left < -(fabs (op->speed) * max)) |
|
|
1929 | op->speed_left = -(fabs (op->speed) * max); |
|
|
1930 | |
|
|
1931 | /* tmp->stats.food = (signed short) (max / fabs (op->speed)); */ |
|
|
1932 | } |
|
|
1933 | |
|
|
1934 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
|
|
1935 | * the computed damaged. |
|
|
1936 | */ |
|
|
1937 | static void |
|
|
1938 | deathstrike_player (object *op, object *hitter, int *dam) |
|
|
1939 | { |
|
|
1940 | /* The intention of a death attack is to kill outright things |
|
|
1941 | ** that are a lot weaker than the attacker, have a chance of killing |
|
|
1942 | ** things somewhat weaker than the caster, and no chance of |
|
|
1943 | ** killing something equal or stronger than the attacker. |
|
|
1944 | ** Also, if a deathstrike attack has a slaying, any monster |
|
|
1945 | ** whose name or race matches a comma-delimited list in the slaying |
|
|
1946 | ** field of the deathstriking object */ |
|
|
1947 | |
|
|
1948 | int atk_lev, def_lev, kill_lev; |
|
|
1949 | |
|
|
1950 | if (hitter->slaying) |
|
|
1951 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) |
|
|
1952 | || (op->race && hitter->slaying.contains (op->race)))) |
|
|
1953 | return; |
|
|
1954 | |
|
|
1955 | def_lev = op->level; |
|
|
1956 | if (def_lev < 1) |
|
|
1957 | { |
|
|
1958 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
|
|
1959 | def_lev = 1; |
|
|
1960 | } |
|
|
1961 | |
|
|
1962 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
|
|
1963 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
|
|
1964 | atk_lev, def_lev); */ |
|
|
1965 | |
|
|
1966 | if (atk_lev >= def_lev) |
|
|
1967 | { |
|
|
1968 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
|
|
1969 | |
|
|
1970 | /* Note that the below effectively means the ratio of the atk vs |
|
|
1971 | * defener level is important - if level 52 character has very little |
|
|
1972 | * chance of killing a level 50 monster. This should probably be |
|
|
1973 | * redone. |
|
|
1974 | */ |
|
|
1975 | if (kill_lev >= def_lev) |
|
|
1976 | { |
|
|
1977 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
|
|
1978 | /* I think this doesn't really do much. Because of |
|
|
1979 | * integer rounding, this only makes any difference if the |
|
|
1980 | * attack level is double the defender level. |
|
|
1981 | */ |
|
|
1982 | *dam *= kill_lev / def_lev; |
|
|
1983 | } |
|
|
1984 | } |
|
|
1985 | else |
|
|
1986 | *dam = 0; /* no harm done */ |
1063 | } |
1987 | } |
1064 | |
1988 | |
1065 | /* This returns the amount of damage hitter does to op with the |
1989 | /* This returns the amount of damage hitter does to op with the |
1066 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1990 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1067 | * This doesn't damage the player, but returns how much it should |
1991 | * This doesn't damage the player, but returns how much it should |
… | |
… | |
1092 | if (attacknum == ATNR_INTERNAL) |
2016 | if (attacknum == ATNR_INTERNAL) |
1093 | return dam; |
2017 | return dam; |
1094 | |
2018 | |
1095 | if (hitter->slaying) |
2019 | if (hitter->slaying) |
1096 | { |
2020 | { |
1097 | if ((op->race && strstr (hitter->slaying, op->race)) |
2021 | if ((op->race && hitter->slaying.contains (op->race)) |
1098 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
2022 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
1099 | { |
2023 | { |
1100 | doesnt_slay = 0; |
2024 | doesnt_slay = 0; |
1101 | dam *= 3; |
2025 | dam *= 3; |
1102 | } |
2026 | } |
1103 | } |
2027 | } |
… | |
… | |
1149 | case ATNR_BLIND: |
2073 | case ATNR_BLIND: |
1150 | { |
2074 | { |
1151 | /* chance for inflicting a special attack depends on the |
2075 | /* chance for inflicting a special attack depends on the |
1152 | * difference between attacker's and defender's level |
2076 | * difference between attacker's and defender's level |
1153 | */ |
2077 | */ |
1154 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
2078 | int level_diff = min (110, max (0, op->level - hitter->level)); |
1155 | |
2079 | |
1156 | /* First, only creatures/players with speed can be affected. |
2080 | /* First, only creatures/players with speed can be affected. |
1157 | * Second, just getting hit doesn't mean it always affects |
2081 | * Second, just getting hit doesn't mean it always affects |
1158 | * you. Third, you still get a saving through against the |
2082 | * you. Third, you still get a saving through against the |
1159 | * effect. |
2083 | * effect. |
1160 | */ |
2084 | */ |
1161 | if (op->speed && |
2085 | if (op->has_active_speed () |
1162 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
2086 | && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
|
|
2087 | && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) |
1163 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
2088 | && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1164 | { |
2089 | { |
1165 | |
2090 | |
1166 | /* Player has been hit by something */ |
2091 | /* Player has been hit by something */ |
1167 | if (attacknum == ATNR_CONFUSION) |
2092 | if (attacknum == ATNR_CONFUSION) |
1168 | confuse_player (op, hitter, dam); |
2093 | confuse_player (op, hitter, dam); |
… | |
… | |
1216 | |
2141 | |
1217 | /* High damage acid has better chance of corroding |
2142 | /* High damage acid has better chance of corroding |
1218 | objects */ |
2143 | objects */ |
1219 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
2144 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1220 | { |
2145 | { |
1221 | if (op->type == PLAYER) |
|
|
1222 | /* Make this more visible */ |
|
|
1223 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
|
|
1224 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1225 | flag = 1; |
2146 | flag = 1; |
1226 | tmp->magic--; |
2147 | tmp->magic--; |
1227 | if (op->type == PLAYER) |
2148 | |
1228 | esrv_send_item (op, tmp); |
2149 | if (object *pl = tmp->visible_to ()) |
|
|
2150 | { |
|
|
2151 | /* Make this more visible */ |
|
|
2152 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
|
|
2153 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
2154 | |
|
|
2155 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
|
|
2156 | } |
1229 | } |
2157 | } |
1230 | } |
2158 | } |
1231 | |
2159 | |
1232 | if (flag) |
2160 | if (flag) |
1233 | op->update_stats (); /* Something was corroded */ |
2161 | op->update_stats (); /* Something was corroded */ |
… | |
… | |
1302 | object *god = find_god (determine_god (owner)); |
2230 | object *god = find_god (determine_god (owner)); |
1303 | int div = 1; |
2231 | int div = 1; |
1304 | |
2232 | |
1305 | /* if undead are not an enemy of your god, you turn them |
2233 | /* if undead are not an enemy of your god, you turn them |
1306 | * at half strength */ |
2234 | * at half strength */ |
1307 | if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) |
2235 | if (!god || !god->slaying.contains (shstr_undead)) |
1308 | div = 2; |
2236 | div = 2; |
1309 | |
2237 | |
1310 | /* Give a bonus if you resist turn undead */ |
2238 | /* Give a bonus if you resist turn undead */ |
1311 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2239 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1312 | scare_creature (op, owner); |
2240 | scare_creature (op, owner); |
… | |
… | |
1384 | } |
2312 | } |
1385 | |
2313 | |
1386 | return dam; |
2314 | return dam; |
1387 | } |
2315 | } |
1388 | |
2316 | |
1389 | /* GROS: This code comes from hit_player. It has been made external to |
|
|
1390 | * allow script procedures to "kill" objects in a combat-like fashion. |
|
|
1391 | * It was initially used by (kill-object) developed for the Collector's |
|
|
1392 | * Sword. Note that nothing has been changed from the original version |
|
|
1393 | * of the following code. |
|
|
1394 | * op is what is being killed. |
|
|
1395 | * dam is the damage done to it. |
|
|
1396 | * hitter is what is hitting it. |
|
|
1397 | * type is the attacktype. |
|
|
1398 | * |
|
|
1399 | * This function was a bit of a mess with hitter getting changed, |
|
|
1400 | * values being stored away but not used, etc. I've cleaned it up |
|
|
1401 | * a bit - I think it should be functionally equivalant. |
|
|
1402 | * MSW 2002-07-17 |
|
|
1403 | */ |
|
|
1404 | int |
|
|
1405 | kill_object (object *op, int dam, object *hitter, int type) |
|
|
1406 | { |
|
|
1407 | char buf[MAX_BUF]; |
|
|
1408 | const char *skill; |
|
|
1409 | int maxdam = 0; |
|
|
1410 | int battleg = 0; /* true if op standing on battleground */ |
|
|
1411 | int pk = 0; /* true if op and what controls hitter are both players */ |
|
|
1412 | object *owner = 0; |
|
|
1413 | object *skop = 0; |
|
|
1414 | |
|
|
1415 | if (op->stats.hp >= 0) |
|
|
1416 | return -1; |
|
|
1417 | |
|
|
1418 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
|
|
1419 | return 0; |
|
|
1420 | |
|
|
1421 | /* maxdam needs to be the amount of damage it took to kill |
|
|
1422 | * this creature. The function(s) that call us have already |
|
|
1423 | * adjusted the creatures HP total, so that is negative. |
|
|
1424 | */ |
|
|
1425 | maxdam = dam + op->stats.hp + 1; |
|
|
1426 | |
|
|
1427 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
|
|
1428 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
|
|
1429 | |
|
|
1430 | if (op->type == DOOR) |
|
|
1431 | { |
|
|
1432 | op->set_speed (0.1f); |
|
|
1433 | op->speed_left = -0.05f; |
|
|
1434 | return maxdam; |
|
|
1435 | } |
|
|
1436 | |
|
|
1437 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
|
|
1438 | { |
|
|
1439 | op->destroy (); |
|
|
1440 | return maxdam; |
|
|
1441 | } |
|
|
1442 | |
|
|
1443 | /* Now lets start dealing with experience we get for killing something */ |
|
|
1444 | |
|
|
1445 | owner = hitter->owner; |
|
|
1446 | if (!owner) |
|
|
1447 | owner = hitter; |
|
|
1448 | |
|
|
1449 | /* is the victim (op) standing on battleground? */ |
|
|
1450 | if (op_on_battleground (op, NULL, NULL)) |
|
|
1451 | battleg = 1; |
|
|
1452 | |
|
|
1453 | /* is this player killing? */ |
|
|
1454 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1455 | pk = 1; |
|
|
1456 | |
|
|
1457 | /* Player killed something */ |
|
|
1458 | if (owner->type == PLAYER) |
|
|
1459 | { |
|
|
1460 | Log_Kill (owner->name, |
|
|
1461 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1462 | |
|
|
1463 | /* Log players killing other players - makes it easier to detect |
|
|
1464 | * and filter out malicious player killers - that is why the |
|
|
1465 | * ip address is included. |
|
|
1466 | */ |
|
|
1467 | if (op->type == PLAYER && !battleg) |
|
|
1468 | { |
|
|
1469 | time_t t = time (NULL); |
|
|
1470 | struct tm *tmv; |
|
|
1471 | char buf[256]; |
|
|
1472 | |
|
|
1473 | tmv = localtime (&t); |
|
|
1474 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
|
|
1475 | |
|
|
1476 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
|
|
1477 | } |
|
|
1478 | |
|
|
1479 | /* try to filter some things out - basically, if you are |
|
|
1480 | * killing a level 1 creature and your level 20, you |
|
|
1481 | * probably don't want to see that. |
|
|
1482 | */ |
|
|
1483 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1484 | { |
|
|
1485 | if (owner != hitter) |
|
|
1486 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
|
|
1487 | else |
|
|
1488 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
|
|
1489 | |
|
|
1490 | /* Only play sounds for melee kills */ |
|
|
1491 | if (hitter->type == PLAYER) |
|
|
1492 | owner->play_sound (sound_find ("player_kills")); |
|
|
1493 | } |
|
|
1494 | |
|
|
1495 | /* If a player kills another player, not on |
|
|
1496 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1497 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1498 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1499 | * player that the object belonged to - so if you killed another player |
|
|
1500 | * with spells, pets, whatever, there was no penalty. |
|
|
1501 | * Changed to make luck penalty configurable in settings. |
|
|
1502 | */ |
|
|
1503 | if (op->type == PLAYER && owner != op && !battleg) |
|
|
1504 | owner->change_luck (-settings.pk_luck_penalty); |
|
|
1505 | |
|
|
1506 | /* This code below deals with finding the appropriate skill |
|
|
1507 | * to credit exp to. This is a bit problematic - we should |
|
|
1508 | * probably never really have to look at current_weapon->skill |
|
|
1509 | */ |
|
|
1510 | skill = 0; |
|
|
1511 | |
|
|
1512 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1513 | skill = hitter->skill; |
|
|
1514 | else if (owner->chosen_skill) |
|
|
1515 | { |
|
|
1516 | skop = owner->chosen_skill; |
|
|
1517 | skill = skop->skill; |
|
|
1518 | } |
|
|
1519 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
|
|
1520 | skill = owner->current_weapon->skill; |
|
|
1521 | else |
|
|
1522 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
|
|
1523 | |
|
|
1524 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1525 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1526 | */ |
|
|
1527 | if ((!skop || skop->type != SKILL) && skill) |
|
|
1528 | { |
|
|
1529 | int i; |
|
|
1530 | |
|
|
1531 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1532 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1533 | { |
|
|
1534 | skop = owner->contr->last_skill_ob[i]; |
|
|
1535 | break; |
|
|
1536 | } |
|
|
1537 | } |
|
|
1538 | } /* Was it a player that hit somethign */ |
|
|
1539 | else |
|
|
1540 | skill = 0; |
|
|
1541 | |
|
|
1542 | /* Pet (or spell) killed something. */ |
|
|
1543 | if (owner != hitter) |
|
|
1544 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1545 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1546 | else |
|
|
1547 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1548 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1549 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1550 | |
|
|
1551 | /* These may have been set in the player code section above */ |
|
|
1552 | if (!skop) |
|
|
1553 | skop = hitter->chosen_skill; |
|
|
1554 | |
|
|
1555 | if (!skill && skop) |
|
|
1556 | skill = skop->skill; |
|
|
1557 | |
|
|
1558 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1559 | |
|
|
1560 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1561 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1562 | { |
|
|
1563 | int exp; |
|
|
1564 | |
|
|
1565 | /* Really don't give much experience for killing other players */ |
|
|
1566 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
|
|
1567 | if (op->type == PLAYER) |
|
|
1568 | { |
|
|
1569 | if (battleg) |
|
|
1570 | { |
|
|
1571 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1572 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
|
|
1573 | } |
|
|
1574 | else |
|
|
1575 | exp = op->stats.exp / 1000; |
|
|
1576 | } |
|
|
1577 | else |
|
|
1578 | exp = calc_skill_exp (owner, op, skop); |
|
|
1579 | |
|
|
1580 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1581 | * exp by killing him |
|
|
1582 | */ |
|
|
1583 | if (battleg) |
|
|
1584 | exp = 0; |
|
|
1585 | |
|
|
1586 | /* Don't know why this is set this way - doesn't make |
|
|
1587 | * sense to just divide everything by two for no reason. |
|
|
1588 | */ |
|
|
1589 | |
|
|
1590 | if (!settings.simple_exp) |
|
|
1591 | exp = exp / 2; |
|
|
1592 | |
|
|
1593 | if (owner->type != PLAYER || owner->contr->party == NULL) |
|
|
1594 | change_exp (owner, exp, skill, 0); |
|
|
1595 | else |
|
|
1596 | { |
|
|
1597 | int shares = 0, count = 0; |
|
|
1598 | partylist *party = owner->contr->party; |
|
|
1599 | |
|
|
1600 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
|
|
1601 | |
|
|
1602 | for_all_players (pl) |
|
|
1603 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1604 | { |
|
|
1605 | count++; |
|
|
1606 | shares += (pl->ob->level + 4); |
|
|
1607 | } |
|
|
1608 | |
|
|
1609 | if (count == 1 || shares > exp || !shares) |
|
|
1610 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1611 | else |
|
|
1612 | { |
|
|
1613 | int share = exp / shares, given = 0, nexp; |
|
|
1614 | |
|
|
1615 | for_all_players (pl) |
|
|
1616 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1617 | { |
|
|
1618 | nexp = (pl->ob->level + 4) * share; |
|
|
1619 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1620 | given += nexp; |
|
|
1621 | } |
|
|
1622 | |
|
|
1623 | exp -= given; |
|
|
1624 | /* give any remainder to the player */ |
|
|
1625 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
|
|
1626 | } |
|
|
1627 | } /* else part of a party */ |
|
|
1628 | } /* end if person didn't kill himself */ |
|
|
1629 | |
|
|
1630 | if (op->type != PLAYER) |
|
|
1631 | { |
|
|
1632 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
|
|
1633 | { |
|
|
1634 | object *owner1 = op->owner; |
|
|
1635 | |
|
|
1636 | if (owner1 && owner1->type == PLAYER) |
|
|
1637 | { |
|
|
1638 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
|
|
1639 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1640 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
|
|
1641 | } |
|
|
1642 | |
|
|
1643 | remove_friendly_object (op); |
|
|
1644 | } |
|
|
1645 | |
|
|
1646 | op->destroy (); |
|
|
1647 | } |
|
|
1648 | else |
|
|
1649 | { |
|
|
1650 | /* Player has been killed! */ |
|
|
1651 | if (owner->type == PLAYER) |
|
|
1652 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
|
|
1653 | else |
|
|
1654 | assign (op->contr->killer, hitter->name); |
|
|
1655 | } |
|
|
1656 | |
|
|
1657 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
|
|
1658 | * continues in the calling function. |
|
|
1659 | */ |
|
|
1660 | return maxdam; |
|
|
1661 | } |
|
|
1662 | |
|
|
1663 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
|
|
1664 | * Returns 0 this is not friendly fire |
|
|
1665 | */ |
|
|
1666 | int |
|
|
1667 | friendly_fire (object *op, object *hitter) |
|
|
1668 | { |
|
|
1669 | object *owner; |
|
|
1670 | int friendlyfire; |
|
|
1671 | |
|
|
1672 | if (hitter->head) |
|
|
1673 | hitter = hitter->head; |
|
|
1674 | |
|
|
1675 | friendlyfire = 0; |
|
|
1676 | |
|
|
1677 | if (op->type == PLAYER) |
|
|
1678 | { |
|
|
1679 | if (op_on_battleground (hitter, 0, 0)) |
|
|
1680 | return 0; |
|
|
1681 | |
|
|
1682 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
|
|
1683 | return 1; |
|
|
1684 | |
|
|
1685 | if ((owner = hitter->owner) != NULL) |
|
|
1686 | { |
|
|
1687 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
|
|
1688 | friendlyfire = 2; |
|
|
1689 | } |
|
|
1690 | |
|
|
1691 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1692 | friendlyfire = 0; |
|
|
1693 | } |
|
|
1694 | |
|
|
1695 | return friendlyfire; |
|
|
1696 | } |
|
|
1697 | |
|
|
1698 | /* This isn't used just for players, but in fact most objects. |
|
|
1699 | * op is the object to be hit, dam is the amount of damage, hitter |
|
|
1700 | * is what is hitting the object, type is the attacktype, and |
|
|
1701 | * full_hit is set if monster area does not matter. |
|
|
1702 | * dam is base damage - protections/vulnerabilities/slaying matches can |
|
|
1703 | * modify it. |
|
|
1704 | */ |
|
|
1705 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
|
|
1706 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
|
|
1707 | int |
|
|
1708 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
|
|
1709 | { |
|
|
1710 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
|
|
1711 | int maxattacktype, attacknum; |
|
|
1712 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1713 | int simple_attack; |
|
|
1714 | int rtn_kill = 0; |
|
|
1715 | int friendlyfire; |
|
|
1716 | |
|
|
1717 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1718 | return 0; |
|
|
1719 | |
|
|
1720 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1721 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1722 | return 0; |
|
|
1723 | |
|
|
1724 | // only allow pk for hostile players |
|
|
1725 | if (op->type == PLAYER) |
|
|
1726 | { |
|
|
1727 | object *owner = hitter->owner; |
|
|
1728 | |
|
|
1729 | if (!owner) |
|
|
1730 | owner = hitter; |
|
|
1731 | |
|
|
1732 | if (owner->type == PLAYER |
|
|
1733 | && (!op_on_battleground (op, 0, 0) |
|
|
1734 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1735 | && op != owner) |
|
|
1736 | return 0; |
|
|
1737 | } |
|
|
1738 | |
|
|
1739 | if (body_attack) |
|
|
1740 | { |
|
|
1741 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1742 | * return - we still need to process other attacks the spell still |
|
|
1743 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1744 | * and keep on processing if we have other attacktypes. |
|
|
1745 | * return if only magic or nothing is left - under normal code |
|
|
1746 | * we don't attack with pure magic if there is another attacktype. |
|
|
1747 | * Only do processing if the initial attacktype includes one of those |
|
|
1748 | * attack so we don't cancel out things like magic bullet. |
|
|
1749 | */ |
|
|
1750 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1751 | { |
|
|
1752 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1753 | |
|
|
1754 | if (!type || type == AT_MAGIC) |
|
|
1755 | return 0; |
|
|
1756 | } |
|
|
1757 | } |
|
|
1758 | |
|
|
1759 | if (!simple_attack && op->type == DOOR) |
|
|
1760 | { |
|
|
1761 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1762 | if (tmp->type == RUNE || tmp->type == TRAP) |
|
|
1763 | { |
|
|
1764 | spring_trap (tmp, hitter); |
|
|
1765 | |
|
|
1766 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
1767 | return 0; |
|
|
1768 | |
|
|
1769 | break; |
|
|
1770 | } |
|
|
1771 | } |
|
|
1772 | |
|
|
1773 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
|
|
1774 | { |
|
|
1775 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1776 | * destroyed() check above doesn't return, and might get here. |
|
|
1777 | */ |
|
|
1778 | |
|
|
1779 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1780 | gets it's speed_left raised on each mover-tick. |
|
|
1781 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1782 | and waiting for that to run out. |
|
|
1783 | */ |
|
|
1784 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
|
|
1785 | return 0; |
|
|
1786 | } |
|
|
1787 | |
|
|
1788 | #ifdef ATTACK_DEBUG |
|
|
1789 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1790 | #endif |
|
|
1791 | |
|
|
1792 | if (magic) |
|
|
1793 | { |
|
|
1794 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1795 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1796 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
|
|
1797 | if (dam >= 100) |
|
|
1798 | dam /= 100; |
|
|
1799 | else |
|
|
1800 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
|
|
1801 | } |
|
|
1802 | |
|
|
1803 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
|
|
1804 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
|
|
1805 | */ |
|
|
1806 | if (type & AT_CHAOS) |
|
|
1807 | { |
|
|
1808 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
|
|
1809 | update_object (op, UP_OBJ_FACE); |
|
|
1810 | type &= ~AT_CHAOS; |
|
|
1811 | } |
|
|
1812 | |
|
|
1813 | /* Holyword is really an attacktype modifier (like magic is). If |
|
|
1814 | * holyword is part of an attacktype, then make sure the creature is |
|
|
1815 | * a proper match, otherwise no damage. |
|
|
1816 | */ |
|
|
1817 | if (type & AT_HOLYWORD) |
|
|
1818 | { |
|
|
1819 | object *god; |
|
|
1820 | |
|
|
1821 | if ((!hitter->slaying || |
|
|
1822 | (!(op->race && strstr (hitter->slaying, op->race)) && |
|
|
1823 | !(op->name && strstr (hitter->slaying, op->name)))) && |
|
|
1824 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
|
|
1825 | (hitter->title != NULL |
|
|
1826 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) |
|
|
1827 | return 0; |
|
|
1828 | } |
|
|
1829 | |
|
|
1830 | maxattacktype = type; /* initialise this to something */ |
|
|
1831 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
|
|
1832 | { |
|
|
1833 | /* Magic isn't really a true attack type - it gets combined with other |
|
|
1834 | * attack types. As such, skip it over. However, if magic is |
|
|
1835 | * the only attacktype in the group, then still attack with it |
|
|
1836 | */ |
|
|
1837 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1838 | continue; |
|
|
1839 | |
|
|
1840 | /* Go through and hit the player with each attacktype, one by one. |
|
|
1841 | * hit_player_attacktype only figures out the damage, doesn't inflict |
|
|
1842 | * it. It will do the appropriate action for attacktypes with |
|
|
1843 | * effects (slow, paralization, etc. |
|
|
1844 | */ |
|
|
1845 | if (type & attacktype) |
|
|
1846 | { |
|
|
1847 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1848 | /* the >= causes us to prefer messages from special attacks, if |
|
|
1849 | * the damage is equal. |
|
|
1850 | */ |
|
|
1851 | if (ndam >= maxdam) |
|
|
1852 | { |
|
|
1853 | maxdam = ndam; |
|
|
1854 | maxattacktype = 1 << attacknum; |
|
|
1855 | } |
|
|
1856 | } |
|
|
1857 | } |
|
|
1858 | |
|
|
1859 | /* if this is friendly fire then do a set % of damage only |
|
|
1860 | * Note - put a check in to make sure this attack is actually |
|
|
1861 | * doing damage - otherwise, the +1 in the code below will make |
|
|
1862 | * an attack do damage before when it otherwise didn't |
|
|
1863 | */ |
|
|
1864 | friendlyfire = friendly_fire (op, hitter); |
|
|
1865 | if (friendlyfire && maxdam) |
|
|
1866 | { |
|
|
1867 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
|
|
1868 | |
|
|
1869 | #ifdef ATTACK_DEBUG |
|
|
1870 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1871 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1872 | #endif |
|
|
1873 | } |
|
|
1874 | |
|
|
1875 | if (!full_hit) |
|
|
1876 | { |
|
|
1877 | int area; |
|
|
1878 | int remainder; |
|
|
1879 | |
|
|
1880 | area = 0; |
|
|
1881 | |
|
|
1882 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
|
|
1883 | area++; |
|
|
1884 | |
|
|
1885 | assert (area > 0); |
|
|
1886 | |
|
|
1887 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1888 | value-effect */ |
|
|
1889 | remainder = 100 * (maxdam % area) / area; |
|
|
1890 | maxdam /= area; |
|
|
1891 | if (rndm (100) < remainder) |
|
|
1892 | maxdam++; |
|
|
1893 | } |
|
|
1894 | |
|
|
1895 | #ifdef ATTACK_DEBUG |
|
|
1896 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
|
|
1897 | #endif |
|
|
1898 | |
|
|
1899 | // for now, only do this for active objects, otherwise they |
|
|
1900 | // keep a refcount for a long time and I see no usefulness |
|
|
1901 | // for an non-active objetc to know its enemy. |
|
|
1902 | if (op->active) |
|
|
1903 | if (hitter->owner) |
|
|
1904 | op->enemy = hitter->owner; |
|
|
1905 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1906 | op->enemy = hitter; |
|
|
1907 | |
|
|
1908 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1909 | { |
|
|
1910 | /* The unaggressives look after themselves 8) */ |
|
|
1911 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1912 | npc_call_help (op); |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | if (magic && did_make_save (op, op->level, 0)) |
|
|
1916 | maxdam = maxdam / 2; |
|
|
1917 | |
|
|
1918 | attack_message (maxdam, maxattacktype, op, hitter); |
|
|
1919 | |
|
|
1920 | op->stats.hp -= maxdam; |
|
|
1921 | |
|
|
1922 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
|
|
1923 | if ((op->stats.hp >= 0) && |
|
|
1924 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1925 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
1926 | { |
|
|
1927 | |
|
|
1928 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
|
|
1929 | SET_FLAG (op, FLAG_RUN_AWAY); |
|
|
1930 | else |
|
|
1931 | scare_creature (op, hitter); |
|
|
1932 | } |
|
|
1933 | |
|
|
1934 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1935 | { |
|
|
1936 | if (maxdam) |
|
|
1937 | tear_down_wall (op); |
|
|
1938 | |
|
|
1939 | return maxdam; /* nothing more to do for wall */ |
|
|
1940 | } |
|
|
1941 | |
|
|
1942 | /* See if the creature has been killed */ |
|
|
1943 | rtn_kill = kill_object (op, maxdam, hitter, type); |
|
|
1944 | if (rtn_kill != -1) |
|
|
1945 | return rtn_kill; |
|
|
1946 | |
|
|
1947 | |
|
|
1948 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
|
|
1949 | * that before if the player was immune to ghosthit, the monster |
|
|
1950 | * remained - that is no longer the case. |
|
|
1951 | */ |
|
|
1952 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
|
|
1953 | hitter->destroy (); |
|
|
1954 | |
|
|
1955 | /* Lets handle creatures that are splitting now */ |
|
|
1956 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
|
|
1957 | { |
|
|
1958 | int i; |
|
|
1959 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
|
|
1960 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1961 | object *owner = op->owner; |
|
|
1962 | |
|
|
1963 | if (!op->other_arch) |
|
|
1964 | { |
|
|
1965 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
|
|
1966 | return maxdam; |
|
|
1967 | } |
|
|
1968 | |
|
|
1969 | op->remove (); |
|
|
1970 | |
|
|
1971 | for (i = 0; i < op->stats.food; i++) |
|
|
1972 | { /* This doesn't handle op->more yet */ |
|
|
1973 | object *tmp = arch_to_object (op->other_arch); |
|
|
1974 | int j; |
|
|
1975 | |
|
|
1976 | tmp->stats.hp = op->stats.hp; |
|
|
1977 | |
|
|
1978 | if (friendly) |
|
|
1979 | { |
|
|
1980 | add_friendly_object (tmp); |
|
|
1981 | tmp->attack_movement = PETMOVE; |
|
|
1982 | |
|
|
1983 | if (owner) |
|
|
1984 | tmp->set_owner (owner); |
|
|
1985 | } |
|
|
1986 | |
|
|
1987 | if (unaggressive) |
|
|
1988 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1989 | |
|
|
1990 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1991 | |
|
|
1992 | if (j == -1) /* No spot to put this monster */ |
|
|
1993 | tmp->destroy (); |
|
|
1994 | else |
|
|
1995 | { |
|
|
1996 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
|
|
1997 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
1998 | } |
|
|
1999 | } |
|
|
2000 | |
|
|
2001 | op->destroy (); |
|
|
2002 | } |
|
|
2003 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
|
|
2004 | hitter->destroy (); |
|
|
2005 | |
|
|
2006 | return maxdam; |
|
|
2007 | } |
|
|
2008 | |
|
|
2009 | void |
|
|
2010 | poison_player (object *op, object *hitter, int dam) |
|
|
2011 | { |
|
|
2012 | archetype *at = archetype::find ("poisoning"); |
|
|
2013 | object *tmp = present_arch_in_ob (at, op); |
|
|
2014 | |
|
|
2015 | if (tmp == NULL) |
|
|
2016 | { |
|
|
2017 | if ((tmp = arch_to_object (at)) == NULL) |
|
|
2018 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
|
|
2019 | else |
|
|
2020 | { |
|
|
2021 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2022 | /* peterm: give poisoning some teeth. It should |
|
|
2023 | * be able to kill things better than it does: |
|
|
2024 | * damage should be dependent something--I choose to |
|
|
2025 | * do this: if it's a monster, the damage from the |
|
|
2026 | * poisoning goes as the level of the monster/2. |
|
|
2027 | * If anything else, goes as damage. |
|
|
2028 | */ |
|
|
2029 | |
|
|
2030 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2031 | tmp->stats.dam += hitter->level / 2; |
|
|
2032 | else |
|
|
2033 | tmp->stats.dam = dam; |
|
|
2034 | |
|
|
2035 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
|
|
2036 | if (hitter->skill && hitter->skill != tmp->skill) |
|
|
2037 | { |
|
|
2038 | tmp->skill = hitter->skill; |
|
|
2039 | } |
|
|
2040 | |
|
|
2041 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
|
|
2042 | |
|
|
2043 | if (op->type == PLAYER) |
|
|
2044 | { |
|
|
2045 | /* player looses stats, maximum is -10 of each */ |
|
|
2046 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
|
|
2047 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
|
|
2048 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
|
|
2049 | tmp->stats.Int = MAX (-dam / 7, -10); |
|
|
2050 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2051 | op->update_stats (); |
|
|
2052 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2053 | op->play_sound (tmp->sound); |
|
|
2054 | } |
|
|
2055 | |
|
|
2056 | if (hitter->type == PLAYER) |
|
|
2057 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
|
|
2058 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
2059 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
|
|
2060 | } |
|
|
2061 | |
|
|
2062 | tmp->speed_left = 0; |
|
|
2063 | } |
|
|
2064 | else |
|
|
2065 | tmp->stats.food++; |
|
|
2066 | } |
|
|
2067 | |
|
|
2068 | void |
|
|
2069 | slow_player (object *op, object *hitter, int dam) |
|
|
2070 | { |
|
|
2071 | archetype *at = archetype::find ("slowness"); |
|
|
2072 | object *tmp; |
|
|
2073 | |
|
|
2074 | if (at == NULL) |
|
|
2075 | LOG (llevError, "Can't find slowness archetype.\n"); |
|
|
2076 | |
|
|
2077 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
2078 | { |
|
|
2079 | tmp = arch_to_object (at); |
|
|
2080 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2081 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
2082 | } |
|
|
2083 | else |
|
|
2084 | tmp->stats.food++; |
|
|
2085 | |
|
|
2086 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2087 | tmp->speed_left = 0; |
|
|
2088 | op->update_stats (); |
|
|
2089 | } |
|
|
2090 | |
|
|
2091 | void |
|
|
2092 | confuse_player (object *op, object *hitter, int dam) |
|
|
2093 | { |
|
|
2094 | object *tmp; |
|
|
2095 | int maxduration; |
|
|
2096 | |
|
|
2097 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
|
|
2098 | if (!tmp) |
|
|
2099 | { |
|
|
2100 | tmp = get_archetype (FORCE_NAME); |
|
|
2101 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2102 | } |
|
|
2103 | |
|
|
2104 | /* Duration added per hit and max. duration of confusion both depend |
|
|
2105 | * on the player's resistance |
|
|
2106 | */ |
|
|
2107 | tmp->speed = 0.05; |
|
|
2108 | tmp->subtype = FORCE_CONFUSION; |
|
|
2109 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2110 | tmp->name = "confusion"; |
|
|
2111 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2112 | |
|
|
2113 | if (tmp->duration > maxduration) |
|
|
2114 | tmp->duration = maxduration; |
|
|
2115 | |
|
|
2116 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
2117 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2118 | |
|
|
2119 | SET_FLAG (op, FLAG_CONFUSED); |
|
|
2120 | } |
|
|
2121 | |
|
|
2122 | void |
|
|
2123 | blind_player (object *op, object *hitter, int dam) |
|
|
2124 | { |
|
|
2125 | object *tmp, *owner; |
|
|
2126 | |
|
|
2127 | /* Save some work if we know it isn't going to affect the player */ |
|
|
2128 | if (op->resist[ATNR_BLIND] == 100) |
|
|
2129 | return; |
|
|
2130 | |
|
|
2131 | tmp = present_in_ob (BLINDNESS, op); |
|
|
2132 | if (!tmp) |
|
|
2133 | { |
|
|
2134 | tmp = get_archetype ("blindness"); |
|
|
2135 | SET_FLAG (tmp, FLAG_BLIND); |
|
|
2136 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2137 | /* use floats so we don't lose too much precision due to rounding errors. |
|
|
2138 | * speed is a float anyways. |
|
|
2139 | */ |
|
|
2140 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
2141 | |
|
|
2142 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2143 | change_abil (op, tmp); /* Mostly to display any messages */ |
|
|
2144 | op->update_stats (); /* This takes care of some other stuff */ |
|
|
2145 | |
|
|
2146 | if (hitter->owner) |
|
|
2147 | owner = hitter->owner; |
|
|
2148 | else |
|
|
2149 | owner = hitter; |
|
|
2150 | |
|
|
2151 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
|
|
2152 | } |
|
|
2153 | tmp->stats.food += dam; |
|
|
2154 | if (tmp->stats.food > 10) |
|
|
2155 | tmp->stats.food = 10; |
|
|
2156 | } |
|
|
2157 | |
|
|
2158 | void |
|
|
2159 | paralyze_player (object *op, object *hitter, int dam) |
|
|
2160 | { |
|
|
2161 | float effect, max; |
|
|
2162 | |
|
|
2163 | /* object *tmp; */ |
|
|
2164 | |
|
|
2165 | /* This is strange stuff... someone knows for what this is |
|
|
2166 | * written? Well, i think this can and should be removed |
|
|
2167 | */ |
|
|
2168 | |
|
|
2169 | /* |
|
|
2170 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
|
|
2171 | tmp=clone_arch(PARAIMAGE); |
|
|
2172 | tmp->x=op->x,tmp->y=op->y; |
|
|
2173 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
2174 | } |
|
|
2175 | */ |
|
|
2176 | |
|
|
2177 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
|
|
2178 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
|
|
2179 | |
|
|
2180 | if (effect == 0) |
|
|
2181 | return; |
|
|
2182 | |
|
|
2183 | op->speed_left -= FABS (op->speed) * effect; |
|
|
2184 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
|
|
2185 | |
|
|
2186 | /* max number of ticks to be affected for. */ |
|
|
2187 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
2188 | if (op->speed_left < -(FABS (op->speed) * max)) |
|
|
2189 | op->speed_left = (float) -(FABS (op->speed) * max); |
|
|
2190 | |
|
|
2191 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
|
|
2192 | } |
|
|
2193 | |
|
|
2194 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
|
|
2195 | * the computed damaged. |
|
|
2196 | */ |
|
|
2197 | void |
|
|
2198 | deathstrike_player (object *op, object *hitter, int *dam) |
|
|
2199 | { |
|
|
2200 | /* The intention of a death attack is to kill outright things |
|
|
2201 | ** that are a lot weaker than the attacker, have a chance of killing |
|
|
2202 | ** things somewhat weaker than the caster, and no chance of |
|
|
2203 | ** killing something equal or stronger than the attacker. |
|
|
2204 | ** Also, if a deathstrike attack has a slaying, any monster |
|
|
2205 | ** whose name or race matches a comma-delimited list in the slaying |
|
|
2206 | ** field of the deathstriking object */ |
|
|
2207 | |
|
|
2208 | int atk_lev, def_lev, kill_lev; |
|
|
2209 | |
|
|
2210 | if (hitter->slaying) |
|
|
2211 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) |
|
|
2212 | return; |
|
|
2213 | |
|
|
2214 | def_lev = op->level; |
|
|
2215 | if (def_lev < 1) |
|
|
2216 | { |
|
|
2217 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); |
|
|
2218 | def_lev = 1; |
|
|
2219 | } |
|
|
2220 | |
|
|
2221 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
|
|
2222 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
|
|
2223 | atk_lev, def_lev); */ |
|
|
2224 | |
|
|
2225 | if (atk_lev >= def_lev) |
|
|
2226 | { |
|
|
2227 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
|
|
2228 | |
|
|
2229 | /* Note that the below effectively means the ratio of the atk vs |
|
|
2230 | * defener level is important - if level 52 character has very little |
|
|
2231 | * chance of killing a level 50 monster. This should probably be |
|
|
2232 | * redone. |
|
|
2233 | */ |
|
|
2234 | if (kill_lev >= def_lev) |
|
|
2235 | { |
|
|
2236 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
|
|
2237 | /* I think this doesn't really do much. Because of |
|
|
2238 | * integer rounding, this only makes any difference if the |
|
|
2239 | * attack level is double the defender level. |
|
|
2240 | */ |
|
|
2241 | *dam *= kill_lev / def_lev; |
|
|
2242 | } |
|
|
2243 | } |
|
|
2244 | else |
|
|
2245 | *dam = 0; /* no harm done */ |
|
|
2246 | } |
|
|
2247 | |
|
|
2248 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
2249 | * items (like attacking living creatures--a potion thrown at a |
|
|
2250 | * monster). |
|
|
2251 | */ |
|
|
2252 | static void |
|
|
2253 | thrown_item_effect (object *hitter, object *victim) |
|
|
2254 | { |
|
|
2255 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2256 | { |
|
|
2257 | /* May not need a switch for just 2 types, but this makes it |
|
|
2258 | * easier for expansion. |
|
|
2259 | */ |
|
|
2260 | switch (hitter->type) |
|
|
2261 | { |
|
|
2262 | case POTION: |
|
|
2263 | /* should player get a save throw instead of checking magic protection? */ |
|
|
2264 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
2265 | (void) apply_potion (victim, hitter); |
|
|
2266 | break; |
|
|
2267 | |
|
|
2268 | case POISON: /* poison drinks */ |
|
|
2269 | /* As with potions, should monster get a save? */ |
|
|
2270 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
|
|
2271 | apply_poison (victim, hitter); |
|
|
2272 | break; |
|
|
2273 | |
|
|
2274 | /* Removed case statements that did nothing. |
|
|
2275 | * food may be poisonous, but monster must be willing to eat it, |
|
|
2276 | * so we don't handle it here. |
|
|
2277 | * Containers should perhaps break open, but that code was disabled. |
|
|
2278 | */ |
|
|
2279 | } |
|
|
2280 | } |
|
|
2281 | } |
|
|
2282 | |
|
|
2283 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
2284 | int |
|
|
2285 | adj_attackroll (object *hitter, object *target) |
|
|
2286 | { |
|
|
2287 | object *attacker = hitter; |
|
|
2288 | int adjust = 0; |
|
|
2289 | |
|
|
2290 | /* safety */ |
|
|
2291 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
2292 | { |
|
|
2293 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
2294 | return 0; |
|
|
2295 | } |
|
|
2296 | |
|
|
2297 | /* aimed missiles use the owning object's sight */ |
|
|
2298 | if (is_aimed_missile (hitter)) |
|
|
2299 | { |
|
|
2300 | if ((attacker = hitter->owner) == NULL) |
|
|
2301 | attacker = hitter; |
|
|
2302 | /* A player who saves but hasn't quit still could have objects |
|
|
2303 | * owned by him - need to handle that case to avoid crashes. |
|
|
2304 | */ |
|
|
2305 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
2306 | attacker = hitter; |
|
|
2307 | } |
|
|
2308 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2309 | return 0; |
|
|
2310 | |
|
|
2311 | /* determine the condtions under which we make an attack. |
|
|
2312 | * Add more cases, as the need occurs. */ |
|
|
2313 | |
|
|
2314 | if (!can_see_enemy (attacker, target)) |
|
|
2315 | { |
|
|
2316 | /* target is unseen */ |
|
|
2317 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
2318 | adjust -= 10; |
|
|
2319 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
2320 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
|
|
2321 | adjust -= target->map->darkness; |
|
|
2322 | } |
|
|
2323 | |
|
|
2324 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
2325 | adjust -= 3; |
|
|
2326 | |
|
|
2327 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
2328 | adjust += 1; |
|
|
2329 | |
|
|
2330 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
2331 | adjust += 1; |
|
|
2332 | |
|
|
2333 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
2334 | adjust -= 3; |
|
|
2335 | |
|
|
2336 | /* if we attack at a different 'altitude' its harder */ |
|
|
2337 | if ((attacker->move_type & target->move_type) == 0) |
|
|
2338 | adjust -= 2; |
|
|
2339 | |
|
|
2340 | #if 0 |
|
|
2341 | /* slower attacks are less likely to succeed. We should use a |
|
|
2342 | * comparison between attacker/target speeds BUT, players have |
|
|
2343 | * a generally faster speed, so this will wind up being a HUGE |
|
|
2344 | * disadantage for the monsters! Too bad, because missiles which |
|
|
2345 | * fly fast should have a better chance of hitting a slower target. |
|
|
2346 | */ |
|
|
2347 | if (hitter->speed < target->speed) |
|
|
2348 | adjust += ((float) hitter->speed - target->speed); |
|
|
2349 | #endif |
|
|
2350 | |
|
|
2351 | #if 0 |
|
|
2352 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
2353 | #endif |
|
|
2354 | |
|
|
2355 | return adjust; |
|
|
2356 | } |
|
|
2357 | |
|
|
2358 | /* determine if the object is an 'aimed' missile */ |
|
|
2359 | int |
|
|
2360 | is_aimed_missile (object *op) |
|
|
2361 | { |
|
|
2362 | |
|
|
2363 | /* I broke what used to be one big if into a few nested |
|
|
2364 | * ones so that figuring out the logic is at least possible. |
|
|
2365 | */ |
|
|
2366 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2367 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
2368 | return 1; |
|
|
2369 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
2370 | return 1; |
|
|
2371 | |
|
|
2372 | return 0; |
|
|
2373 | } |
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