1 | /* |
1 | /* |
2 | * static char *rcsid_attack_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: attack.C,v 1.8 2006/09/03 00:18:42 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | /* |
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6 | CrossFire, A Multiplayer game for X-windows |
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7 | |
24 | |
8 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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9 | Copyright (C) 1992 Frank Tore Johansen |
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10 | |
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11 | This program is free software; you can redistribute it and/or modify |
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12 | it under the terms of the GNU General Public License as published by |
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13 | the Free Software Foundation; either version 2 of the License, or |
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14 | (at your option) any later version. |
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15 | |
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16 | This program is distributed in the hope that it will be useful, |
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17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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19 | GNU General Public License for more details. |
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20 | |
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21 | You should have received a copy of the GNU General Public License |
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22 | along with this program; if not, write to the Free Software |
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23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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24 | |
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25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
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26 | */ |
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27 | #include <assert.h> |
25 | #include <assert.h> |
28 | #include <global.h> |
26 | #include <global.h> |
29 | #include <living.h> |
27 | #include <living.h> |
30 | #include <material.h> |
28 | #include <material.h> |
31 | #include <skills.h> |
29 | #include <skills.h> |
32 | |
30 | #include <sounds.h> |
33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
31 | #include <sproto.h> |
35 | #endif |
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36 | |
32 | |
37 | #include <sounds.h> |
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38 | |
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39 | typedef struct att_msg_str { |
33 | typedef struct att_msg_str |
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34 | { |
40 | char *msg1; |
35 | char *msg1; |
41 | char *msg2; |
36 | char *msg2; |
42 | } att_msg; |
37 | } att_msg; |
43 | |
38 | |
44 | /*#define ATTACK_DEBUG*/ |
39 | /*#define ATTACK_DEBUG*/ |
45 | |
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46 | /* cancels object *op. Cancellation basically means an object loses |
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47 | * its magical benefits. |
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48 | */ |
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49 | void cancellation(object *op) |
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50 | { |
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51 | object *tmp; |
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52 | |
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53 | if (op->invisible) |
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54 | return; |
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55 | |
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56 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { |
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57 | /* Recur through the inventory */ |
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58 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
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59 | if (!did_make_save_item(tmp, AT_CANCELLATION,op)) |
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60 | cancellation(tmp); |
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61 | } |
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62 | else if(FABS(op->magic)<=(rndm(0, 5))) { |
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63 | /* Nullify this object. This code could probably be more complete */ |
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64 | /* in what abilities it should cancel */ |
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65 | op->magic=0; |
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66 | CLEAR_FLAG(op, FLAG_DAMNED); |
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67 | CLEAR_FLAG(op, FLAG_CURSED); |
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68 | CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); |
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69 | CLEAR_FLAG(op, FLAG_KNOWN_CURSED); |
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70 | if (op->env && op->env->type == PLAYER) { |
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71 | esrv_send_item (op->env, op); |
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72 | } |
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73 | } |
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74 | } |
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75 | |
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76 | |
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77 | |
40 | |
78 | /* 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 |
79 | * 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 |
80 | * any further action (like destroying the item). |
43 | * any further action (like destroying the item). |
81 | */ |
44 | */ |
82 | |
45 | static int |
83 | int did_make_save_item(object *op, int type, object *originator) { |
46 | did_make_save_item (object *op, uint32_t type, object *originator) |
84 | int i, roll, saves=0, attacks=0, number; |
47 | { |
85 | materialtype_t *mt; |
48 | int saves = 0, attacks = 0; |
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49 | materialtype_t *mt = op->material; |
86 | |
50 | |
87 | if (op->materialname == NULL) { |
51 | // destroying objects without material has many bad effects |
88 | for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { |
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89 | if (op->material & mt->material) |
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90 | break; |
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91 | } |
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92 | } else |
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93 | mt = name_to_material(op->materialname); |
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94 | if (mt == NULL) |
52 | if (mt == MATERIAL_NULL) |
95 | return TRUE; |
53 | return 1; |
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54 | |
96 | roll = rndm(1, 20); |
55 | int roll = rndm (1, 20); |
97 | |
56 | |
98 | /* the attacktypes have no meaning for object saves |
57 | /* the attacktypes have no meaning for object saves |
99 | * 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 |
100 | * 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 |
101 | * is magic teamed with something else, then strip out the |
60 | * is magic teamed with something else, then strip out the |
102 | * magic type, and instead let the fire, cold, or whatever component |
61 | * magic type, and instead let the fire, cold, or whatever component |
103 | * destroy the item. Otherwise, you get the case of poisoncloud |
62 | * destroy the item. Otherwise, you get the case of poisoncloud |
104 | * destroying objects because it has magic attacktype. |
63 | * destroying objects because it has magic attacktype. |
105 | */ |
64 | */ |
106 | if (type != AT_MAGIC) |
65 | if (type != AT_MAGIC) |
107 | type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| |
66 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
108 | AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| |
67 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
109 | AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| |
68 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
110 | AT_MAGIC); |
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111 | |
69 | |
112 | if (type == 0) |
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113 | return TRUE; |
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114 | if (roll == 20) |
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115 | return TRUE; |
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116 | if (roll == 1) |
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117 | return FALSE; |
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118 | |
70 | |
119 | for (number=0; number < NROFATTACKS; number++) { |
71 | if (type == 0) return TRUE; |
120 | i = 1<<number; |
72 | |
121 | if (!(i&type)) |
73 | if (roll == 20) return TRUE; |
122 | continue; |
74 | if (roll == 1) return FALSE; |
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75 | |
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76 | for_all_bits_sparse_32 (type, number) |
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77 | { |
123 | attacks++; |
78 | attacks++; |
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79 | |
124 | if (op->resist[number] == 100) |
80 | if (op->resist[number] == 100) |
125 | saves++; |
81 | saves++; |
126 | 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) |
127 | saves++; |
83 | saves++; |
128 | else if ((20-mt->save[number])/3 > originator->stats.dam) |
84 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
129 | saves++; |
85 | saves++; |
130 | } |
86 | } |
131 | |
87 | |
132 | if (saves==attacks || attacks==0) |
88 | if (saves == attacks || attacks == 0) |
133 | return TRUE; |
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134 | if ((saves==0) || (rndm(1, attacks) > saves)) |
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135 | return FALSE; |
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136 | return TRUE; |
89 | return TRUE; |
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90 | |
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91 | if (saves == 0 || (rndm (1, attacks) > saves)) |
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92 | return FALSE; |
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93 | |
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94 | return TRUE; |
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95 | } |
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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 | } |
137 | } |
127 | } |
138 | |
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 | |
133 | void |
144 | void save_throw_object (object *op, int type, object *originator) |
134 | save_throw_object (object *op, int type, object *originator) |
145 | { |
135 | { |
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136 | op = op->head_ (); |
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137 | |
146 | if ( ! did_make_save_item (op, type,originator)) |
138 | if (!did_make_save_item (op, type, originator)) |
147 | { |
139 | { |
148 | object *env=op->env; |
140 | object *env = op->env; |
149 | int x=op->x,y=op->y; |
141 | int x = op->x, y = op->y; |
150 | mapstruct *m=op->map; |
142 | maptile *m = op->map; |
151 | |
143 | |
152 | op = stop_item (op); |
144 | op = stop_item (op); |
153 | if (op == NULL) |
145 | if (!op) |
154 | return; |
146 | return; |
155 | |
147 | |
156 | /* Hacked the following so that type LIGHTER will work. |
148 | /* Hacked the following so that type LIGHTER will work. |
157 | * Also, objects which are potenital "lights" that are hit by |
149 | * Also, objects which are potential "lights" that are hit by |
158 | * flame/elect attacks will be set to glow. "lights" are any |
150 | * flame/elect attacks will be set to glow. "lights" are any |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
151 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * (and please note that we cant fail our save and reach this |
152 | * (and please note that we cant fail our save and reach this |
161 | * function if the object doesnt contain a material that can burn. |
153 | * function if the object doesnt contain a material that can burn. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
154 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | */ |
155 | */ |
164 | if(type&(AT_FIRE|AT_ELECTRICITY) |
156 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
165 | &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { |
157 | { |
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158 | // seems LAMPs and TORCHes are always IS_LIGHTABLE? |
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159 | if (op->type == LAMP || op->type == TORCH) |
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160 | { |
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161 | apply_lamp (op, true); // turn on a lamp |
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162 | return; |
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163 | } |
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164 | else if (op->flag [FLAG_IS_LIGHTABLE]) |
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165 | { |
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166 | if (op->other_arch) |
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167 | { |
166 | const char *arch=op->other_arch->name; |
168 | const char *arch = op->other_arch->archname; |
167 | |
169 | |
168 | op = decrease_ob_nr (op, 1); |
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169 | if (op) |
170 | if (op->decrease ()) |
170 | fix_stopped_item (op, m, originator); |
171 | fix_stopped_item (op, m, originator); |
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172 | |
171 | if((op = get_archetype(arch))!=NULL) { |
173 | if ((op = archetype::get (arch))) |
172 | if(env) { |
174 | { |
173 | op->x=env->x,op->y=env->y; |
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174 | insert_ob_in_ob(op,env); |
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175 | if (env->contr) |
175 | if (env) |
176 | esrv_send_item(env, op); |
176 | env->insert (op); |
177 | } else { |
177 | else |
178 | op->x=x,op->y=y; |
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179 | insert_ob_in_map(op,m,originator,0); |
178 | m->insert (op, x, y, originator); |
180 | } |
179 | } |
181 | } |
180 | } |
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181 | |
182 | return; |
182 | return; |
183 | } |
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184 | if(type&AT_CANCELLATION) { /* Cancellation. */ |
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185 | cancellation(op); |
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186 | fix_stopped_item (op, m, originator); |
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187 | return; |
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188 | } |
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189 | if(op->nrof>1) { |
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190 | op = decrease_ob_nr(op,rndm(0, op->nrof-1)); |
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191 | if (op) |
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192 | fix_stopped_item (op, m, originator); |
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193 | } else { |
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194 | if (op->env) { |
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195 | object *tmp= is_player_inv(op->env); |
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196 | |
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197 | if (tmp) { |
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198 | esrv_del_item(tmp->contr, op->count); |
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199 | } |
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200 | } |
183 | } |
201 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
184 | } |
202 | remove_ob(op); |
185 | |
203 | free_object(op); |
186 | if (type & AT_CANCELLATION) |
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187 | { /* Cancellation. */ |
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188 | cancellation (op); |
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189 | fix_stopped_item (op, m, originator); |
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190 | |
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191 | return; |
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192 | } |
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193 | |
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194 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
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195 | if (env) |
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196 | { |
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197 | object *op = archetype::get (shstr_burnout); |
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198 | op->x = env->x, op->y = env->y; |
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199 | env->insert (op); |
204 | } |
200 | } |
205 | if(type&(AT_FIRE|AT_ELECTRICITY)) { |
201 | else |
206 | if(env) { |
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207 | op=get_archetype("burnout"); |
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208 | op->x=env->x,op->y=env->y; |
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209 | insert_ob_in_ob(op,env); |
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210 | } else { |
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211 | replace_insert_ob_in_map("burnout",originator); |
202 | replace_insert_ob_in_map (shstr_burnout, originator); |
212 | } |
203 | |
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204 | if (op->nrof > 1) |
213 | } |
205 | { |
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206 | if (op->decrease (rndm (0, op->nrof - 1))) |
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207 | fix_stopped_item (op, m, originator); |
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208 | } |
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209 | else |
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210 | { |
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211 | // drop everything to the ground, if possible |
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212 | op->insert_at (originator); |
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213 | op->drop_and_destroy (); |
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214 | } |
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215 | |
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216 | return; |
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217 | } |
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218 | |
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219 | /* The value of 50 is arbitrary. */ |
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220 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) |
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221 | { |
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222 | archetype *at = archetype::find (shstr_icecube); |
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223 | |
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224 | if (at == NULL) |
214 | return; |
225 | return; |
215 | } |
226 | |
216 | /* The value of 50 is arbitrary. */ |
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217 | if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) && |
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218 | !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) { |
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219 | object *tmp; |
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220 | archetype *at = find_archetype("icecube"); |
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221 | if (at == NULL) |
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222 | return; |
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223 | op = stop_item (op); |
227 | op = stop_item (op); |
224 | if (op == NULL) |
228 | if (op == NULL) |
225 | return; |
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226 | if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { |
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227 | tmp = arch_to_object(at); |
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228 | tmp->x=op->x,tmp->y=op->y; |
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229 | /* This was in the old (pre new movement code) - |
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230 | * icecubes have slow_move set to 1 - don't want |
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231 | * that for ones we create. |
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232 | */ |
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233 | tmp->move_slow_penalty=0; |
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234 | tmp->move_slow=0; |
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235 | insert_ob_in_map(tmp,op->map,originator,0); |
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236 | } |
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237 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
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238 | remove_ob(op); |
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239 | (void) insert_ob_in_ob(op,tmp); |
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240 | return; |
229 | return; |
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230 | |
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231 | object *tmp = present_arch (at, op->map, op->x, op->y); |
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232 | if (!tmp) |
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233 | { |
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234 | tmp = at->instance (); |
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235 | tmp->x = op->x, tmp->y = op->y; |
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236 | /* This was in the old (pre new movement code) - |
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237 | * icecubes have slow_move set to 1 - don't want |
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238 | * that for ones we create. |
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239 | */ |
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240 | tmp->move_slow_penalty = 0; |
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241 | tmp->move_slow = 0; |
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242 | insert_ob_in_map (tmp, op->map, originator, 0); |
|
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243 | } |
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244 | |
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245 | tmp->insert (op); |
|
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246 | return; |
241 | } |
247 | } |
242 | } |
248 | } |
243 | |
249 | |
244 | /* Object op is hitting the map. |
250 | /* Object op is hitting the map. |
245 | * op is going in direction 'dir' |
251 | * op is going in direction 'dir' |
246 | * type is the attacktype of the object. |
252 | * type is the attacktype of the object. |
247 | * full_hit is set if monster area does not matter. |
253 | * full_hit is set if monster area does not matter. |
248 | * returns 1 if it hits something, 0 otherwise. |
254 | * returns 1 if it hits something, 0 otherwise. |
249 | */ |
255 | */ |
250 | |
256 | int |
251 | int hit_map(object *op, int dir, int type, int full_hit) { |
257 | hit_map (object *op, int dir, uint32_t type, int full_hit) |
252 | object *tmp, *next; |
258 | { |
253 | mapstruct *map; |
259 | maptile *map; |
254 | sint16 x, y; |
260 | sint16 x, y; |
255 | int retflag=0; /* added this flag.. will return 1 if it hits a monster */ |
261 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
256 | |
262 | |
257 | tag_t op_tag, next_tag=0; |
|
|
258 | |
|
|
259 | if (QUERY_FLAG (op, FLAG_FREED)) { |
263 | if (QUERY_FLAG (op, FLAG_FREED)) |
|
|
264 | { |
260 | LOG (llevError, "BUG: hit_map(): free object\n"); |
265 | LOG (llevError, "BUG: hit_map(): free object\n"); |
261 | return 0; |
266 | return 0; |
262 | } |
267 | } |
263 | |
268 | |
264 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { |
269 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
|
|
270 | { |
265 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", |
271 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
266 | &op->arch->name, &op->name); |
|
|
267 | return 0; |
272 | return 0; |
268 | } |
273 | } |
269 | |
274 | |
270 | if ( ! op->map) { |
275 | if (!op->map) |
|
|
276 | { |
271 | LOG (llevError,"BUG: hit_map(): %s has no map\n", &op->name); |
277 | LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name); |
272 | return 0; |
278 | return 0; |
273 | } |
279 | } |
274 | |
280 | |
275 | if (op->head) op=op->head; |
281 | if (op->head) |
276 | |
|
|
277 | op_tag = op->count; |
|
|
278 | |
|
|
279 | map = op->map; |
282 | op = op->head; |
280 | x = op->x + freearr_x[dir]; |
|
|
281 | y = op->y + freearr_y[dir]; |
|
|
282 | |
283 | |
283 | int mflags = get_map_flags(map, &map, x, y, &x, &y); |
284 | mapxy pos (op); |
|
|
285 | pos.move (dir); |
|
|
286 | |
|
|
287 | if (!pos.normalise ()) |
|
|
288 | return 0; |
|
|
289 | |
284 | // elmex: a safe map tile can't be hit! |
290 | // elmex: a safe map tile can't be hit! |
285 | // this should prevent most harmful effects on items and players there. |
291 | // this should prevent most harmful effects on items and players there. |
286 | if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) |
292 | mapspace &ms = pos.ms (); |
|
|
293 | |
|
|
294 | if (ms.flags () & P_SAFE) |
287 | return 0; |
295 | return 0; |
288 | |
296 | |
289 | /* peterm: a few special cases for special attacktypes --counterspell |
297 | /* peterm: a few special cases for special attacktypes --counterspell |
290 | * must be out here because it strikes things which are not alive |
298 | * must be out here because it strikes things which are not alive |
291 | */ |
299 | */ |
292 | |
300 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
301 | { |
293 | if (type & AT_COUNTERSPELL) { |
302 | if (type & AT_COUNTERSPELL) |
|
|
303 | { |
294 | counterspell(op,dir); /* see spell_effect.c */ |
304 | counterspell (op, dir); /* see spell_effect.c */ |
295 | |
305 | |
296 | /* If the only attacktype is counterspell or magic, don't need |
306 | /* If the only attacktype is counterspell or magic, don't need |
297 | * to do any further processing. |
307 | * to do any further processing. |
298 | */ |
308 | */ |
299 | if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ |
309 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
300 | return 0; |
310 | return 0; |
301 | } |
311 | |
302 | type &= ~AT_COUNTERSPELL; |
312 | type &= ~AT_COUNTERSPELL; |
303 | } |
313 | } |
304 | |
314 | |
305 | if(type & AT_CHAOS){ |
315 | if (type & AT_CHAOS) |
|
|
316 | { |
306 | shuffle_attack(op,1); /*1 flag tells it to change the face */ |
317 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
307 | update_object(op,UP_OBJ_FACE); |
318 | update_object (op, UP_OBJ_FACE); |
308 | type &= ~AT_CHAOS; |
319 | type &= ~AT_CHAOS; |
|
|
320 | } |
309 | } |
321 | } |
310 | |
322 | |
311 | next = get_map_ob (map, x, y); |
|
|
312 | if (next) |
|
|
313 | next_tag = next->count; |
|
|
314 | |
|
|
315 | while (next) { |
|
|
316 | if (was_destroyed (next, next_tag)) { |
|
|
317 | /* There may still be objects that were above 'next', but there is no |
323 | /* There may still be objects that were above 'next', but there is no |
318 | * simple way to find out short of copying all object references and |
324 | * simple way to find out short of copying all object references and |
319 | * tags into a temporary array before we start processing the first |
325 | * tags into a temporary array before we start processing the first |
320 | * object. That's why we just abort. |
326 | * object. That's why we just abort on destroy. |
321 | * |
327 | * |
322 | * This happens whenever attack spells (like fire) hit a pile |
328 | * This happens whenever attack spells (like fire) hit a pile |
323 | * of objects. This is not a bug - nor an error. The errormessage |
329 | * of objects. This is not a bug - nor an error. |
324 | * below was spamming the logs for absolutely no reason. |
330 | */ |
|
|
331 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
332 | { |
|
|
333 | object *tmp = next; |
|
|
334 | next = tmp->above; |
|
|
335 | |
|
|
336 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
|
|
337 | * For example, 'tmp' was put in an icecube. |
|
|
338 | * This is one of the few cases where on_same_map should not be used. |
325 | */ |
339 | */ |
326 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
340 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
|
|
341 | continue; |
|
|
342 | |
|
|
343 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
344 | { |
|
|
345 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
|
|
346 | retflag |= 1; |
|
|
347 | |
|
|
348 | if (op->destroyed ()) |
327 | break; |
349 | break; |
328 | } |
350 | } |
329 | tmp = next; |
351 | /* Here we are potentially destroying an object. If the object has |
330 | next = tmp->above; |
352 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
331 | if (next) |
353 | * that weak walls have is_alive set, which prevent objects from |
332 | next_tag = next->count; |
354 | * passing over/through them. We don't care what type of movement |
|
|
355 | * the wall blocks - if it blocks any type of movement, can't be |
|
|
356 | * destroyed right now. |
|
|
357 | * Without the material check the server completely fails to work, |
|
|
358 | * objects detsroy themselves, floors get destroyed etc. etc. |
|
|
359 | */ |
|
|
360 | else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL) |
|
|
361 | { |
|
|
362 | save_throw_object (tmp, type, op); |
333 | |
363 | |
334 | if (QUERY_FLAG (tmp, FLAG_FREED)) { |
364 | if (op->destroyed ()) |
335 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
336 | break; |
365 | break; |
337 | } |
366 | } |
338 | |
|
|
339 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
|
|
340 | * For example, 'tmp' was put in an icecube. |
|
|
341 | * This is one of the few cases where on_same_map should not be used. |
|
|
342 | */ |
|
|
343 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
|
|
344 | continue; |
|
|
345 | |
|
|
346 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) { |
|
|
347 | hit_player(tmp,op->stats.dam,op,type,full_hit); |
|
|
348 | retflag |=1; |
|
|
349 | if (was_destroyed (op, op_tag)) |
|
|
350 | break; |
|
|
351 | } |
|
|
352 | /* Here we are potentially destroying an object. If the object has |
|
|
353 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
|
|
354 | * that weak walls have is_alive set, which prevent objects from |
|
|
355 | * passing over/through them. We don't care what type of movement |
|
|
356 | * the wall blocks - if it blocks any type of movement, can't be |
|
|
357 | * destroyed right now. |
|
|
358 | */ |
|
|
359 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && |
|
|
360 | !tmp->move_block) { |
|
|
361 | save_throw_object(tmp,type,op); |
|
|
362 | if (was_destroyed (op, op_tag)) |
|
|
363 | break; |
|
|
364 | } |
|
|
365 | } |
367 | } |
|
|
368 | |
366 | return 0; |
369 | return 0; |
367 | } |
370 | } |
368 | |
371 | |
|
|
372 | static void |
369 | void attack_message(int dam, int type, object *op, object *hitter) { |
373 | attack_message (int dam, int type, object *op, object *hitter) |
|
|
374 | { |
370 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
375 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
371 | int i, found=0; |
376 | int i, found = 0; |
372 | mapstruct *map; |
377 | maptile *map; |
373 | object *next, *tmp; |
378 | object *next, *tmp; |
374 | |
379 | |
375 | /* put in a few special messages for some of the common attacktypes |
380 | /* put in a few special messages for some of the common attacktypes |
376 | * a player might have. For example, fire, electric, cold, etc |
381 | * a player might have. For example, fire, electric, cold, etc |
377 | * [garbled 20010919] |
382 | * [garbled 20010919] |
378 | */ |
383 | */ |
379 | |
|
|
380 | if (dam == 9998 && op->type == DOOR) { |
384 | if (dam == 9998 && op->type == DOOR) |
|
|
385 | { |
381 | sprintf(buf1, "unlock %s", &op->name); |
386 | sprintf (buf1, "unlock %s", &op->name); |
382 | sprintf(buf2, " unlocks"); |
387 | sprintf (buf2, " unlocks"); |
383 | found++; |
388 | found++; |
|
|
389 | } |
|
|
390 | else if (dam < 0) |
384 | } |
391 | { |
385 | if(dam<0) { |
|
|
386 | sprintf(buf1, "hit %s", &op->name); |
392 | sprintf (buf1, "hit %s", &op->name); |
387 | sprintf(buf2, " hits"); |
393 | sprintf (buf2, " hits"); |
388 | found++; |
394 | found++; |
|
|
395 | } |
389 | } else if(dam==0) { |
396 | else if (dam == 0) |
|
|
397 | { |
390 | sprintf(buf1, "missed %s", &op->name); |
398 | sprintf (buf1, "missed %s", &op->name); |
391 | sprintf(buf2, " misses"); |
399 | sprintf (buf2, " misses"); |
392 | found++; |
400 | found++; |
|
|
401 | } |
393 | } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
402 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
394 | hitter->type == POISONING || |
403 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
395 | (type & AT_POISON && IS_LIVE(op))) && !found) { |
404 | { |
396 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; |
405 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
397 | i++) |
406 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
398 | if (dam < attack_mess[ATM_SUFFER][i].level |
407 | { |
399 | || attack_mess[ATM_SUFFER][i+1].level == -1) { |
408 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
400 | sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, |
|
|
401 | &op->name, attack_mess[ATM_SUFFER][i].buf2); |
|
|
402 | strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
409 | strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
|
|
410 | found++; |
|
|
411 | break; |
|
|
412 | } |
|
|
413 | } |
|
|
414 | else if (op->type == DOOR && !found) |
|
|
415 | { |
|
|
416 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++) |
|
|
417 | if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1) |
|
|
418 | { |
|
|
419 | sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2); |
|
|
420 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
|
|
421 | found++; |
|
|
422 | break; |
|
|
423 | } |
|
|
424 | } |
|
|
425 | else if (hitter->type == PLAYER && op->is_alive ()) |
|
|
426 | { |
|
|
427 | if (USING_SKILL (hitter, SK_KARATE)) |
|
|
428 | { |
|
|
429 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
|
|
430 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
|
|
431 | { |
|
|
432 | sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2); |
|
|
433 | strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
403 | found++; |
434 | found++; |
404 | break; |
435 | break; |
405 | } |
436 | } |
406 | } else if (op->type == DOOR && !found) { |
437 | } |
|
|
438 | else if (USING_SKILL (hitter, SK_CLAWING)) |
|
|
439 | { |
407 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; |
440 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++) |
|
|
441 | if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1) |
408 | i++) |
442 | { |
409 | if (dam < attack_mess[ATM_DOOR][i].level |
443 | sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2); |
410 | || attack_mess[ATM_DOOR][i+1].level == -1) { |
|
|
411 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, |
|
|
412 | &op->name, attack_mess[ATM_DOOR][i].buf2); |
|
|
413 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
444 | strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
414 | found++; |
445 | found++; |
415 | break; |
446 | break; |
416 | } |
|
|
417 | } else if (hitter->type == PLAYER && IS_LIVE(op)) { |
|
|
418 | if (USING_SKILL(hitter, SK_KARATE)) { |
|
|
419 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; |
|
|
420 | i++) |
|
|
421 | if (dam < attack_mess[ATM_KARATE][i].level |
|
|
422 | || attack_mess[ATM_KARATE][i+1].level == -1) { |
|
|
423 | sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, |
|
|
424 | &op->name, attack_mess[ATM_KARATE][i].buf2); |
|
|
425 | strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
|
|
426 | found++; |
|
|
427 | break; |
|
|
428 | } |
447 | } |
429 | } else if (USING_SKILL(hitter, SK_CLAWING)) { |
|
|
430 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; |
|
|
431 | i++) |
|
|
432 | if (dam < attack_mess[ATM_CLAW][i].level |
|
|
433 | || attack_mess[ATM_CLAW][i+1].level == -1) { |
|
|
434 | sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, |
|
|
435 | &op->name, attack_mess[ATM_CLAW][i].buf2); |
|
|
436 | strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
|
|
437 | found++; |
|
|
438 | break; |
|
|
439 | } |
448 | } |
440 | } else if (USING_SKILL(hitter, SK_PUNCHING)) { |
449 | else if (USING_SKILL (hitter, SK_PUNCHING)) |
|
|
450 | { |
441 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; |
451 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++) |
|
|
452 | if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1) |
442 | i++) |
453 | { |
443 | if (dam < attack_mess[ATM_PUNCH][i].level |
|
|
444 | || attack_mess[ATM_PUNCH][i+1].level == -1) { |
|
|
445 | sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, |
454 | sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2); |
446 | &op->name, attack_mess[ATM_PUNCH][i].buf2); |
|
|
447 | strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
455 | strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
448 | found++; |
|
|
449 | break; |
|
|
450 | } |
|
|
451 | } |
|
|
452 | } |
|
|
453 | if (found) { |
|
|
454 | /* done */ |
|
|
455 | } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { |
|
|
456 | sprintf(buf1, "hit"); /* just in case */ |
|
|
457 | for (i=0; i < MAXATTACKMESS; i++) |
|
|
458 | if (dam < attack_mess[ATM_ARROW][i].level |
|
|
459 | || attack_mess[ATM_ARROW][i+1].level == -1) { |
|
|
460 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
|
|
461 | found++; |
456 | found++; |
462 | break; |
457 | break; |
|
|
458 | } |
|
|
459 | } |
|
|
460 | } |
|
|
461 | |
|
|
462 | if (found) |
|
|
463 | { |
|
|
464 | /* done */ |
|
|
465 | } |
|
|
466 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
|
|
467 | { |
|
|
468 | sprintf (buf1, "hit"); /* just in case */ |
|
|
469 | for (i = 0; i < MAXATTACKMESS; i++) |
|
|
470 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
|
|
471 | { |
|
|
472 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
|
|
473 | found++; |
|
|
474 | break; |
|
|
475 | } |
|
|
476 | } |
|
|
477 | else if (type & AT_DRAIN && op->is_alive ()) |
|
|
478 | { |
|
|
479 | /* drain is first, because some items have multiple attypes */ |
|
|
480 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
|
|
481 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
|
|
482 | { |
|
|
483 | sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2); |
|
|
484 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
|
|
485 | found++; |
|
|
486 | break; |
|
|
487 | } |
|
|
488 | } |
|
|
489 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
|
|
490 | { |
|
|
491 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
|
|
492 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
|
|
493 | { |
|
|
494 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
|
|
495 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
|
|
496 | found++; |
|
|
497 | break; |
|
|
498 | } |
|
|
499 | } |
|
|
500 | else if (type & AT_COLD && op->is_alive ()) |
|
|
501 | { |
|
|
502 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
|
|
503 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
|
|
504 | { |
|
|
505 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
|
|
506 | strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
|
|
507 | found++; |
|
|
508 | break; |
|
|
509 | } |
|
|
510 | } |
|
|
511 | else if (type & AT_FIRE) |
|
|
512 | { |
|
|
513 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++) |
|
|
514 | if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1) |
|
|
515 | { |
|
|
516 | sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2); |
|
|
517 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
|
|
518 | found++; |
|
|
519 | break; |
|
|
520 | } |
|
|
521 | } |
|
|
522 | else if (hitter->current_weapon) |
|
|
523 | { |
|
|
524 | int mtype; |
|
|
525 | |
|
|
526 | switch (hitter->current_weapon->weapontype) |
|
|
527 | { |
|
|
528 | case WEAP_HIT: |
|
|
529 | mtype = ATM_BASIC; |
|
|
530 | break; |
|
|
531 | case WEAP_SLASH: |
|
|
532 | mtype = ATM_SLASH; |
|
|
533 | break; |
|
|
534 | case WEAP_PIERCE: |
|
|
535 | mtype = ATM_PIERCE; |
|
|
536 | break; |
|
|
537 | case WEAP_CLEAVE: |
|
|
538 | mtype = ATM_CLEAVE; |
|
|
539 | break; |
|
|
540 | case WEAP_SLICE: |
|
|
541 | mtype = ATM_SLICE; |
|
|
542 | break; |
|
|
543 | case WEAP_STAB: |
|
|
544 | mtype = ATM_STAB; |
|
|
545 | break; |
|
|
546 | case WEAP_WHIP: |
|
|
547 | mtype = ATM_WHIP; |
|
|
548 | break; |
|
|
549 | case WEAP_CRUSH: |
|
|
550 | mtype = ATM_CRUSH; |
|
|
551 | break; |
|
|
552 | case WEAP_BLUD: |
|
|
553 | mtype = ATM_BLUD; |
|
|
554 | break; |
|
|
555 | default: |
|
|
556 | mtype = ATM_BASIC; |
|
|
557 | break; |
|
|
558 | } |
|
|
559 | |
|
|
560 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
|
|
561 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
|
|
562 | { |
|
|
563 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
|
|
564 | strcpy (buf2, attack_mess[mtype][i].buf3); |
|
|
565 | found++; |
|
|
566 | break; |
|
|
567 | } |
|
|
568 | } |
|
|
569 | else |
|
|
570 | { |
|
|
571 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++) |
|
|
572 | if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1) |
|
|
573 | { |
|
|
574 | sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2); |
|
|
575 | strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
|
|
576 | found++; |
|
|
577 | break; |
|
|
578 | } |
|
|
579 | } |
|
|
580 | |
|
|
581 | if (!found) |
|
|
582 | { |
|
|
583 | strcpy (buf1, "hit"); |
|
|
584 | strcpy (buf2, " hits"); |
|
|
585 | } |
|
|
586 | |
|
|
587 | /* bail out if a monster is casting spells */ |
|
|
588 | if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
|
|
589 | return; |
|
|
590 | |
|
|
591 | /* scale down magic considerably. */ |
|
|
592 | if (type & AT_MAGIC && rndm (0, 5)) |
|
|
593 | return; |
|
|
594 | |
|
|
595 | /* Did a player hurt another player? Inform both! */ |
|
|
596 | if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
|
|
597 | { |
|
|
598 | if (hitter->owner != NULL) |
|
|
599 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
|
|
600 | else |
|
|
601 | { |
|
|
602 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
603 | |
|
|
604 | if (dam != 0) |
|
|
605 | { |
|
|
606 | if (dam < 10) |
|
|
607 | op->contr->play_sound (sound_find ("player_is_hit1")); |
|
|
608 | else if (dam < 20) |
|
|
609 | op->contr->play_sound (sound_find ("player_is_hit2")); |
|
|
610 | else |
|
|
611 | op->contr->play_sound (sound_find ("player_is_hit3")); |
463 | } |
612 | } |
464 | } else if (type & AT_DRAIN && IS_LIVE(op)) { |
613 | } |
465 | /* drain is first, because some items have multiple attypes */ |
614 | |
466 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; |
615 | new_draw_info (NDI_BLACK, 0, op, buf); |
|
|
616 | } /* end of player hitting player */ |
|
|
617 | |
|
|
618 | if (hitter->type == PLAYER) |
|
|
619 | { |
|
|
620 | sprintf (buf, "You %s.", buf1); |
|
|
621 | |
|
|
622 | if (dam != 0) |
|
|
623 | { |
|
|
624 | if (dam < 10) |
|
|
625 | op->play_sound (sound_find ("player_hits1")); |
|
|
626 | else if (dam < 20) |
|
|
627 | op->play_sound (sound_find ("player_hits2")); |
|
|
628 | else |
|
|
629 | op->play_sound (sound_find ("player_hits3")); |
|
|
630 | } |
|
|
631 | |
|
|
632 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
|
|
633 | } |
|
|
634 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
635 | { |
|
|
636 | /* look for stacked spells and start reducing the message chances */ |
|
|
637 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
|
|
638 | { |
|
|
639 | i = 4; |
|
|
640 | map = hitter->map; |
|
|
641 | if (out_of_map (map, hitter->x, hitter->y)) |
|
|
642 | return; |
|
|
643 | |
|
|
644 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
|
|
645 | if (next) |
|
|
646 | while (next) |
467 | i++) |
647 | { |
468 | if (dam < attack_mess[ATM_DRAIN][i].level |
648 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
469 | || attack_mess[ATM_DRAIN][i+1].level == -1) { |
649 | i *= 3; |
470 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, |
650 | |
471 | &op->name, attack_mess[ATM_DRAIN][i].buf2); |
651 | tmp = next; |
472 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
652 | next = tmp->above; |
473 | found++; |
653 | } |
|
|
654 | |
|
|
655 | if (i < 0) |
|
|
656 | return; |
|
|
657 | |
|
|
658 | if (rndm (0, i) != 0) |
|
|
659 | return; |
|
|
660 | } |
|
|
661 | else if (rndm (0, 5) != 0) |
|
|
662 | return; |
|
|
663 | |
|
|
664 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
|
|
665 | op->play_sound (sound_find ("player_hits4")); |
|
|
666 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
|
|
667 | } |
|
|
668 | } |
|
|
669 | |
|
|
670 | static int |
|
|
671 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
|
|
672 | { |
|
|
673 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
|
|
674 | { |
|
|
675 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
|
|
676 | return 1; |
|
|
677 | } |
|
|
678 | |
|
|
679 | *target = (*target)->head_ (); |
|
|
680 | *hitter = (*hitter)->head_ (); |
|
|
681 | |
|
|
682 | if ((*target)->type == LOCKED_DOOR) |
|
|
683 | return 1; // locked doors cannot be hit |
|
|
684 | |
|
|
685 | if ((*hitter)->env || (*target)->env) |
|
|
686 | { |
|
|
687 | *simple_attack = 1; |
|
|
688 | return 0; |
|
|
689 | } |
|
|
690 | |
|
|
691 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
|
|
692 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
693 | || !(*hitter)->map |
|
|
694 | || !on_same_map (*hitter, *target)) |
|
|
695 | { |
|
|
696 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
697 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
|
|
698 | return 1; |
|
|
699 | } |
|
|
700 | |
|
|
701 | *simple_attack = 0; |
|
|
702 | return 0; |
|
|
703 | } |
|
|
704 | |
|
|
705 | static int |
|
|
706 | abort_attack (object *target, object *hitter, int simple_attack) |
|
|
707 | { |
|
|
708 | /* Check if target and hitter are still in a relation similar to the one |
|
|
709 | * determined by get_attack_mode(). Returns true if the relation has changed. |
|
|
710 | */ |
|
|
711 | int new_mode; |
|
|
712 | |
|
|
713 | if (hitter->env == target || target->env == hitter) |
|
|
714 | new_mode = 1; |
|
|
715 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) |
|
|
716 | || hitter->map == NULL || !on_same_map (hitter, target)) |
|
|
717 | return 1; |
|
|
718 | else |
|
|
719 | new_mode = 0; |
|
|
720 | |
|
|
721 | return new_mode != simple_attack; |
|
|
722 | } |
|
|
723 | |
|
|
724 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
725 | * items (like attacking living creatures--a potion thrown at a |
|
|
726 | * monster). |
|
|
727 | */ |
|
|
728 | static void |
|
|
729 | thrown_item_effect (object *hitter, object *victim) |
|
|
730 | { |
|
|
731 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
732 | { |
|
|
733 | /* May not need a switch for just 2 types, but this makes it |
|
|
734 | * easier for expansion. |
|
|
735 | */ |
|
|
736 | switch (hitter->type) |
|
|
737 | { |
|
|
738 | case POTION: |
|
|
739 | /* should player get a save throw instead of checking magic protection? */ |
|
|
740 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
741 | apply_potion (victim, hitter); |
474 | break; |
742 | break; |
|
|
743 | |
|
|
744 | case POISON: /* poison drinks */ |
|
|
745 | /* As with potions, should monster get a save? */ |
|
|
746 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
|
|
747 | apply_poison (victim, hitter); |
|
|
748 | break; |
|
|
749 | |
|
|
750 | /* Removed case statements that did nothing. |
|
|
751 | * food may be poisonous, but monster must be willing to eat it, |
|
|
752 | * so we don't handle it here. |
|
|
753 | * Containers should perhaps break open, but that code was disabled. |
|
|
754 | */ |
|
|
755 | } |
|
|
756 | } |
|
|
757 | } |
|
|
758 | |
|
|
759 | /* determine if the object is an 'aimed' missile */ |
|
|
760 | static int |
|
|
761 | is_aimed_missile (object *op) |
|
|
762 | { |
|
|
763 | |
|
|
764 | /* I broke what used to be one big if into a few nested |
|
|
765 | * ones so that figuring out the logic is at least possible. |
|
|
766 | */ |
|
|
767 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
768 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
769 | return 1; |
|
|
770 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
771 | return 1; |
|
|
772 | |
|
|
773 | return 0; |
|
|
774 | } |
|
|
775 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
776 | static int |
|
|
777 | adj_attackroll (object *hitter, object *target) |
|
|
778 | { |
|
|
779 | object *attacker = hitter; |
|
|
780 | int adjust = 0; |
|
|
781 | |
|
|
782 | /* safety */ |
|
|
783 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
784 | { |
|
|
785 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
786 | return 0; |
|
|
787 | } |
|
|
788 | |
|
|
789 | /* aimed missiles use the owning object's sight */ |
|
|
790 | if (is_aimed_missile (hitter)) |
|
|
791 | { |
|
|
792 | if ((attacker = hitter->owner) == NULL) |
|
|
793 | attacker = hitter; |
|
|
794 | /* A player who saves but hasn't quit still could have objects |
|
|
795 | * owned by him - need to handle that case to avoid crashes. |
|
|
796 | */ |
|
|
797 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
798 | attacker = hitter; |
|
|
799 | } |
|
|
800 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
801 | return 0; |
|
|
802 | |
|
|
803 | /* determine the condtions under which we make an attack. |
|
|
804 | * Add more cases, as the need occurs. */ |
|
|
805 | |
|
|
806 | if (!can_see_enemy (attacker, target)) |
|
|
807 | { |
|
|
808 | /* target is unseen */ |
|
|
809 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
810 | adjust -= 10; |
|
|
811 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
812 | else if (!stand_in_light (target)) |
|
|
813 | adjust -= target->map->darklevel (); |
|
|
814 | } |
|
|
815 | |
|
|
816 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
817 | adjust -= 3; |
|
|
818 | |
|
|
819 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
820 | adjust += 1; |
|
|
821 | |
|
|
822 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
823 | adjust += 1; |
|
|
824 | |
|
|
825 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
826 | adjust -= 3; |
|
|
827 | |
|
|
828 | /* if we attack at a different 'altitude' its harder */ |
|
|
829 | if ((attacker->move_type & target->move_type) == 0) |
|
|
830 | adjust -= 2; |
|
|
831 | |
|
|
832 | #if 0 |
|
|
833 | /* slower attacks are less likely to succeed. We should use a |
|
|
834 | * comparison between attacker/target speeds BUT, players have |
|
|
835 | * a generally faster speed, so this will wind up being a HUGE |
|
|
836 | * disadantage for the monsters! Too bad, because missiles which |
|
|
837 | * fly fast should have a better chance of hitting a slower target. |
|
|
838 | */ |
|
|
839 | if (hitter->speed < target->speed) |
|
|
840 | adjust += ((float) hitter->speed - target->speed); |
|
|
841 | #endif |
|
|
842 | |
|
|
843 | #if 0 |
|
|
844 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
845 | #endif |
|
|
846 | |
|
|
847 | return adjust; |
|
|
848 | } |
|
|
849 | |
|
|
850 | static int |
|
|
851 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
|
|
852 | { |
|
|
853 | int simple_attack, roll, dam = 0; |
|
|
854 | uint32 type; |
|
|
855 | shstr op_name; |
|
|
856 | |
|
|
857 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
858 | goto error; |
|
|
859 | |
|
|
860 | if (hitter->current_weapon) |
|
|
861 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
|
|
862 | return RESULT_INT (0); |
|
|
863 | |
|
|
864 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
|
|
865 | return RESULT_INT (0); |
|
|
866 | |
|
|
867 | /* |
|
|
868 | * A little check to make it more difficult to dance forward and back |
|
|
869 | * to avoid ever being hit by monsters. |
|
|
870 | */ |
|
|
871 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > op->speed * -0.3f) |
|
|
872 | { |
|
|
873 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
|
|
874 | * infinite loop occurs, with process_object calling move_monster, |
|
|
875 | * which then gets here again. By decreasing the speed before |
|
|
876 | * we call process_object, the 'if' statement above will fail. |
|
|
877 | */ |
|
|
878 | --op->speed_left; |
|
|
879 | process_object (op); |
|
|
880 | |
|
|
881 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
882 | goto error; |
|
|
883 | } |
|
|
884 | |
|
|
885 | op_name = op->name; |
|
|
886 | |
|
|
887 | roll = random_roll (1, 20, hitter, PREFER_HIGH); |
|
|
888 | |
|
|
889 | /* Adjust roll for various situations. */ |
|
|
890 | if (!simple_attack) |
|
|
891 | roll += adj_attackroll (hitter, op); |
|
|
892 | |
|
|
893 | /* See if we hit the creature */ |
|
|
894 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
|
|
895 | { |
|
|
896 | int hitdam = base_dam; |
|
|
897 | |
|
|
898 | if (!simple_attack) |
|
|
899 | { |
|
|
900 | /* If you hit something, the victim should *always* wake up. |
|
|
901 | * Before, invisible hitters could avoid doing this. |
|
|
902 | * -b.t. */ |
|
|
903 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
904 | CLEAR_FLAG (op, FLAG_SLEEP); |
|
|
905 | |
|
|
906 | /* If the victim can't see the attacker, it may alert others |
|
|
907 | * for help. */ |
|
|
908 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
|
|
909 | npc_call_help (op); |
|
|
910 | |
|
|
911 | /* if you were hidden and hit by a creature, you are discovered */ |
|
|
912 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
|
|
913 | { |
|
|
914 | make_visible (op); |
|
|
915 | |
|
|
916 | if (op->type == PLAYER) |
|
|
917 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
475 | } |
918 | } |
476 | } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { |
|
|
477 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; |
|
|
478 | i++) |
|
|
479 | if (dam < attack_mess[ATM_ELEC][i].level |
|
|
480 | || attack_mess[ATM_ELEC][i+1].level == -1) { |
|
|
481 | sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, |
|
|
482 | &op->name, attack_mess[ATM_ELEC][i].buf2); |
|
|
483 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
|
|
484 | found++; |
|
|
485 | break; |
|
|
486 | } |
|
|
487 | } else if (type & AT_COLD && IS_LIVE(op)) { |
|
|
488 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; |
|
|
489 | i++) |
|
|
490 | if (dam < attack_mess[ATM_COLD][i].level |
|
|
491 | || attack_mess[ATM_COLD][i+1].level == -1) { |
|
|
492 | sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, |
|
|
493 | &op->name, attack_mess[ATM_COLD][i].buf2); |
|
|
494 | strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
|
|
495 | found++; |
|
|
496 | break; |
|
|
497 | } |
|
|
498 | } else if (type & AT_FIRE) { |
|
|
499 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; |
|
|
500 | i++) |
|
|
501 | if (dam < attack_mess[ATM_FIRE][i].level |
|
|
502 | || attack_mess[ATM_FIRE][i+1].level == -1) { |
|
|
503 | sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, |
|
|
504 | &op->name, attack_mess[ATM_FIRE][i].buf2); |
|
|
505 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
|
|
506 | found++; |
|
|
507 | break; |
|
|
508 | } |
|
|
509 | } else if (hitter->current_weapon != NULL) { |
|
|
510 | int mtype; |
|
|
511 | switch (hitter->current_weapon->weapontype) { |
|
|
512 | case WEAP_HIT: mtype = ATM_BASIC; break; |
|
|
513 | case WEAP_SLASH: mtype = ATM_SLASH; break; |
|
|
514 | case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
|
|
515 | case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
|
|
516 | case WEAP_SLICE: mtype = ATM_SLICE; break; |
|
|
517 | case WEAP_STAB: mtype = ATM_STAB; break; |
|
|
518 | case WEAP_WHIP: mtype = ATM_WHIP; break; |
|
|
519 | case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
|
|
520 | case WEAP_BLUD: mtype = ATM_BLUD; break; |
|
|
521 | default: mtype = ATM_BASIC; break; |
|
|
522 | } |
|
|
523 | for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; |
|
|
524 | i++) |
|
|
525 | if (dam < attack_mess[mtype][i].level |
|
|
526 | || attack_mess[mtype][i+1].level == -1) { |
|
|
527 | sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, |
|
|
528 | &op->name, attack_mess[mtype][i].buf2); |
|
|
529 | strcpy (buf2, attack_mess[mtype][i].buf3); |
|
|
530 | found++; |
|
|
531 | break; |
|
|
532 | } |
|
|
533 | } else { |
|
|
534 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; |
|
|
535 | i++) |
|
|
536 | if (dam < attack_mess[ATM_BASIC][i].level |
|
|
537 | || attack_mess[ATM_BASIC][i+1].level == -1) { |
|
|
538 | sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, |
|
|
539 | &op->name, attack_mess[ATM_BASIC][i].buf2); |
|
|
540 | strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
|
|
541 | found++; |
|
|
542 | break; |
|
|
543 | } |
|
|
544 | } |
|
|
545 | |
919 | |
546 | if (!found) { |
|
|
547 | strcpy (buf1, "hit"); |
|
|
548 | strcpy (buf2, " hits"); |
|
|
549 | } |
|
|
550 | |
|
|
551 | /* bail out if a monster is casting spells */ |
|
|
552 | if (!(hitter->type == PLAYER || |
|
|
553 | (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) |
|
|
554 | return; |
|
|
555 | |
|
|
556 | /* scale down magic considerably. */ |
|
|
557 | if (type & AT_MAGIC && rndm(0, 5)) |
|
|
558 | return; |
|
|
559 | |
|
|
560 | /* Did a player hurt another player? Inform both! */ |
|
|
561 | if(op->type==PLAYER && |
|
|
562 | (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { |
|
|
563 | if(get_owner(hitter)!=NULL) |
|
|
564 | sprintf(buf,"%s's %s%s you.", |
|
|
565 | &hitter->owner->name, &hitter->name, buf2); |
|
|
566 | else { |
|
|
567 | sprintf(buf,"%s%s you.", &hitter->name, buf2); |
|
|
568 | if (dam != 0) { |
|
|
569 | if (dam < 10) |
|
|
570 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); |
|
|
571 | else if (dam < 20) |
|
|
572 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); |
|
|
573 | else |
|
|
574 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); |
|
|
575 | } |
|
|
576 | } |
|
|
577 | new_draw_info(NDI_BLACK, 0,op,buf); |
|
|
578 | } /* end of player hitting player */ |
|
|
579 | |
|
|
580 | if(hitter->type==PLAYER) { |
|
|
581 | sprintf(buf,"You %s.",buf1); |
|
|
582 | if (dam != 0) { |
|
|
583 | if (dam < 10) |
|
|
584 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); |
|
|
585 | else if (dam < 20) |
|
|
586 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); |
|
|
587 | else |
|
|
588 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); |
|
|
589 | } |
|
|
590 | new_draw_info(NDI_BLACK, 0, hitter, buf); |
|
|
591 | } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { |
|
|
592 | /* look for stacked spells and start reducing the message chances */ |
|
|
593 | if (hitter->type == SPELL_EFFECT && |
|
|
594 | (hitter->subtype == SP_EXPLOSION || |
|
|
595 | hitter->subtype == SP_BULLET || |
|
|
596 | hitter->subtype == SP_CONE)) { |
|
|
597 | i=4; |
|
|
598 | map = hitter->map; |
|
|
599 | if (out_of_map(map, hitter->x, hitter->y)) |
|
|
600 | return; |
|
|
601 | next = get_map_ob(map, hitter->x, hitter->y); |
|
|
602 | if (next) |
|
|
603 | while(next) { |
|
|
604 | if (next->type == SPELL_EFFECT && |
|
|
605 | (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET || |
|
|
606 | next->subtype == SP_CONE)) |
|
|
607 | i*=3; |
|
|
608 | tmp = next; |
|
|
609 | next = tmp->above; |
|
|
610 | } |
|
|
611 | if (i < 0) |
|
|
612 | return; |
|
|
613 | if (rndm(0, i) != 0) |
|
|
614 | return; |
|
|
615 | } else if (rndm(0, 5) != 0) |
|
|
616 | return; |
|
|
617 | sprintf(buf,"Your %s%s %s.", &hitter->name, buf2, &op->name); |
|
|
618 | play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
|
|
619 | new_draw_info(NDI_BLACK, 0, hitter->owner, buf); |
|
|
620 | } |
|
|
621 | } |
|
|
622 | |
|
|
623 | |
|
|
624 | static int get_attack_mode (object **target, object **hitter, |
|
|
625 | int *simple_attack) |
|
|
626 | { |
|
|
627 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { |
|
|
628 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
|
|
629 | return 1; |
|
|
630 | } |
|
|
631 | if ((*target)->head) |
|
|
632 | *target = (*target)->head; |
|
|
633 | if ((*hitter)->head) |
|
|
634 | *hitter = (*hitter)->head; |
|
|
635 | if ((*hitter)->env != NULL || (*target)->env != NULL) { |
|
|
636 | *simple_attack = 1; |
|
|
637 | return 0; |
|
|
638 | } |
|
|
639 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
|
|
640 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
641 | || (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) |
|
|
642 | { |
|
|
643 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " |
|
|
644 | "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
|
|
645 | return 1; |
|
|
646 | } |
|
|
647 | *simple_attack = 0; |
|
|
648 | return 0; |
|
|
649 | } |
|
|
650 | |
|
|
651 | static int abort_attack (object *target, object *hitter, int simple_attack) |
|
|
652 | { |
|
|
653 | /* Check if target and hitter are still in a relation similar to the one |
|
|
654 | * determined by get_attack_mode(). Returns true if the relation has changed. |
|
|
655 | */ |
|
|
656 | int new_mode; |
|
|
657 | |
|
|
658 | if (hitter->env == target || target->env == hitter) |
|
|
659 | new_mode = 1; |
|
|
660 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) |
|
|
661 | || QUERY_FLAG (target, FLAG_REMOVED) |
|
|
662 | || hitter->map == NULL || !on_same_map(hitter, target)) |
|
|
663 | return 1; |
|
|
664 | else |
|
|
665 | new_mode = 0; |
|
|
666 | return new_mode != simple_attack; |
|
|
667 | } |
|
|
668 | |
|
|
669 | static void thrown_item_effect (object *, object *); |
|
|
670 | |
|
|
671 | static int attack_ob_simple (object *op, object *hitter, int base_dam, |
|
|
672 | int base_wc) |
|
|
673 | { |
|
|
674 | int simple_attack, roll, dam=0; |
|
|
675 | uint32 type; |
|
|
676 | shstr op_name; |
|
|
677 | tag_t op_tag, hitter_tag; |
|
|
678 | |
|
|
679 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
680 | goto error; |
|
|
681 | |
|
|
682 | if (hitter->current_weapon) |
|
|
683 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
|
|
684 | return RESULT_INT (0); |
|
|
685 | |
|
|
686 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
|
|
687 | return RESULT_INT (0); |
|
|
688 | |
|
|
689 | op_tag = op->count; |
|
|
690 | hitter_tag = hitter->count; |
|
|
691 | |
|
|
692 | /* |
|
|
693 | * A little check to make it more difficult to dance forward and back |
|
|
694 | * to avoid ever being hit by monsters. |
|
|
695 | */ |
|
|
696 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER) |
|
|
697 | && op->speed_left > -(FABS(op->speed))*0.3) |
|
|
698 | { |
|
|
699 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
|
|
700 | * infinite loop occurs, with process_object calling move_monster, |
|
|
701 | * which then gets here again. By decreasing the speed before |
|
|
702 | * we call process_object, the 'if' statement above will fail. |
|
|
703 | */ |
|
|
704 | op->speed_left--; |
|
|
705 | process_object(op); |
|
|
706 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
|
|
707 | || abort_attack (op, hitter, simple_attack)) |
|
|
708 | goto error; |
|
|
709 | } |
|
|
710 | |
|
|
711 | op_name = op->name; |
|
|
712 | |
|
|
713 | roll=random_roll(1, 20, hitter, PREFER_HIGH); |
|
|
714 | |
|
|
715 | /* Adjust roll for various situations. */ |
|
|
716 | if ( ! simple_attack) |
|
|
717 | roll += adj_attackroll(hitter,op); |
|
|
718 | |
|
|
719 | /* See if we hit the creature */ |
|
|
720 | if(roll==20 || op->stats.ac>=base_wc-roll) { |
|
|
721 | int hitdam = base_dam; |
|
|
722 | if (settings.casting_time == TRUE) { |
|
|
723 | if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ |
|
|
724 | hitter->casting_time = -1; |
|
|
725 | new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " |
|
|
726 | "your spell!"); |
|
|
727 | } |
|
|
728 | if ((op->casting_time > -1)&&(hitdam > 0)){ |
|
|
729 | op->casting_time = -1; |
|
|
730 | if (op->type == PLAYER) { |
|
|
731 | new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " |
|
|
732 | "your spell!"); |
|
|
733 | new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL, |
|
|
734 | "%s was hit by %s and lost a spell.", |
|
|
735 | &op_name,&hitter->name); |
|
|
736 | } |
|
|
737 | } |
|
|
738 | } |
|
|
739 | if ( ! simple_attack) |
|
|
740 | { |
|
|
741 | /* If you hit something, the victim should *always* wake up. |
|
|
742 | * Before, invisible hitters could avoid doing this. |
|
|
743 | * -b.t. */ |
|
|
744 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
745 | CLEAR_FLAG(op,FLAG_SLEEP); |
|
|
746 | |
|
|
747 | /* If the victim can't see the attacker, it may alert others |
|
|
748 | * for help. */ |
|
|
749 | if (op->type != PLAYER && ! can_see_enemy (op, hitter) |
|
|
750 | && ! get_owner (op) && rndm(0, op->stats.Int)) |
|
|
751 | npc_call_help (op); |
|
|
752 | |
|
|
753 | /* if you were hidden and hit by a creature, you are discovered*/ |
|
|
754 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { |
|
|
755 | make_visible (op); |
|
|
756 | if (op->type == PLAYER) |
|
|
757 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
758 | "You were hit by a wild attack. " |
|
|
759 | "You are no longer hidden!"); |
|
|
760 | } |
|
|
761 | |
|
|
762 | /* thrown items (hitter) will have various effects |
920 | /* thrown items (hitter) will have various effects |
763 | * when they hit the victim. For things like thrown daggers, |
921 | * when they hit the victim. For things like thrown daggers, |
764 | * this sets 'hitter' to the actual dagger, and not the |
922 | * this sets 'hitter' to the actual dagger, and not the |
765 | * wrapper object. |
923 | * wrapper object. |
766 | */ |
924 | */ |
767 | thrown_item_effect (hitter, op); |
925 | thrown_item_effect (hitter, op); |
768 | if (was_destroyed (hitter, hitter_tag) |
|
|
769 | || was_destroyed (op, op_tag) |
|
|
770 | || abort_attack (op, hitter, simple_attack)) |
|
|
771 | goto leave; |
|
|
772 | } |
|
|
773 | |
926 | |
774 | /* Need to do at least 1 damage, otherwise there is no point |
927 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
775 | * to go further and it will cause FPE's below. |
|
|
776 | */ |
|
|
777 | if (hitdam<=0) hitdam=1; |
|
|
778 | |
|
|
779 | type=hitter->attacktype; |
|
|
780 | if(!type) type=AT_PHYSICAL; |
|
|
781 | /* Handle monsters that hit back */ |
|
|
782 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) |
|
|
783 | && QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
784 | { |
|
|
785 | if (op->attacktype & AT_ACID && hitter->type==PLAYER) |
|
|
786 | new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); |
|
|
787 | hit_player(hitter, random_roll(0, (op->stats.dam), hitter, |
|
|
788 | PREFER_LOW),op, op->attacktype, 1); |
|
|
789 | if (was_destroyed (op, op_tag) |
|
|
790 | || was_destroyed (hitter, hitter_tag) |
|
|
791 | || abort_attack (op, hitter, simple_attack)) |
|
|
792 | goto leave; |
|
|
793 | } |
|
|
794 | |
|
|
795 | /* In the new attack code, it should handle multiple attack |
|
|
796 | * types in its area, so remove it from here. |
|
|
797 | */ |
|
|
798 | dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), |
|
|
799 | hitter, type, 1); |
|
|
800 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
|
|
801 | || abort_attack (op, hitter, simple_attack)) |
|
|
802 | goto leave; |
928 | goto leave; |
803 | } /* end of if hitter hit op */ |
929 | } |
|
|
930 | |
|
|
931 | /* Need to do at least 1 damage, otherwise there is no point |
|
|
932 | * to go further and it will cause FPE's below. |
|
|
933 | */ |
|
|
934 | if (hitdam <= 0) |
|
|
935 | hitdam = 1; |
|
|
936 | |
|
|
937 | type = hitter->attacktype; |
|
|
938 | |
|
|
939 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
940 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
941 | * This check is important for the most simple monsters out there in the |
|
|
942 | * game content (maps, archs). For example orcs: They would have |
|
|
943 | * no attacktype at all. |
|
|
944 | * |
|
|
945 | * Some time in the future someone should just go into the game data |
|
|
946 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
947 | * more trees in the african rain forests with this check. |
|
|
948 | */ |
|
|
949 | if (!type) |
|
|
950 | type = AT_PHYSICAL; |
|
|
951 | |
|
|
952 | /* Handle monsters that hit back */ |
|
|
953 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
954 | { |
|
|
955 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
|
|
956 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
|
|
957 | |
|
|
958 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
|
|
959 | |
|
|
960 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
961 | goto leave; |
|
|
962 | } |
|
|
963 | |
|
|
964 | /* In the new attack code, it should handle multiple attack |
|
|
965 | * types in its area, so remove it from here. |
|
|
966 | */ |
|
|
967 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
|
|
968 | |
|
|
969 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
970 | goto leave; |
|
|
971 | } /* end of if hitter hit op */ |
804 | /* if we missed, dam=0 */ |
972 | /* if we missed, dam=0 */ |
805 | |
973 | |
806 | /*attack_message(dam, type, op, hitter);*/ |
974 | /*attack_message(dam, type, op, hitter); */ |
807 | |
975 | |
808 | goto leave; |
976 | goto leave; |
809 | |
977 | |
810 | error: |
978 | error: |
811 | dam = 1; |
979 | dam = 1; |
812 | |
980 | |
813 | leave: |
981 | leave: |
814 | |
982 | |
815 | return dam; |
983 | return dam; |
816 | } |
984 | } |
817 | |
985 | |
|
|
986 | int |
818 | int attack_ob (object *op, object *hitter) |
987 | attack_ob (object *op, object *hitter) |
819 | { |
988 | { |
820 | |
|
|
821 | if (hitter->head) |
|
|
822 | hitter = hitter->head; |
989 | hitter = hitter->head_ (); |
|
|
990 | |
823 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
991 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
824 | } |
992 | } |
825 | |
993 | |
826 | /* op is the arrow, tmp is what is stopping the arrow. |
994 | /* op is the arrow, tmp is what is stopping the arrow. |
827 | * |
995 | * |
828 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
996 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
829 | */ |
997 | */ |
|
|
998 | static int |
830 | static int stick_arrow (object *op, object *tmp) |
999 | stick_arrow (object *op, object *tmp) |
831 | { |
1000 | { |
832 | /* If the missile hit a player, we insert it in their inventory. |
1001 | /* If the missile hit a player, we insert it in their inventory. |
833 | * However, if the missile is heavy, we don't do so (assume it falls |
1002 | * However, if the missile is heavy, we don't do so (assume it falls |
834 | * to the ground after a hit). What a good value for this is up to |
1003 | * to the ground after a hit). What a good value for this is up to |
835 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
1004 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
836 | * stick around. |
1005 | * stick around. |
837 | */ |
1006 | */ |
838 | if (op->weight <= 5000 && tmp->stats.hp >= 0) { |
1007 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
839 | if(tmp->head != NULL) |
1008 | { |
840 | tmp = tmp->head; |
1009 | tmp->head_ ()->insert (op); |
841 | remove_ob (op); |
|
|
842 | op = insert_ob_in_ob(op,tmp); |
|
|
843 | if (tmp->type== PLAYER) |
|
|
844 | esrv_send_item (tmp, op); |
|
|
845 | return 1; |
1010 | return 1; |
|
|
1011 | } |
846 | } else |
1012 | else |
847 | return 0; |
1013 | return 0; |
848 | } |
1014 | } |
849 | |
1015 | |
850 | /* hit_with_arrow() disassembles the missile, attacks the victim and |
1016 | /* hit_with_arrow() disassembles the missile, attacks the victim and |
851 | * reassembles the missile. |
1017 | * reassembles the missile. |
852 | * |
1018 | * |
853 | * It returns a pointer to the reassembled missile, or NULL if the missile |
1019 | * It returns a pointer to the reassembled missile, or NULL if the missile |
854 | * isn't available anymore. |
1020 | * isn't available anymore. |
855 | */ |
1021 | */ |
|
|
1022 | object * |
856 | object *hit_with_arrow (object *op, object *victim) |
1023 | hit_with_arrow (object *op, object *victim) |
857 | { |
1024 | { |
858 | object *container, *hitter; |
1025 | object *container, *hitter; |
859 | int hit_something = 0; |
1026 | int hit_something = 0; |
860 | tag_t victim_tag, hitter_tag; |
|
|
861 | sint16 victim_x, victim_y; |
|
|
862 | |
1027 | |
863 | /* Disassemble missile */ |
1028 | /* Disassemble missile */ |
864 | if (op->inv) { |
1029 | if (op->inv) |
|
|
1030 | { |
865 | container = op; |
1031 | container = op; |
866 | hitter = op->inv; |
1032 | hitter = op->inv; |
867 | remove_ob (hitter); |
|
|
868 | insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); |
1033 | hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
869 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
1034 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
870 | * might be called until this THROWN_OBJ is either reassembled or |
1035 | * might be called until this THROWN_OBJ is either reassembled or |
871 | * removed at the end of this function must be able to deal with empty |
1036 | * removed at the end of this function must be able to deal with empty |
872 | * THROWN_OBJs. */ |
1037 | * THROWN_OBJs. */ |
873 | } else { |
1038 | } |
|
|
1039 | else |
|
|
1040 | { |
874 | container = NULL; |
1041 | container = 0; |
875 | hitter = op; |
1042 | hitter = op; |
876 | } |
1043 | } |
877 | |
1044 | |
878 | /* Try to hit victim */ |
1045 | /* Try to hit victim */ |
879 | victim_x = victim->x; |
|
|
880 | victim_y = victim->y; |
|
|
881 | victim_tag = victim->count; |
|
|
882 | hitter_tag = hitter->count; |
|
|
883 | |
|
|
884 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
1046 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
885 | |
1047 | |
886 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
1048 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
887 | * arrow, move_apply() calls this function, arrow sticks in demon, |
1049 | * arrow, move_apply() calls this function, arrow sticks in demon, |
888 | * attack_ob_simple() returns, and we've got an arrow that still exists |
1050 | * attack_ob_simple() returns, and we've got an arrow that still exists |
889 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
1051 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
890 | * other places as well!) |
1052 | * other places as well!) |
891 | */ |
1053 | */ |
892 | if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { |
1054 | if (hitter->destroyed () || hitter->env != NULL) |
|
|
1055 | { |
893 | if (container) { |
1056 | if (container) |
894 | remove_ob (container); |
1057 | container->destroy (); |
895 | free_object (container); |
1058 | |
896 | } |
|
|
897 | return NULL; |
1059 | return 0; |
898 | } |
1060 | } |
899 | |
1061 | |
900 | /* Missile hit victim */ |
1062 | /* Missile hit victim */ |
901 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
1063 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
902 | * through the target |
1064 | * through the target |
903 | */ |
1065 | */ |
904 | if (hit_something && op->speed <= 10.0) |
1066 | if (hit_something && op->speed <= 10.0) |
905 | { |
1067 | { |
906 | /* Stop arrow */ |
1068 | /* Stop arrow */ |
907 | if (container == NULL) { |
1069 | if (!container) |
|
|
1070 | { |
908 | hitter = fix_stopped_arrow (hitter); |
1071 | hitter = fix_stopped_arrow (hitter); |
909 | if (hitter == NULL) |
1072 | if (!hitter) |
910 | return NULL; |
1073 | return 0; |
|
|
1074 | } |
911 | } else { |
1075 | else |
912 | remove_ob (container); |
1076 | container->destroy (); |
913 | free_object (container); |
|
|
914 | } |
|
|
915 | |
1077 | |
916 | /* Try to stick arrow into victim */ |
1078 | /* Try to stick arrow into victim */ |
917 | if ( ! was_destroyed (victim, victim_tag) |
1079 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
918 | && stick_arrow (hitter, victim)) |
|
|
919 | return NULL; |
|
|
920 | |
|
|
921 | /* Else try to put arrow on victim's map square |
|
|
922 | * remove check for P_WALL here. If the arrow got to this |
|
|
923 | * space, that is good enough - with the new movement code, |
|
|
924 | * there is now the potential for lots of spaces where something |
|
|
925 | * can fly over but not otherwise move over. What is the correct |
|
|
926 | * way to handle those otherwise? |
|
|
927 | */ |
|
|
928 | if (victim_x != hitter->x || victim_y != hitter->y) { |
|
|
929 | remove_ob (hitter); |
|
|
930 | hitter->x = victim_x; |
|
|
931 | hitter->y = victim_y; |
|
|
932 | insert_ob_in_map (hitter, victim->map, hitter,0); |
|
|
933 | } else { |
|
|
934 | /* Else leave arrow where it is */ |
|
|
935 | merge_ob (hitter, NULL); |
|
|
936 | } |
|
|
937 | return NULL; |
|
|
938 | } |
|
|
939 | |
|
|
940 | if (hit_something && op->speed >= 10.0) |
|
|
941 | op->speed -= 1.0; |
|
|
942 | |
|
|
943 | /* Missile missed victim - reassemble missile */ |
|
|
944 | if (container) { |
|
|
945 | remove_ob (hitter); |
|
|
946 | insert_ob_in_ob (hitter, container); |
|
|
947 | } |
|
|
948 | return op; |
|
|
949 | } |
|
|
950 | |
|
|
951 | |
|
|
952 | void tear_down_wall(object *op) |
|
|
953 | { |
|
|
954 | int perc=0; |
|
|
955 | |
|
|
956 | if (!op->stats.maxhp) { |
|
|
957 | LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
|
|
958 | perc = 1; |
|
|
959 | } else if(!GET_ANIM_ID(op)) { |
|
|
960 | /* Object has been called - no animations, so remove it */ |
|
|
961 | if(op->stats.hp<0) { |
|
|
962 | remove_ob(op); /* Should update LOS */ |
|
|
963 | free_object(op); |
|
|
964 | /* Don't know why this is here - remove_ob should do it for us */ |
|
|
965 | /*update_position(m, x, y);*/ |
|
|
966 | } |
|
|
967 | return; /* no animations, so nothing more to do */ |
|
|
968 | } |
|
|
969 | perc = NUM_ANIMATIONS(op) |
|
|
970 | - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; |
|
|
971 | if (perc >= (int) NUM_ANIMATIONS(op)) |
|
|
972 | perc = NUM_ANIMATIONS(op)-1; |
|
|
973 | else if (perc < 1) |
|
|
974 | perc = 1; |
|
|
975 | SET_ANIMATION(op, perc); |
|
|
976 | update_object(op,UP_OBJ_FACE); |
|
|
977 | if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ |
|
|
978 | if(op->face==blank_face) { |
|
|
979 | /* If the last face is blank, remove the ob */ |
|
|
980 | remove_ob(op); /* Should update LOS */ |
|
|
981 | free_object(op); |
|
|
982 | |
|
|
983 | /* remove_ob should call update_position for us */ |
|
|
984 | /*update_position(m, x, y);*/ |
|
|
985 | |
|
|
986 | } else { /* The last face was not blank, leave an image */ |
|
|
987 | CLEAR_FLAG(op, FLAG_BLOCKSVIEW); |
|
|
988 | update_all_los(op->map, op->x, op->y); |
|
|
989 | op->move_block = 0; |
|
|
990 | CLEAR_FLAG(op, FLAG_ALIVE); |
|
|
991 | } |
|
|
992 | } |
|
|
993 | } |
|
|
994 | |
|
|
995 | void scare_creature(object *target, object *hitter) |
|
|
996 | { |
|
|
997 | object *owner = get_owner(hitter); |
|
|
998 | |
|
|
999 | if (!owner) owner=hitter; |
|
|
1000 | |
|
|
1001 | SET_FLAG(target, FLAG_SCARED); |
|
|
1002 | if (!target->enemy) target->enemy=owner; |
|
|
1003 | } |
|
|
1004 | |
|
|
1005 | |
|
|
1006 | /* This returns the amount of damage hitter does to op with the |
|
|
1007 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1008 | * This doesn't damage the player, but returns how much it should |
|
|
1009 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1010 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1011 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1012 | |
|
|
1013 | int hit_player_attacktype(object *op, object *hitter, int dam, |
|
|
1014 | uint32 attacknum, int magic) { |
|
|
1015 | |
|
|
1016 | int doesnt_slay = 1; |
|
|
1017 | |
|
|
1018 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
1019 | if (attacknum >= NROFATTACKS) { |
|
|
1020 | LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
|
|
1021 | return 0; |
1080 | return 0; |
1022 | } |
1081 | |
1023 | |
1082 | /* Else try to put arrow on victim's map square |
1024 | if (dam < 0) { |
1083 | * remove check for P_WALL here. If the arrow got to this |
1025 | LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); |
1084 | * space, that is good enough - with the new movement code, |
1026 | return 0; |
1085 | * there is now the potential for lots of spaces where something |
1027 | } |
1086 | * can fly over but not otherwise move over. What is the correct |
1028 | |
1087 | * way to handle those otherwise? |
1029 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1088 | */ |
1030 | * people can't mess with that or it otherwise get confused. */ |
1089 | if (victim->x != hitter->x || victim->y != hitter->y) |
1031 | if (attacknum == ATNR_INTERNAL) return dam; |
|
|
1032 | |
|
|
1033 | if (hitter->slaying) { |
|
|
1034 | if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || |
|
|
1035 | (op->arch && (op->arch->name != NULL) && |
|
|
1036 | strstr(op->arch->name, hitter->slaying)) |
|
|
1037 | ){ |
1090 | { |
1038 | doesnt_slay = 0; |
1091 | if (victim->destroyed ()) |
1039 | dam *= 3; |
1092 | hitter->destroy (); |
|
|
1093 | else |
|
|
1094 | { |
|
|
1095 | hitter->remove (); |
|
|
1096 | hitter->x = victim->x; |
|
|
1097 | hitter->y = victim->y; |
|
|
1098 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1099 | } |
1040 | } |
1100 | } |
1041 | } |
|
|
1042 | |
|
|
1043 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
|
|
1044 | if (op->resist[attacknum]) { |
|
|
1045 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1046 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1047 | dam *= (100-op->resist[attacknum]); |
|
|
1048 | if (dam >= 100) dam /= 100; |
|
|
1049 | else |
1101 | else |
1050 | dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; |
1102 | /* Else leave arrow where it is */ |
1051 | } |
1103 | merge_ob (hitter, NULL); |
1052 | |
1104 | |
1053 | /* Special hack. By default, if immune to something, you |
|
|
1054 | * shouldn't need to worry. However, acid is an exception, since |
|
|
1055 | * it can still damage your items. Only include attacktypes if |
|
|
1056 | * special processing is needed */ |
|
|
1057 | |
|
|
1058 | if ((op->resist[attacknum] >= 100) && |
|
|
1059 | doesnt_slay && (attacknum != ATNR_ACID)) |
|
|
1060 | return 0; |
1105 | return 0; |
1061 | |
|
|
1062 | /* Keep this in order - makes things easier to find */ |
|
|
1063 | |
1106 | } |
1064 | switch(attacknum) { |
1107 | |
1065 | case ATNR_PHYSICAL: |
1108 | if (hit_something && op->speed >= 10.0) |
1066 | /* here also check for diseases */ |
1109 | op->speed -= 1.0; |
1067 | check_physically_infect(op, hitter); |
1110 | |
1068 | break; |
1111 | /* Missile missed victim - reassemble missile */ |
|
|
1112 | if (container) |
|
|
1113 | { |
|
|
1114 | hitter->remove (); |
|
|
1115 | insert_ob_in_ob (hitter, container); |
|
|
1116 | } |
|
|
1117 | |
|
|
1118 | return op; |
|
|
1119 | } |
|
|
1120 | |
|
|
1121 | static void |
|
|
1122 | tear_down_wall (object *op) |
|
|
1123 | { |
|
|
1124 | if (!op->stats.maxhp) |
|
|
1125 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
|
|
1126 | else if (!op->has_anim ()) |
|
|
1127 | { |
|
|
1128 | /* Object has been called - no animations, so remove it */ |
|
|
1129 | if (op->stats.hp < 0) |
|
|
1130 | op->destroy (); |
|
|
1131 | |
|
|
1132 | return; /* no animations, so nothing more to do */ |
|
|
1133 | } |
|
|
1134 | |
|
|
1135 | // we use frames 1..num-2 as intermediate frames, so |
|
|
1136 | // the last frame is used only when hp < 0. |
|
|
1137 | int perc = clamp ( |
|
|
1138 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
|
|
1139 | 0, op->anim_frames () - 1 |
|
|
1140 | ); |
|
|
1141 | |
|
|
1142 | op->set_anim_frame (perc); |
|
|
1143 | update_object (op, UP_OBJ_FACE); |
|
|
1144 | |
|
|
1145 | if (op->stats.hp < 0) |
|
|
1146 | { /* Reached the last animation */ |
|
|
1147 | if (op->face == blank_face) |
|
|
1148 | /* If the last face is blank, remove the ob */ |
|
|
1149 | op->destroy (); |
|
|
1150 | else |
|
|
1151 | { /* The last face was not blank, leave an image */ |
|
|
1152 | op->flag [FLAG_BLOCKSVIEW] = false; |
|
|
1153 | update_all_los (op->map, op->x, op->y); |
|
|
1154 | op->move_block = 0; |
|
|
1155 | op->flag [FLAG_ALIVE] = false; |
1069 | |
1156 | } |
1070 | /* Don't need to do anything for: |
|
|
1071 | magic, |
|
|
1072 | fire, |
|
|
1073 | electricity, |
|
|
1074 | cold */ |
|
|
1075 | |
|
|
1076 | case ATNR_CONFUSION: |
|
|
1077 | case ATNR_POISON: |
|
|
1078 | case ATNR_SLOW: |
|
|
1079 | case ATNR_PARALYZE: |
|
|
1080 | case ATNR_FEAR: |
|
|
1081 | case ATNR_CANCELLATION: |
|
|
1082 | case ATNR_DEPLETE: |
|
|
1083 | case ATNR_BLIND: |
|
|
1084 | { |
|
|
1085 | /* chance for inflicting a special attack depends on the |
|
|
1086 | * difference between attacker's and defender's level |
|
|
1087 | */ |
|
|
1088 | int level_diff = MIN(110, MAX(0, op->level - hitter->level)); |
|
|
1089 | |
|
|
1090 | /* First, only creatures/players with speed can be affected. |
|
|
1091 | * Second, just getting hit doesn't mean it always affects |
|
|
1092 | * you. Third, you still get a saving through against the |
|
|
1093 | * effect. |
|
|
1094 | */ |
|
|
1095 | if (op->speed && |
|
|
1096 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && |
|
|
1097 | !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && |
|
|
1098 | !did_make_save(op, level_diff, op->resist[attacknum]/10)) { |
|
|
1099 | |
|
|
1100 | /* Player has been hit by something */ |
|
|
1101 | if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); |
|
|
1102 | else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); |
|
|
1103 | else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); |
|
|
1104 | else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); |
|
|
1105 | else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); |
|
|
1106 | else if (attacknum == ATNR_CANCELLATION) cancellation(op); |
|
|
1107 | else if (attacknum == ATNR_DEPLETE) drain_stat(op); |
|
|
1108 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && |
|
|
1109 | !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); |
|
|
1110 | } |
|
|
1111 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
1112 | } |
|
|
1113 | break; |
|
|
1114 | case ATNR_ACID: |
|
|
1115 | { |
|
|
1116 | int flag=0; |
|
|
1117 | |
|
|
1118 | /* Items only get corroded if you're not on a battleground and |
|
|
1119 | * if your acid resistance is below 50%. */ |
|
|
1120 | if (!op_on_battleground(op, NULL, NULL) && |
|
|
1121 | (op->resist[ATNR_ACID] < 50)) |
|
|
1122 | { |
|
|
1123 | object *tmp; |
|
|
1124 | for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
|
|
1125 | if(tmp->invisible) |
|
|
1126 | continue; |
|
|
1127 | if(!QUERY_FLAG(tmp, FLAG_APPLIED) || |
|
|
1128 | (tmp->resist[ATNR_ACID] >= 10)) |
|
|
1129 | /* >= 10% acid res. on itmes will protect these */ |
|
|
1130 | continue; |
|
|
1131 | if(!(tmp->material & M_IRON)) |
|
|
1132 | continue; |
|
|
1133 | if(tmp->magic < -4) /* Let's stop at -5 */ |
|
|
1134 | continue; |
|
|
1135 | if(tmp->type==RING || |
|
|
1136 | /* removed boots and gloves from exclusion list in |
|
|
1137 | PR */ |
|
|
1138 | tmp->type==GIRDLE || |
|
|
1139 | tmp->type==AMULET || |
|
|
1140 | tmp->type==WAND || |
|
|
1141 | tmp->type==ROD || |
|
|
1142 | tmp->type==HORN) |
|
|
1143 | continue; /* To avoid some strange effects */ |
|
|
1144 | |
|
|
1145 | /* High damage acid has better chance of corroding |
|
|
1146 | objects */ |
|
|
1147 | if(rndm(0, dam+4) > |
|
|
1148 | random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { |
|
|
1149 | if(op->type == PLAYER) |
|
|
1150 | /* Make this more visible */ |
|
|
1151 | new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, |
|
|
1152 | "The %s's acid corrodes your %s!", |
|
|
1153 | query_name(hitter), query_name(tmp)); |
|
|
1154 | flag = 1; |
|
|
1155 | tmp->magic--; |
|
|
1156 | if(op->type == PLAYER) |
|
|
1157 | esrv_send_item(op, tmp); |
|
|
1158 | } |
|
|
1159 | } |
|
|
1160 | if(flag) |
|
|
1161 | fix_player(op); /* Something was corroded */ |
|
|
1162 | } |
|
|
1163 | } |
1157 | } |
1164 | break; |
|
|
1165 | case ATNR_DRAIN: |
|
|
1166 | { |
|
|
1167 | /* rate is the proportion of exp drained. High rate means |
|
|
1168 | * not much is drained, low rate means a lot is drained. |
|
|
1169 | */ |
|
|
1170 | int rate; |
|
|
1171 | |
|
|
1172 | if(op->resist[ATNR_DRAIN] >= 0) |
|
|
1173 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
1174 | else |
|
|
1175 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
1176 | |
|
|
1177 | if(op->stats.exp <= rate) { |
|
|
1178 | if(op->type == GOLEM) |
|
|
1179 | dam = 999; /* Its force is "sucked" away. 8) */ |
|
|
1180 | else |
|
|
1181 | /* If we can't drain, lets try to do physical damage */ |
|
|
1182 | dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
1183 | } else { |
|
|
1184 | /* Randomly give the hitter some hp */ |
|
|
1185 | if(hitter->stats.hp<hitter->stats.maxhp && |
|
|
1186 | (op->level > hitter->level) && |
|
|
1187 | random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) |
|
|
1188 | hitter->stats.hp++; |
|
|
1189 | |
|
|
1190 | /* Can't do drains on battleground spaces. |
|
|
1191 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
1192 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
1193 | * nothing happens. |
|
|
1194 | * Try to credit the owner. We try to display player -> player drain |
|
|
1195 | * attacks, hence all the != PLAYER checks. |
|
|
1196 | */ |
|
|
1197 | if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
|
|
1198 | object *owner = get_owner(hitter); |
|
|
1199 | |
|
|
1200 | if (owner && owner != hitter) { |
|
|
1201 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
1202 | change_exp(owner, op->stats.exp/(rate*2), |
|
|
1203 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *)0, SK_EXP_TOTAL); |
|
|
1204 | } else if (op->type != PLAYER || hitter->type != PLAYER) { |
|
|
1205 | change_exp(hitter, op->stats.exp/(rate*2), |
|
|
1206 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char*)0, 0); |
|
|
1207 | } |
|
|
1208 | change_exp(op,-op->stats.exp/rate, NULL, 0); |
|
|
1209 | } |
|
|
1210 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
1211 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
1212 | * as the messages will say you missed |
|
|
1213 | */ |
|
|
1214 | } |
|
|
1215 | } |
|
|
1216 | break; |
|
|
1217 | case ATNR_TURN_UNDEAD: |
|
|
1218 | { |
|
|
1219 | if (QUERY_FLAG(op,FLAG_UNDEAD)) { |
|
|
1220 | object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); |
|
|
1221 | object *god = find_god (determine_god (owner)); |
|
|
1222 | int div = 1; |
|
|
1223 | |
|
|
1224 | /* if undead are not an enemy of your god, you turn them |
|
|
1225 | * at half strength */ |
|
|
1226 | if (! god || ! god->slaying || |
|
|
1227 | strstr (god->slaying, undead_name) == NULL) |
|
|
1228 | div = 2; |
|
|
1229 | /* Give a bonus if you resist turn undead */ |
|
|
1230 | if (op->level * div < |
|
|
1231 | (turn_bonus[owner->stats.Wis]+owner->level + |
|
|
1232 | (op->resist[ATNR_TURN_UNDEAD]/100))) |
|
|
1233 | scare_creature(op, owner); |
|
|
1234 | } |
|
|
1235 | else |
|
|
1236 | dam = 0; /* don't damage non undead - should we damage |
|
|
1237 | undead? */ |
|
|
1238 | } break; |
|
|
1239 | case ATNR_DEATH: |
|
|
1240 | deathstrike_player(op, hitter, &dam); |
|
|
1241 | break; |
|
|
1242 | case ATNR_CHAOS: |
|
|
1243 | LOG(llevError, |
|
|
1244 | "%s was hit by %s with non-specific chaos.\n", |
|
|
1245 | query_name(op), |
|
|
1246 | query_name(hitter)); |
|
|
1247 | dam = 0; |
|
|
1248 | break; |
|
|
1249 | case ATNR_COUNTERSPELL: |
|
|
1250 | LOG(llevError, |
|
|
1251 | "%s was hit by %s with counterspell attack.\n", |
|
|
1252 | query_name(op), |
|
|
1253 | query_name(hitter)); |
|
|
1254 | dam = 0; |
|
|
1255 | /* This should never happen. Counterspell is handled |
|
|
1256 | * seperately and filtered out. If this does happen, |
|
|
1257 | * Counterspell has no effect on anything but spells, so it |
|
|
1258 | * does no damage. */ |
|
|
1259 | break; |
|
|
1260 | case ATNR_HOLYWORD: |
|
|
1261 | { |
|
|
1262 | /* This has already been handled by hit_player, |
|
|
1263 | * no need to check twice -- DAMN */ |
|
|
1264 | |
|
|
1265 | object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); |
|
|
1266 | |
|
|
1267 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
1268 | if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < |
|
|
1269 | owner->level+turn_bonus[owner->stats.Wis]) |
|
|
1270 | scare_creature(op, owner); |
|
|
1271 | } break; |
|
|
1272 | case ATNR_LIFE_STEALING: |
|
|
1273 | { |
|
|
1274 | int new_hp; |
|
|
1275 | /* this is replacement to drain for players, instead of taking |
|
|
1276 | * exp it takes hp. It is geared for players, probably not |
|
|
1277 | * much use giving it to monsters |
|
|
1278 | * |
|
|
1279 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
1280 | * damage it does do to the player. Given that, |
|
|
1281 | * it only does 1/10'th normal damage (hence the divide by |
|
|
1282 | * 1000). |
|
|
1283 | */ |
|
|
1284 | /* You can't steal life from something undead */ |
|
|
1285 | if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; |
|
|
1286 | /* If drain protection is higher than life stealing, use that */ |
|
|
1287 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
1288 | dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
1289 | else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1290 | /* You die at -1 hp, not zero. */ |
|
|
1291 | if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; |
|
|
1292 | new_hp = hitter->stats.hp + dam; |
|
|
1293 | if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; |
|
|
1294 | if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; |
|
|
1295 | } |
|
|
1296 | } |
|
|
1297 | return dam; |
|
|
1298 | } |
1158 | } |
1299 | |
1159 | |
|
|
1160 | static void |
|
|
1161 | scare_creature (object *target, object *hitter) |
|
|
1162 | { |
|
|
1163 | target->flag [FLAG_SCARED] = true; |
|
|
1164 | |
|
|
1165 | if (!target->enemy) |
|
|
1166 | target->enemy = hitter->outer_owner (); |
|
|
1167 | } |
1300 | |
1168 | |
1301 | /* GROS: This code comes from hit_player. It has been made external to |
1169 | /* GROS: This code comes from hit_player. It has been made external to |
1302 | * allow script procedures to "kill" objects in a combat-like fashion. |
1170 | * allow script procedures to "kill" objects in a combat-like fashion. |
1303 | * It was initially used by (kill-object) developed for the Collector's |
1171 | * It was initially used by (kill-object) developed for the Collector's |
1304 | * Sword. Note that nothing has been changed from the original version |
1172 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1311 | * This function was a bit of a mess with hitter getting changed, |
1179 | * This function was a bit of a mess with hitter getting changed, |
1312 | * values being stored away but not used, etc. I've cleaned it up |
1180 | * values being stored away but not used, etc. I've cleaned it up |
1313 | * a bit - I think it should be functionally equivalant. |
1181 | * a bit - I think it should be functionally equivalant. |
1314 | * MSW 2002-07-17 |
1182 | * MSW 2002-07-17 |
1315 | */ |
1183 | */ |
|
|
1184 | int |
1316 | int kill_object(object *op,int dam, object *hitter, int type) |
1185 | kill_object (object *op, int dam, object *hitter, int type) |
1317 | { |
1186 | { |
1318 | char buf[MAX_BUF]; |
1187 | char buf[MAX_BUF]; |
1319 | const char *skill; |
1188 | shstr skill; |
1320 | int maxdam=0; |
1189 | int maxdam = 0; |
1321 | int battleg=0; /* true if op standing on battleground */ |
1190 | int battleg = 0; /* true if op standing on battleground */ |
1322 | int pk=0; /* true if op and what controls hitter are both players*/ |
1191 | int pk = 0; /* true if op and what controls hitter are both players */ |
1323 | object *owner=NULL; |
1192 | object *owner = 0; |
1324 | object *skop=NULL; |
1193 | object *skop = 0; |
1325 | |
1194 | |
1326 | if (op->stats.hp>=0) |
1195 | if (op->stats.hp >= 0) |
1327 | return -1; |
1196 | return -1; |
1328 | |
1197 | |
1329 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1198 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1330 | return 0; |
1199 | return 0; |
1331 | |
1200 | |
1332 | /* maxdam needs to be the amount of damage it took to kill |
1201 | /* maxdam needs to be the amount of damage it took to kill |
1333 | * this creature. The function(s) that call us have already |
1202 | * this creature. The function(s) that call us have already |
1334 | * adjusted the creatures HP total, so that is negative. |
1203 | * adjusted the creatures HP total, so that is negative. |
1335 | */ |
1204 | */ |
1336 | maxdam = dam + op->stats.hp + 1; |
1205 | maxdam = dam + op->stats.hp + 1; |
1337 | |
1206 | |
1338 | if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) |
1207 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1339 | update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ |
1208 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1340 | |
1209 | |
1341 | if(op->type==DOOR) { |
1210 | if (op->type == DOOR) |
|
|
1211 | { |
1342 | op->speed = 0.1; |
1212 | op->set_speed (0.1f); |
1343 | update_ob_speed(op); |
|
|
1344 | op->speed_left= -0.05; |
1213 | op->speed_left = -0.05f; |
1345 | return maxdam; |
1214 | return maxdam; |
1346 | } |
1215 | } |
|
|
1216 | |
1347 | if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { |
1217 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1348 | remove_friendly_object(op); |
1218 | { |
1349 | if (get_owner (op) != NULL && op->owner->type == PLAYER && |
1219 | op->drop_and_destroy (); |
1350 | op->owner->contr->ranges[range_golem] == op) { |
|
|
1351 | op->owner->contr->ranges[range_golem]=NULL; |
|
|
1352 | op->owner->contr->golem_count=0; |
|
|
1353 | } |
|
|
1354 | |
|
|
1355 | remove_ob(op); |
|
|
1356 | free_object(op); |
|
|
1357 | return maxdam; |
1220 | return maxdam; |
1358 | } |
1221 | } |
1359 | |
1222 | |
1360 | /* Now lets start dealing with experience we get for killing something */ |
1223 | /* Now lets start dealing with experience we get for killing something */ |
1361 | |
1224 | |
1362 | owner=get_owner(hitter); |
1225 | owner = hitter->outer_owner (); |
1363 | if(owner==NULL) |
1226 | if (!owner) |
1364 | owner=hitter; |
1227 | owner = hitter; |
1365 | |
1228 | |
1366 | /* is the victim (op) standing on battleground? */ |
1229 | /* is the victim (op) standing on battleground? */ |
1367 | if (op_on_battleground(op, NULL, NULL)) battleg=1; |
1230 | if (op_on_battleground (op, NULL, NULL)) |
1368 | |
1231 | battleg = 1; |
|
|
1232 | |
1369 | /* is this player killing?*/ |
1233 | /* is this player killing? */ |
1370 | if (op->type == PLAYER && owner->type == PLAYER) pk=1; |
1234 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1235 | pk = 1; |
1371 | |
1236 | |
1372 | /* Player killed something */ |
1237 | /* Player killed something */ |
1373 | if(owner->type==PLAYER) { |
1238 | if (owner->type == PLAYER) |
1374 | Log_Kill(owner->name, |
1239 | { |
1375 | query_name(op),op->type, |
|
|
1376 | (owner!=hitter) ? query_name(hitter) : NULL, |
|
|
1377 | (owner!=hitter) ? hitter->type : 0); |
|
|
1378 | |
|
|
1379 | /* Log players killing other players - makes it easier to detect |
1240 | /* Log players killing other players - makes it easier to detect |
1380 | * and filter out malicious player killers - that is why the |
1241 | * and filter out malicious player killers - that is why the |
1381 | * ip address is included. |
1242 | * ip address is included. |
1382 | */ |
1243 | */ |
1383 | if (op->type == PLAYER && !battleg) { |
1244 | if (op->type == PLAYER && !battleg) |
|
|
1245 | { |
1384 | time_t t=time(NULL); |
1246 | time_t t = time (NULL); |
1385 | struct tm *tmv; |
1247 | struct tm *tmv; |
1386 | char buf[256]; |
1248 | char buf[256]; |
1387 | |
1249 | |
1388 | tmv = localtime(&t); |
1250 | tmv = localtime (&t); |
1389 | strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); |
1251 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1390 | |
1252 | |
1391 | LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", |
1253 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1392 | buf, &owner->name, owner->contr->socket.host, query_name(op)); |
|
|
1393 | } |
1254 | } |
1394 | |
1255 | |
1395 | /* try to filter some things out - basically, if you are |
1256 | /* try to filter some things out - basically, if you are |
1396 | * killing a level 1 creature and your level 20, you |
1257 | * killing a level 1 creature and your level 20, you |
1397 | * probably don't want to see that. |
1258 | * probably don't want to see that. |
1398 | */ |
1259 | */ |
1399 | if ( owner->level < op->level * 2|| op->stats.exp>1000) { |
1260 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1261 | { |
1400 | if(owner!=hitter) { |
1262 | if (owner != hitter) |
1401 | new_draw_info_format(NDI_BLACK, 0, owner, |
1263 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1402 | "You killed %s with %s.",query_name(op), |
1264 | else |
1403 | query_name(hitter)); |
1265 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
|
|
1266 | |
|
|
1267 | /* Only play sounds for melee kills */ |
|
|
1268 | if (hitter->type == PLAYER) |
|
|
1269 | owner->play_sound (sound_find ("player_kills")); |
|
|
1270 | } |
|
|
1271 | |
|
|
1272 | /* If a player kills another player, not on |
|
|
1273 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1274 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1275 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1276 | * player that the object belonged to - so if you killed another player |
|
|
1277 | * with spells, pets, whatever, there was no penalty. |
|
|
1278 | * Changed to make luck penalty configurable in settings. |
|
|
1279 | */ |
|
|
1280 | if (op->type == PLAYER && owner != op && !battleg) |
|
|
1281 | owner->change_luck (-settings.pk_luck_penalty); |
|
|
1282 | |
|
|
1283 | /* This code below deals with finding the appropriate skill |
|
|
1284 | * to credit exp to. This is a bit problematic - we should |
|
|
1285 | * probably never really have to look at current_weapon->skill |
|
|
1286 | */ |
|
|
1287 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1288 | skill = hitter->skill; |
|
|
1289 | else if (owner->chosen_skill) |
|
|
1290 | { |
|
|
1291 | skop = owner->chosen_skill; |
|
|
1292 | skill = skop->skill; |
|
|
1293 | } |
|
|
1294 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
|
|
1295 | skill = owner->current_weapon->skill; |
|
|
1296 | else |
|
|
1297 | { |
|
|
1298 | LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1299 | "op: %s\n" "hitter: %s\n" "owner: %s\n", |
|
|
1300 | owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1301 | skill = 0; |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1305 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1306 | */ |
|
|
1307 | skop = owner->contr->find_skill (skill); |
|
|
1308 | } /* Was it a player that hit somethign */ |
|
|
1309 | else |
|
|
1310 | skill = 0; |
|
|
1311 | |
|
|
1312 | /* These may have been set in the player code section above */ |
|
|
1313 | if (!skop) |
|
|
1314 | skop = hitter->chosen_skill; |
|
|
1315 | |
|
|
1316 | if (!skill && skop) |
|
|
1317 | skill = skop->skill; |
|
|
1318 | |
|
|
1319 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1320 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1321 | { |
|
|
1322 | int exp; |
|
|
1323 | |
|
|
1324 | /* Really don't give much experience for killing other players */ |
|
|
1325 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
|
|
1326 | if (battleg) |
|
|
1327 | { |
|
|
1328 | if (op->is_player ()) |
|
|
1329 | { |
|
|
1330 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1331 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1404 | } |
1332 | } |
|
|
1333 | |
|
|
1334 | exp = 0; |
|
|
1335 | } |
|
|
1336 | else if (op->is_player ()) |
|
|
1337 | exp = op->stats.exp / 1000; |
|
|
1338 | else |
|
|
1339 | exp = calc_skill_exp (owner, op, skop); |
|
|
1340 | |
|
|
1341 | /* Don't know why this is set this way - doesn't make |
|
|
1342 | * sense to just divide everything by two for no reason. |
|
|
1343 | */ |
|
|
1344 | |
|
|
1345 | if (!settings.simple_exp) |
|
|
1346 | exp = exp / 2; |
|
|
1347 | |
|
|
1348 | if (owner->type != PLAYER || owner->contr->party == NULL) |
|
|
1349 | change_exp (owner, exp, skill, 0); |
|
|
1350 | else |
|
|
1351 | { |
|
|
1352 | int shares = 0, count = 0; |
|
|
1353 | partylist *party = owner->contr->party; |
|
|
1354 | |
|
|
1355 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
|
|
1356 | |
|
|
1357 | for_all_players (pl) |
|
|
1358 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1359 | { |
|
|
1360 | count++; |
|
|
1361 | shares += (pl->ob->level + 4); |
|
|
1362 | } |
|
|
1363 | |
|
|
1364 | if (count == 1 || shares > exp || !shares) |
|
|
1365 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1405 | else { |
1366 | else |
1406 | new_draw_info_format(NDI_BLACK, 0, owner, |
1367 | { |
1407 | "You killed %s.",query_name(op)); |
1368 | int share = exp / shares, given = 0, nexp; |
|
|
1369 | |
|
|
1370 | for_all_players (pl) |
|
|
1371 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1372 | { |
|
|
1373 | nexp = (pl->ob->level + 4) * share; |
|
|
1374 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1375 | given += nexp; |
|
|
1376 | } |
|
|
1377 | |
|
|
1378 | exp -= given; |
|
|
1379 | /* give any remainder to the player */ |
|
|
1380 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1408 | } |
1381 | } |
1409 | /* Only play sounds for melee kills */ |
1382 | } /* else part of a party */ |
1410 | if (hitter->type == PLAYER) |
1383 | } /* end if person didn't kill himself */ |
1411 | play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1384 | |
|
|
1385 | if (op->type != PLAYER) |
|
|
1386 | { |
|
|
1387 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1412 | } |
1388 | { |
|
|
1389 | object *owner1 = op->owner; |
1413 | |
1390 | |
1414 | /* If a player kills another player, not on |
1391 | if (owner1 && owner1->type == PLAYER) |
1415 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1416 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1417 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1418 | * player that the object belonged to - so if you killed another player |
|
|
1419 | * with spells, pets, whatever, there was no penalty. |
|
|
1420 | * Changed to make luck penalty configurable in settings. |
|
|
1421 | */ |
|
|
1422 | if(op->type == PLAYER && owner != op && !battleg) |
|
|
1423 | change_luck(owner, -settings.pk_luck_penalty); |
|
|
1424 | |
|
|
1425 | /* This code below deals with finding the appropriate skill |
|
|
1426 | * to credit exp to. This is a bit problematic - we should |
|
|
1427 | * probably never really have to look at current_weapon->skill |
|
|
1428 | */ |
|
|
1429 | skill = NULL; |
|
|
1430 | if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; |
|
|
1431 | else if (owner->chosen_skill) { |
|
|
1432 | skill = owner->chosen_skill->skill; |
|
|
1433 | skop = owner->chosen_skill; |
|
|
1434 | } |
|
|
1435 | else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; |
|
|
1436 | else |
|
|
1437 | LOG(llevError,"kill_object - unable to find skill that killed monster\n"); |
|
|
1438 | |
|
|
1439 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1440 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1441 | */ |
|
|
1442 | if ((!skop || skop->type != SKILL) && skill) { |
|
|
1443 | int i; |
|
|
1444 | |
|
|
1445 | for (i=0; i<NUM_SKILLS; i++) |
|
|
1446 | if (owner->contr->last_skill_ob[i] && |
|
|
1447 | !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { |
|
|
1448 | skop = owner->contr->last_skill_ob[i]; |
|
|
1449 | break; |
|
|
1450 | } |
1392 | { |
1451 | } |
1393 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1452 | } /* Was it a player that hit somethign */ |
1394 | /* Maybe we should include the owner that killed this, maybe not */ |
1453 | else { |
1395 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1454 | skill = NULL; |
|
|
1455 | } |
|
|
1456 | |
|
|
1457 | /* Pet (or spell) killed something. */ |
|
|
1458 | if(owner != hitter ) { |
|
|
1459 | (void) sprintf(buf,"%s killed %s with %s%s%s.",&owner->name, |
|
|
1460 | query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); |
|
|
1461 | } |
|
|
1462 | else { |
|
|
1463 | (void) sprintf(buf,"%s killed %s%s%s%s.",&hitter->name,&op->name, |
|
|
1464 | (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1465 | " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); |
|
|
1466 | } |
|
|
1467 | /* These may have been set in the player code section above */ |
|
|
1468 | if (!skop) skop = hitter->chosen_skill; |
|
|
1469 | if (!skill && skop) skill=skop->skill; |
|
|
1470 | |
|
|
1471 | new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); |
|
|
1472 | |
|
|
1473 | |
|
|
1474 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1475 | if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { |
|
|
1476 | int exp; |
|
|
1477 | |
|
|
1478 | /* Really don't give much experience for killing other players */ |
|
|
1479 | // schmorp: temporary? reduce the amount of exp gained for pking enourmously |
|
|
1480 | if (op->type==PLAYER) { |
|
|
1481 | if (battleg) { |
|
|
1482 | new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); |
|
|
1483 | new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); |
|
|
1484 | } |
1396 | } |
1485 | else |
|
|
1486 | exp = op->stats.exp / 1000; |
|
|
1487 | } |
|
|
1488 | else |
|
|
1489 | exp = calc_skill_exp(owner, op, skop); |
|
|
1490 | |
1397 | |
1491 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1492 | * exp by killing him |
|
|
1493 | */ |
|
|
1494 | if (battleg) exp = 0; |
|
|
1495 | |
|
|
1496 | /* Don't know why this is set this way - doesn't make |
|
|
1497 | * sense to just divide everything by two for no reason. |
|
|
1498 | */ |
|
|
1499 | |
|
|
1500 | if (!settings.simple_exp) |
|
|
1501 | exp=exp/2; |
|
|
1502 | |
|
|
1503 | if(owner->type!=PLAYER || owner->contr->party==NULL) { |
|
|
1504 | change_exp(owner,exp, skill, 0); |
|
|
1505 | } |
|
|
1506 | else { |
|
|
1507 | int shares=0,count=0; |
|
|
1508 | |
|
|
1509 | player *pl; |
|
|
1510 | |
|
|
1511 | partylist *party=owner->contr->party; |
|
|
1512 | #ifdef PARTY_KILL_LOG |
|
|
1513 | add_kill_to_party(party, query_name(owner), query_name(op), exp); |
|
|
1514 | #endif |
|
|
1515 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
|
|
1516 | if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
|
|
1517 | count++; |
|
|
1518 | shares+=(pl->ob->level+4); |
|
|
1519 | } |
|
|
1520 | } |
|
|
1521 | if(count==1 || shares>exp) |
|
|
1522 | change_exp(owner,exp, skill, SK_EXP_TOTAL); |
|
|
1523 | else { |
|
|
1524 | int share=exp/shares,given=0,nexp; |
|
|
1525 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
|
|
1526 | if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
|
|
1527 | nexp=(pl->ob->level+4)*share; |
|
|
1528 | change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); |
|
|
1529 | given+=nexp; |
|
|
1530 | } |
|
|
1531 | } |
|
|
1532 | exp-=given; |
|
|
1533 | /* give any remainder to the player */ |
|
|
1534 | change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); |
|
|
1535 | } |
|
|
1536 | } /* else part of a party */ |
|
|
1537 | |
|
|
1538 | } /* end if person didn't kill himself */ |
|
|
1539 | |
|
|
1540 | if(op->type!=PLAYER) { |
|
|
1541 | if(QUERY_FLAG(op,FLAG_FRIENDLY)) { |
|
|
1542 | object *owner1 = get_owner(op); |
|
|
1543 | |
|
|
1544 | if(owner1!= NULL && owner1->type == PLAYER) { |
|
|
1545 | play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); |
|
|
1546 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1547 | new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.", |
|
|
1548 | &op->name,&hitter->name); |
|
|
1549 | } |
|
|
1550 | remove_friendly_object(op); |
1398 | remove_friendly_object (op); |
1551 | } |
1399 | } |
1552 | remove_ob(op); |
1400 | |
1553 | free_object(op); |
1401 | op->drop_and_destroy (); |
1554 | } |
1402 | } |
|
|
1403 | else |
1555 | /* Player has been killed! */ |
1404 | /* Player has been killed! */ |
1556 | else { |
1405 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1557 | if(owner->type==PLAYER) { |
1406 | |
1558 | snprintf(op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); |
|
|
1559 | } |
|
|
1560 | else { |
|
|
1561 | strncpy(op->contr->killer,hitter->name,BIG_NAME); |
|
|
1562 | op->contr->killer[BIG_NAME-1]='\0'; |
|
|
1563 | } |
|
|
1564 | } |
|
|
1565 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1407 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1566 | * continues in the calling function. |
1408 | * continues in the calling function. |
1567 | */ |
1409 | */ |
1568 | return maxdam; |
1410 | return maxdam; |
1569 | } |
1411 | } |
1570 | |
1412 | |
1571 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1413 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1572 | * Returns 0 this is not friendly fire |
1414 | * Returns 0 this is not friendly fire |
1573 | */ |
1415 | */ |
1574 | |
1416 | int |
1575 | int friendly_fire(object *op, object *hitter){ |
1417 | friendly_fire (object *op, object *hitter) |
|
|
1418 | { |
1576 | object *owner; |
1419 | object *owner; |
1577 | int friendlyfire; |
1420 | int friendlyfire; |
1578 | |
|
|
1579 | if (hitter->head) hitter=hitter->head; |
|
|
1580 | |
1421 | |
|
|
1422 | if (hitter->head) |
|
|
1423 | hitter = hitter->head; |
|
|
1424 | |
1581 | friendlyfire = 0; |
1425 | friendlyfire = 0; |
1582 | |
1426 | |
1583 | if(op->type == PLAYER) { |
1427 | if (op->type == PLAYER) |
|
|
1428 | { |
1584 | if (op_on_battleground (hitter, 0, 0)) |
1429 | if (op_on_battleground (hitter, 0, 0)) |
1585 | return 0; |
1430 | return 0; |
1586 | |
1431 | |
1587 | if(hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1432 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1588 | return 1; |
1433 | return 1; |
1589 | |
1434 | |
1590 | if((owner = get_owner(hitter))!=NULL) { |
1435 | if ((owner = hitter->owner) != NULL) |
|
|
1436 | { |
1591 | if(owner->type == PLAYER && owner->contr->peaceful == 1) |
1437 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1592 | friendlyfire = 2; |
1438 | friendlyfire = 2; |
1593 | } |
1439 | } |
1594 | |
1440 | |
1595 | if (hitter->type == SPELL || hitter->type == POISONING || |
1441 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1596 | hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1597 | friendlyfire = 0; |
1442 | friendlyfire = 0; |
1598 | } |
1443 | } |
|
|
1444 | |
1599 | return friendlyfire; |
1445 | return friendlyfire; |
1600 | } |
1446 | } |
1601 | |
|
|
1602 | |
1447 | |
1603 | /* This isn't used just for players, but in fact most objects. |
1448 | /* This isn't used just for players, but in fact most objects. |
1604 | * op is the object to be hit, dam is the amount of damage, hitter |
1449 | * op is the object to be hit, dam is the amount of damage, hitter |
1605 | * is what is hitting the object, type is the attacktype, and |
1450 | * is what is hitting the object, type is the attacktype, and |
1606 | * full_hit is set if monster area does not matter. |
1451 | * full_hit is set if monster area does not matter. |
1607 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1452 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1608 | * modify it. |
1453 | * modify it. |
1609 | */ |
1454 | */ |
1610 | |
|
|
1611 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1455 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1612 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1456 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1613 | |
1457 | int |
1614 | int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { |
1458 | hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit) |
1615 | int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); |
1459 | { |
1616 | int maxattacktype, attacknum; |
1460 | int magic = type & AT_MAGIC; |
1617 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1461 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1462 | int maxdam = 0, ndam = 0, attacktype = 1; |
|
|
1463 | int maxattacktype; |
1618 | int simple_attack; |
1464 | int simple_attack; |
1619 | tag_t op_tag, hitter_tag; |
|
|
1620 | int rtn_kill = 0; |
1465 | int rtn_kill = 0; |
1621 | int friendlyfire; |
1466 | int friendlyfire; |
1622 | |
1467 | |
1623 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1468 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1469 | return 0; |
|
|
1470 | |
|
|
1471 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1472 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1473 | return 0; |
|
|
1474 | |
|
|
1475 | // only allow pk for hostile players |
|
|
1476 | if (op->type == PLAYER) |
|
|
1477 | { |
|
|
1478 | object *owner = hitter->owner; |
|
|
1479 | |
|
|
1480 | if (!owner) |
|
|
1481 | owner = hitter; |
|
|
1482 | |
|
|
1483 | if (owner->type == PLAYER |
|
|
1484 | && (!op_on_battleground (op, 0, 0) |
|
|
1485 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1486 | && op != owner) |
1624 | return 0; |
1487 | return 0; |
|
|
1488 | } |
1625 | |
1489 | |
1626 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1490 | if (body_attack) |
1627 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1491 | { |
|
|
1492 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1493 | * return - we still need to process other attacks the spell still |
|
|
1494 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1495 | * and keep on processing if we have other attacktypes. |
|
|
1496 | * return if only magic or nothing is left - under normal code |
|
|
1497 | * we don't attack with pure magic if there is another attacktype. |
|
|
1498 | * Only do processing if the initial attacktype includes one of those |
|
|
1499 | * attack so we don't cancel out things like magic bullet. |
|
|
1500 | */ |
|
|
1501 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1502 | { |
|
|
1503 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1504 | |
|
|
1505 | if (!type || type == AT_MAGIC) |
1628 | return 0; |
1506 | return 0; |
|
|
1507 | } |
|
|
1508 | } |
1629 | |
1509 | |
1630 | #ifdef PROHIBIT_PLAYERKILL |
1510 | if (!simple_attack && op->type == DOOR) |
1631 | if (op->type == PLAYER) { |
1511 | { |
1632 | object *owner = get_owner (hitter); |
1512 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1633 | if (!owner) owner = hitter; |
1513 | if (tmp->type == RUNE || tmp->type == TRAP) |
1634 | if (owner->type == PLAYER |
1514 | { |
1635 | && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) |
1515 | spring_trap (tmp, hitter); |
1636 | && op != owner) { |
1516 | |
|
|
1517 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1637 | return 0; |
1518 | return 0; |
|
|
1519 | |
|
|
1520 | break; |
1638 | } |
1521 | } |
|
|
1522 | } |
|
|
1523 | |
|
|
1524 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1639 | } |
1525 | { |
|
|
1526 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1527 | * destroyed() check above doesn't return, and might get here. |
|
|
1528 | */ |
|
|
1529 | |
|
|
1530 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1531 | gets it's speed_left raised on each mover-tick. |
|
|
1532 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1533 | and waiting for that to run out. |
|
|
1534 | */ |
|
|
1535 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
|
|
1536 | return 0; |
|
|
1537 | } |
|
|
1538 | |
|
|
1539 | #ifdef ATTACK_DEBUG |
|
|
1540 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1640 | #endif |
1541 | #endif |
1641 | |
1542 | |
1642 | op_tag = op->count; |
|
|
1643 | hitter_tag = hitter->count; |
|
|
1644 | |
|
|
1645 | if (body_attack) { |
|
|
1646 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1647 | * return - we still need to process other attacks the spell still |
|
|
1648 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1649 | * and keep on processing if we have other attacktypes. |
|
|
1650 | * return if only magic or nothing is left - under normal code |
|
|
1651 | * we don't attack with pure magic if there is another attacktype. |
|
|
1652 | * Only do processing if the initial attacktype includes one of those |
|
|
1653 | * attack so we don't cancel out things like magic bullet. |
|
|
1654 | */ |
|
|
1655 | if (type & (AT_PARALYZE | AT_SLOW)) { |
|
|
1656 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1657 | if (!type || type==AT_MAGIC) return 0; |
|
|
1658 | } |
|
|
1659 | } |
|
|
1660 | |
|
|
1661 | if ( ! simple_attack && op->type == DOOR) { |
|
|
1662 | object *tmp; |
|
|
1663 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1664 | if (tmp->type == RUNE || tmp->type == TRAP) { |
|
|
1665 | spring_trap (tmp, hitter); |
|
|
1666 | if (was_destroyed (hitter, hitter_tag) |
|
|
1667 | || was_destroyed (op, op_tag) |
|
|
1668 | || abort_attack (op, hitter, simple_attack)) |
|
|
1669 | return 0; |
|
|
1670 | break; |
|
|
1671 | } |
|
|
1672 | } |
|
|
1673 | |
|
|
1674 | if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) { |
|
|
1675 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1676 | * was_destroyed() check above doesn't return, and might get here. |
|
|
1677 | */ |
|
|
1678 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " |
|
|
1679 | "hit_player()\n", &op->arch->name, &op->name); |
|
|
1680 | return 0; |
|
|
1681 | } |
|
|
1682 | |
|
|
1683 | #ifdef ATTACK_DEBUG |
|
|
1684 | LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1685 | #endif |
|
|
1686 | |
|
|
1687 | if (magic) { |
1543 | if (magic) |
|
|
1544 | { |
1688 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1545 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1689 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1546 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1690 | dam = dam*(100-op->resist[ATNR_MAGIC]); |
1547 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1691 | if (dam >= 100) |
1548 | if (dam >= 100) |
1692 | dam /= 100; |
1549 | dam /= 100; |
1693 | else |
1550 | else |
1694 | dam = (dam > (rndm(0, 99))) ? 1 : 0; |
1551 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1695 | } |
1552 | } |
1696 | |
1553 | |
1697 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1554 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1698 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1555 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1699 | */ |
1556 | */ |
1700 | if(type & AT_CHAOS){ |
1557 | if (type & AT_CHAOS) |
|
|
1558 | { |
1701 | shuffle_attack(op,0); /*0 flag tells it to not change the face */ |
1559 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
1702 | update_object(op,UP_OBJ_FACE); |
1560 | update_object (op, UP_OBJ_FACE); |
1703 | type &= ~AT_CHAOS; |
1561 | type &= ~AT_CHAOS; |
1704 | } |
1562 | } |
1705 | |
1563 | |
1706 | /* Holyword is really an attacktype modifier (like magic is). If |
1564 | /* Holyword is really an attacktype modifier (like magic is). If |
1707 | * holyword is part of an attacktype, then make sure the creature is |
1565 | * holyword is part of an attacktype, then make sure the creature is |
1708 | * a proper match, otherwise no damage. |
1566 | * a proper match, otherwise no damage. |
1709 | */ |
1567 | */ |
1710 | if (type & AT_HOLYWORD) { |
1568 | if (type & AT_HOLYWORD) |
|
|
1569 | { |
1711 | object *god; |
1570 | object *god; |
|
|
1571 | |
1712 | if ((!hitter->slaying || |
1572 | if ((!hitter->slaying |
1713 | (!(op->race && strstr(hitter->slaying,op->race)) && |
1573 | || (!(op->race && hitter->slaying.contains (op->race)) |
1714 | !(op->name && strstr(hitter->slaying,op->name)))) && |
1574 | && !(op->name && hitter->slaying.contains (op->name)))) |
1715 | (!QUERY_FLAG(op,FLAG_UNDEAD) || |
1575 | && (!QUERY_FLAG (op, FLAG_UNDEAD) |
1716 | (hitter->title != NULL |
1576 | || (hitter->title |
1717 | && (god = find_god(determine_god(hitter))) != NULL |
1577 | && (god = find_god (determine_god (hitter))) != NULL |
1718 | && god->race != NULL |
1578 | && god->race.contains (shstr_undead)))) |
1719 | && strstr(god->race,undead_name) != NULL))) |
|
|
1720 | return 0; |
1579 | return 0; |
1721 | } |
1580 | } |
1722 | |
1581 | |
1723 | maxattacktype = type; /* initialize this to something */ |
1582 | maxattacktype = type; /* initialise this to something */ |
1724 | for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { |
1583 | for_all_bits_sparse_32 (type, attacknum) |
|
|
1584 | { |
|
|
1585 | uint32_t attacktype = 1 << attacknum; |
|
|
1586 | |
1725 | /* Magic isn't really a true attack type - it gets combined with other |
1587 | /* Magic isn't really a true attack type - it gets combined with other |
1726 | * attack types. As such, skip it over. However, if magic is |
1588 | * attack types. As such, skip it over. However, if magic is |
1727 | * the only attacktype in the group, then still attack with it |
1589 | * the only attacktype in the group, then still attack with it |
1728 | */ |
1590 | */ |
1729 | if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; |
1591 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1592 | continue; |
1730 | |
1593 | |
1731 | /* Go through and hit the player with each attacktype, one by one. |
1594 | /* Go through and hit the player with each attacktype, one by one. |
1732 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1595 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1733 | * it. It will do the appropriate action for attacktypes with |
1596 | * it. It will do the appropriate action for attacktypes with |
1734 | * effects (slow, paralization, etc. |
1597 | * effects (slow, paralization, etc. |
1735 | */ |
1598 | */ |
1736 | if (type & attacktype) { |
|
|
1737 | ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); |
1599 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1600 | |
1738 | /* the >= causes us to prefer messages from special attacks, if |
1601 | /* the >= causes us to prefer messages from special attacks, if |
1739 | * the damage is equal. |
1602 | * the damage is equal. |
1740 | */ |
1603 | */ |
1741 | if (ndam >= maxdam) { |
1604 | if (ndam >= maxdam) |
|
|
1605 | { |
1742 | maxdam = ndam; |
1606 | maxdam = ndam; |
1743 | maxattacktype = 1<<attacknum; |
1607 | maxattacktype = 1 << attacknum; |
|
|
1608 | } |
|
|
1609 | } |
|
|
1610 | |
|
|
1611 | /* if this is friendly fire then do a set % of damage only |
|
|
1612 | * Note - put a check in to make sure this attack is actually |
|
|
1613 | * doing damage - otherwise, the +1 in the code below will make |
|
|
1614 | * an attack do damage before when it otherwise didn't |
|
|
1615 | */ |
|
|
1616 | friendlyfire = friendly_fire (op, hitter); |
|
|
1617 | if (friendlyfire && maxdam) |
|
|
1618 | { |
|
|
1619 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
|
|
1620 | |
|
|
1621 | #ifdef ATTACK_DEBUG |
|
|
1622 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1623 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1624 | #endif |
|
|
1625 | } |
|
|
1626 | |
|
|
1627 | if (!full_hit) |
|
|
1628 | { |
|
|
1629 | int area; |
|
|
1630 | int remainder; |
|
|
1631 | |
|
|
1632 | area = 0; |
|
|
1633 | |
|
|
1634 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
|
|
1635 | area++; |
|
|
1636 | |
|
|
1637 | assert (area > 0); |
|
|
1638 | |
|
|
1639 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1640 | value-effect */ |
|
|
1641 | remainder = 100 * (maxdam % area) / area; |
|
|
1642 | maxdam /= area; |
|
|
1643 | if (rndm (100) < remainder) |
|
|
1644 | maxdam++; |
|
|
1645 | } |
|
|
1646 | |
|
|
1647 | #ifdef ATTACK_DEBUG |
|
|
1648 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
|
|
1649 | #endif |
|
|
1650 | |
|
|
1651 | // for now, only do this for active objects, otherwise they |
|
|
1652 | // keep a refcount for a long time and I see no usefulness |
|
|
1653 | // for an non-active objetc to know its enemy. |
|
|
1654 | if (op->active) |
|
|
1655 | if (hitter->owner) |
|
|
1656 | op->enemy = hitter->owner; |
|
|
1657 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1658 | op->enemy = hitter; |
|
|
1659 | |
|
|
1660 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1661 | { |
|
|
1662 | /* The unaggressives look after themselves 8) */ |
|
|
1663 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1664 | npc_call_help (op); |
|
|
1665 | } |
|
|
1666 | |
|
|
1667 | if (magic && did_make_save (op, op->level, 0)) |
|
|
1668 | maxdam = maxdam / 2; |
|
|
1669 | |
|
|
1670 | attack_message (maxdam, maxattacktype, op, hitter); |
|
|
1671 | |
|
|
1672 | op->stats.hp -= maxdam; |
|
|
1673 | |
|
|
1674 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
|
|
1675 | if (op->stats.hp >= 0 |
|
|
1676 | && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
|
|
1677 | && op->stats.hp * 100 < op->stats.maxhp * op->run_away) |
|
|
1678 | { |
|
|
1679 | |
|
|
1680 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
|
|
1681 | SET_FLAG (op, FLAG_RUN_AWAY); |
|
|
1682 | else |
|
|
1683 | scare_creature (op, hitter); |
|
|
1684 | } |
|
|
1685 | |
|
|
1686 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1687 | { |
|
|
1688 | if (maxdam) |
|
|
1689 | tear_down_wall (op); |
|
|
1690 | |
|
|
1691 | return maxdam; /* nothing more to do for wall */ |
|
|
1692 | } |
|
|
1693 | |
|
|
1694 | /* See if the creature has been killed */ |
|
|
1695 | rtn_kill = kill_object (op, maxdam, hitter, type); |
|
|
1696 | if (rtn_kill != -1) |
|
|
1697 | return rtn_kill; |
|
|
1698 | |
|
|
1699 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
|
|
1700 | * that before if the player was immune to ghosthit, the monster |
|
|
1701 | * remained - that is no longer the case. |
|
|
1702 | */ |
|
|
1703 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
|
|
1704 | hitter->drop_and_destroy (); |
|
|
1705 | /* Lets handle creatures that are splitting now */ |
|
|
1706 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
|
|
1707 | { |
|
|
1708 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
|
|
1709 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1710 | object *owner = op->owner; |
|
|
1711 | |
|
|
1712 | if (!op->other_arch) |
|
|
1713 | { |
|
|
1714 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
|
|
1715 | return maxdam; |
|
|
1716 | } |
|
|
1717 | |
|
|
1718 | op->remove (); |
|
|
1719 | |
|
|
1720 | for (int i = 0; i < op->stats.food; i++) |
|
|
1721 | { /* This doesn't handle op->more yet */ |
|
|
1722 | object *tmp = op->other_arch->instance (); |
|
|
1723 | |
|
|
1724 | tmp->stats.hp = op->stats.hp; |
|
|
1725 | |
|
|
1726 | if (friendly) |
|
|
1727 | { |
|
|
1728 | add_friendly_object (tmp); |
|
|
1729 | tmp->attack_movement = PETMOVE; |
|
|
1730 | |
|
|
1731 | if (owner) |
|
|
1732 | tmp->set_owner (owner); |
1744 | } |
1733 | } |
1745 | } |
|
|
1746 | } |
|
|
1747 | |
|
|
1748 | /* if this is friendly fire then do a set % of damage only |
|
|
1749 | * Note - put a check in to make sure this attack is actually |
|
|
1750 | * doing damage - otherwise, the +1 in the code below will make |
|
|
1751 | * an attack do damage before when it otherwise didn't |
|
|
1752 | */ |
|
|
1753 | friendlyfire = friendly_fire(op, hitter); |
|
|
1754 | if (friendlyfire && maxdam){ |
|
|
1755 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
|
|
1756 | #ifndef COZY_SERVER |
|
|
1757 | maxdam++; |
|
|
1758 | #endif |
|
|
1759 | |
|
|
1760 | #ifdef ATTACK_DEBUG |
|
|
1761 | LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1762 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1763 | #endif |
|
|
1764 | } |
|
|
1765 | |
1734 | |
1766 | if (!full_hit) { |
1735 | if (unaggressive) |
1767 | archetype *at; |
|
|
1768 | int area; |
|
|
1769 | int remainder; |
|
|
1770 | |
|
|
1771 | area = 0; |
|
|
1772 | for(at = op->arch; at != NULL; at = at->more) |
|
|
1773 | area++; |
|
|
1774 | assert(area > 0); |
|
|
1775 | |
|
|
1776 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1777 | value-effect */ |
|
|
1778 | remainder = 100*(maxdam%area)/area; |
|
|
1779 | maxdam /= area; |
|
|
1780 | if (RANDOM()%100 < remainder) |
|
|
1781 | maxdam++; |
|
|
1782 | } |
|
|
1783 | |
|
|
1784 | #ifdef ATTACK_DEBUG |
|
|
1785 | LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam); |
|
|
1786 | #endif |
|
|
1787 | |
|
|
1788 | if(get_owner(hitter)) |
|
|
1789 | op->enemy=hitter->owner; |
|
|
1790 | else if (QUERY_FLAG(hitter,FLAG_ALIVE)) |
|
|
1791 | op->enemy=hitter; |
|
|
1792 | |
|
|
1793 | if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { |
|
|
1794 | /* The unaggressives look after themselves 8) */ |
|
|
1795 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
1736 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1796 | npc_call_help(op); |
|
|
1797 | } |
|
|
1798 | |
1737 | |
1799 | if (magic && did_make_save(op, op->level, 0)) |
1738 | int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1800 | maxdam=maxdam/2; |
|
|
1801 | |
1739 | |
1802 | attack_message(maxdam, maxattacktype, op, hitter); |
1740 | if (j == -1) /* No spot to put this monster */ |
1803 | |
1741 | tmp->destroy (); |
1804 | op->stats.hp-=maxdam; |
|
|
1805 | |
|
|
1806 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
|
|
1807 | if ((op->stats.hp>=0) && |
|
|
1808 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1809 | op->stats.hp<(signed short)(((float)op->run_away/(float)100)* |
|
|
1810 | (float)op->stats.maxhp)) { |
|
|
1811 | |
|
|
1812 | if (QUERY_FLAG(op, FLAG_MONSTER)) |
|
|
1813 | SET_FLAG(op, FLAG_RUN_AWAY); |
|
|
1814 | else |
1742 | else |
1815 | scare_creature(op, hitter); |
|
|
1816 | } |
|
|
1817 | |
|
|
1818 | if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { |
|
|
1819 | if (maxdam) |
|
|
1820 | tear_down_wall(op); |
|
|
1821 | return maxdam; /* nothing more to do for wall */ |
|
|
1822 | } |
|
|
1823 | |
|
|
1824 | /* See if the creature has been killed */ |
|
|
1825 | rtn_kill = kill_object(op, maxdam, hitter, type); |
|
|
1826 | if (rtn_kill != -1) |
|
|
1827 | return rtn_kill; |
|
|
1828 | |
|
|
1829 | |
|
|
1830 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
|
|
1831 | * that before if the player was immune to ghosthit, the monster |
|
|
1832 | * remained - that is no longer the case. |
|
|
1833 | */ |
|
|
1834 | if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { |
|
|
1835 | if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) |
|
|
1836 | remove_friendly_object(hitter); |
|
|
1837 | remove_ob(hitter); |
|
|
1838 | free_object(hitter); |
|
|
1839 | } |
|
|
1840 | /* Lets handle creatures that are splitting now */ |
|
|
1841 | else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { |
|
|
1842 | int i; |
|
|
1843 | int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); |
|
|
1844 | int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); |
|
|
1845 | object *owner = get_owner(op); |
|
|
1846 | |
|
|
1847 | if(!op->other_arch) { |
|
|
1848 | LOG(llevError,"SPLITTING without other_arch error.\n"); |
|
|
1849 | return maxdam; |
|
|
1850 | } |
|
|
1851 | remove_ob(op); |
|
|
1852 | for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ |
|
|
1853 | object *tmp=arch_to_object(op->other_arch); |
|
|
1854 | int j; |
1743 | { |
1855 | |
1744 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
1856 | tmp->stats.hp=op->stats.hp; |
1745 | insert_ob_in_map (tmp, op->map, NULL, 0); |
1857 | if (friendly) { |
|
|
1858 | SET_FLAG(tmp, FLAG_FRIENDLY); |
|
|
1859 | add_friendly_object(tmp); |
|
|
1860 | tmp->attack_movement = PETMOVE; |
|
|
1861 | if (owner!=NULL) |
|
|
1862 | set_owner(tmp,owner); |
|
|
1863 | } |
1746 | } |
1864 | if (unaggressive) |
|
|
1865 | SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
|
|
1866 | j=find_first_free_spot(tmp,op->map,op->x,op->y); |
|
|
1867 | if (j==-1) /* No spot to put this monster */ |
|
|
1868 | free_object(tmp); |
|
|
1869 | else { |
|
|
1870 | tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; |
|
|
1871 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
1872 | } |
1747 | } |
1873 | } |
1748 | |
1874 | if(friendly) |
1749 | op->destroy (); |
1875 | remove_friendly_object(op); |
|
|
1876 | free_object(op); |
|
|
1877 | } |
1750 | } |
1878 | else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { |
1751 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1879 | remove_ob(hitter); |
1752 | hitter->drop_and_destroy (); |
1880 | free_object(hitter); |
1753 | |
1881 | } |
|
|
1882 | return maxdam; |
1754 | return maxdam; |
1883 | } |
1755 | } |
1884 | |
1756 | |
1885 | |
1757 | static void |
1886 | void poison_player(object *op, object *hitter, int dam) |
1758 | poison_player (object *op, object *hitter, int dam) |
1887 | { |
1759 | { |
1888 | archetype *at = find_archetype("poisoning"); |
1760 | archetype *at = archetype::find (shstr_poisoning); |
1889 | object *tmp=present_arch_in_ob(at,op); |
1761 | object *tmp = present_arch_in_ob (at, op); |
1890 | |
1762 | |
1891 | if(tmp==NULL) { |
1763 | if (tmp == NULL) |
1892 | if((tmp=arch_to_object(at))==NULL) |
1764 | { |
1893 | LOG(llevError,"Failed to clone arch poisoning.\n"); |
1765 | tmp = insert_ob_in_ob (at->instance (), op); |
1894 | else { |
|
|
1895 | tmp = insert_ob_in_ob(tmp,op); |
|
|
1896 | /* peterm: give poisoning some teeth. It should |
1766 | /* peterm: give poisoning some teeth. It should |
1897 | * be able to kill things better than it does: |
1767 | * be able to kill things better than it does: |
1898 | * damage should be dependent something--I choose to |
1768 | * damage should be dependent something--I choose to |
1899 | * do this: if it's a monster, the damage from the |
1769 | * do this: if it's a monster, the damage from the |
1900 | * poisoning goes as the level of the monster/2. |
1770 | * poisoning goes as the level of the monster/2. |
1901 | * If anything else, goes as damage. |
1771 | * If anything else, goes as damage. |
1902 | */ |
1772 | */ |
1903 | |
1773 | |
1904 | if(QUERY_FLAG(hitter,FLAG_ALIVE)) |
1774 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1905 | tmp->stats.dam += hitter->level/2; |
1775 | tmp->stats.dam += hitter->level / 2; |
1906 | else |
1776 | else |
1907 | tmp->stats.dam = dam; |
1777 | tmp->stats.dam = dam; |
1908 | |
1778 | |
1909 | copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ |
1779 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
1910 | if(hitter->skill && hitter->skill != tmp->skill) { |
1780 | if (hitter->skill && hitter->skill != tmp->skill) |
1911 | tmp->skill = hitter->skill; |
1781 | tmp->skill = hitter->skill; |
1912 | } |
|
|
1913 | |
1782 | |
1914 | tmp->stats.food+=dam; /* more damage, longer poisoning */ |
1783 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
1915 | |
1784 | |
1916 | if(op->type==PLAYER) { |
1785 | if (op->type == PLAYER) |
|
|
1786 | { |
1917 | /* player looses stats, maximum is -10 of each */ |
1787 | /* player looses stats, maximum is -10 of each */ |
1918 | tmp->stats.Con= MAX(-(dam/4+1), -10); |
1788 | tmp->stats.Con = max (-(dam / 4 + 1), -10); |
1919 | tmp->stats.Str= MAX(-(dam/3+2), -10); |
1789 | tmp->stats.Str = max (-(dam / 3 + 2), -10); |
1920 | tmp->stats.Dex= MAX(-(dam/6+1), -10); |
1790 | tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
1921 | tmp->stats.Int= MAX(-dam/7, -10); |
1791 | tmp->stats.Int = max (-(dam / 7 ), -10); |
1922 | SET_FLAG(tmp,FLAG_APPLIED); |
1792 | SET_FLAG (tmp, FLAG_APPLIED); |
1923 | fix_player(op); |
1793 | op->update_stats (); |
1924 | new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); |
1794 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
1795 | op->play_sound (tmp->sound); |
1925 | } |
1796 | } |
|
|
1797 | |
1926 | if (hitter->type == PLAYER) |
1798 | if (hitter->type == PLAYER) |
1927 | new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
1799 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
1928 | else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) |
1800 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
1929 | new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, |
1801 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
1930 | "Your %s poisons %s.", &hitter->name, &op->name); |
1802 | |
1931 | } |
|
|
1932 | tmp->speed_left=0; |
1803 | tmp->speed_left = 0; |
1933 | } |
1804 | } |
1934 | else |
1805 | else |
1935 | tmp->stats.food++; |
1806 | tmp->stats.food++; |
1936 | } |
1807 | } |
1937 | |
1808 | |
|
|
1809 | static void |
1938 | void slow_player(object *op,object *hitter,int dam) |
1810 | slow_player (object *op, object *hitter, int dam) |
|
|
1811 | { |
1939 | { archetype *at = find_archetype("slowness"); |
1812 | archetype *at = archetype::find (shstr_slowness); |
1940 | object *tmp; |
1813 | object *tmp; |
|
|
1814 | |
1941 | if(at == NULL) { |
1815 | if (at == NULL) |
1942 | LOG(llevError,"Can't find slowness archetype.\n"); |
1816 | LOG (llevError, "Can't find slowness archetype.\n"); |
1943 | } |
1817 | |
1944 | if((tmp=present_arch_in_ob(at,op)) == NULL) { |
1818 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
1945 | tmp = arch_to_object(at); |
1819 | { |
|
|
1820 | tmp = at->instance (); |
1946 | tmp = insert_ob_in_ob(tmp,op); |
1821 | tmp = insert_ob_in_ob (tmp, op); |
1947 | new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); |
1822 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
1823 | } |
1948 | } else |
1824 | else |
1949 | tmp->stats.food++; |
1825 | tmp->stats.food++; |
|
|
1826 | |
1950 | SET_FLAG(tmp, FLAG_APPLIED); |
1827 | SET_FLAG (tmp, FLAG_APPLIED); |
1951 | tmp->speed_left=0; |
1828 | tmp->speed_left = 0; |
1952 | fix_player(op); |
1829 | op->update_stats (); |
1953 | } |
1830 | } |
1954 | |
1831 | |
|
|
1832 | void |
1955 | void confuse_player(object *op, object *hitter, int dam) |
1833 | confuse_player (object *op, object *hitter, int dam) |
1956 | { |
1834 | { |
1957 | object *tmp; |
1835 | object *tmp; |
1958 | int maxduration; |
1836 | int maxduration; |
1959 | |
1837 | |
1960 | tmp = present_in_ob_by_name(FORCE,"confusion", op); |
1838 | tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
1961 | if(!tmp) { |
1839 | if (!tmp) |
|
|
1840 | { |
1962 | tmp = get_archetype(FORCE_NAME); |
1841 | tmp = get_archetype (FORCE_NAME); |
1963 | tmp = insert_ob_in_ob(tmp,op); |
1842 | tmp = insert_ob_in_ob (tmp, op); |
1964 | } |
|
|
1965 | |
1843 | } |
|
|
1844 | |
1966 | /* Duration added per hit and max. duration of confusion both depend |
1845 | /* Duration added per hit and max. duration of confusion both depend |
1967 | * on the player's resistance |
1846 | * on the player's resistance |
1968 | */ |
1847 | */ |
1969 | tmp->speed = 0.05; |
1848 | tmp->speed = 0.05; |
1970 | tmp->subtype = FORCE_CONFUSION; |
1849 | tmp->subtype = FORCE_CONFUSION; |
1971 | tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); |
1850 | tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1972 | tmp->name = "confusion"; |
1851 | tmp->name = shstr_confusion; |
1973 | maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); |
1852 | maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1853 | |
1974 | if( tmp->duration > maxduration) |
1854 | if (tmp->duration > maxduration) |
1975 | tmp->duration = maxduration; |
1855 | tmp->duration = maxduration; |
1976 | |
1856 | |
1977 | if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) |
1857 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
1978 | new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); |
1858 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
1859 | |
1979 | SET_FLAG(op, FLAG_CONFUSED); |
1860 | SET_FLAG (op, FLAG_CONFUSED); |
1980 | } |
1861 | } |
1981 | |
1862 | |
|
|
1863 | void |
1982 | void blind_player(object *op, object *hitter, int dam) |
1864 | blind_player (object *op, object *hitter, int dam) |
1983 | { |
1865 | { |
1984 | object *tmp,*owner; |
1866 | object *tmp, *owner; |
1985 | |
1867 | |
1986 | /* Save some work if we know it isn't going to affect the player */ |
1868 | /* Save some work if we know it isn't going to affect the player */ |
1987 | if (op->resist[ATNR_BLIND]==100) return; |
1869 | if (op->resist[ATNR_BLIND] == 100) |
|
|
1870 | return; |
1988 | |
1871 | |
1989 | tmp = present_in_ob(BLINDNESS,op); |
1872 | tmp = present_in_ob (BLINDNESS, op); |
1990 | if(!tmp) { |
1873 | if (!tmp) |
|
|
1874 | { |
1991 | tmp = get_archetype("blindness"); |
1875 | tmp = get_archetype (shstr_blindness); |
1992 | SET_FLAG(tmp, FLAG_BLIND); |
1876 | SET_FLAG (tmp, FLAG_BLIND); |
1993 | SET_FLAG(tmp, FLAG_APPLIED); |
1877 | SET_FLAG (tmp, FLAG_APPLIED); |
1994 | /* use floats so we don't lose too much precision due to rounding errors. |
1878 | /* use floats so we don't lose too much precision due to rounding errors. |
1995 | * speed is a float anyways. |
1879 | * speed is a float anyways. |
1996 | */ |
1880 | */ |
1997 | tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; |
1881 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
1998 | |
1882 | |
1999 | tmp = insert_ob_in_ob(tmp,op); |
1883 | tmp = insert_ob_in_ob (tmp, op); |
2000 | change_abil(op,tmp); /* Mostly to display any messages */ |
1884 | change_abil (op, tmp); /* Mostly to display any messages */ |
2001 | fix_player(op); /* This takes care of some other stuff */ |
1885 | op->update_stats (); /* This takes care of some other stuff */ |
2002 | |
1886 | |
2003 | if(hitter->owner) owner = get_owner(hitter); |
1887 | if (hitter->owner) |
|
|
1888 | owner = hitter->owner; |
|
|
1889 | else |
2004 | else owner = hitter; |
1890 | owner = hitter; |
2005 | |
1891 | |
2006 | new_draw_info_format(NDI_UNIQUE,0,owner, |
1892 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2007 | "Your attack blinds %s!",query_name(op)); |
|
|
2008 | } |
1893 | } |
2009 | tmp->stats.food += dam; |
1894 | tmp->stats.food += dam; |
2010 | if(tmp->stats.food > 10) tmp->stats.food = 10; |
1895 | if (tmp->stats.food > 10) |
|
|
1896 | tmp->stats.food = 10; |
2011 | } |
1897 | } |
2012 | |
1898 | |
|
|
1899 | void |
2013 | void paralyze_player(object *op, object *hitter, int dam) |
1900 | paralyze_player (object *op, object *hitter, int dam) |
2014 | { |
1901 | { |
2015 | float effect,max; |
|
|
2016 | /* object *tmp; */ |
|
|
2017 | |
|
|
2018 | /* This is strange stuff... someone knows for what this is |
1902 | /* This is strange stuff... someone knows for what this is |
2019 | * written? Well, i think this can and should be removed |
1903 | * written? Well, i think this can and should be removed |
2020 | */ |
1904 | */ |
2021 | |
1905 | |
2022 | /* |
1906 | /* |
2023 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
1907 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2024 | tmp=clone_arch(PARAIMAGE); |
1908 | tmp=clone_arch(PARAIMAGE); |
2025 | tmp->x=op->x,tmp->y=op->y; |
1909 | tmp->x=op->x,tmp->y=op->y; |
2026 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
1910 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2027 | } |
1911 | } |
2028 | */ |
1912 | */ |
2029 | |
1913 | |
2030 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
1914 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2031 | effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
1915 | float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; |
2032 | |
1916 | |
2033 | if (effect==0) return; |
|
|
2034 | |
|
|
2035 | op->speed_left-=FABS(op->speed)*effect; |
1917 | op->speed_left -= op->speed * effect; |
2036 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
1918 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2037 | |
1919 | |
2038 | /* max number of ticks to be affected for. */ |
1920 | /* max number of ticks to be affected for. */ |
2039 | max = (100 - op->resist[ATNR_PARALYZE])/ 2; |
1921 | float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
1922 | |
2040 | if (op->speed_left< -(FABS(op->speed)*max)) |
1923 | max_it (op->speed_left, -op->speed * max); |
2041 | op->speed_left = (float) -(FABS(op->speed)*max); |
|
|
2042 | |
1924 | |
2043 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
1925 | /* tmp->stats.food = (signed short) (max / op->speed); */ |
2044 | } |
1926 | } |
2045 | |
|
|
2046 | |
1927 | |
2047 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
1928 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2048 | * the computed damaged. |
1929 | * the computed damaged. |
2049 | */ |
1930 | */ |
|
|
1931 | static void |
2050 | void deathstrike_player(object *op, object *hitter, int *dam) |
1932 | deathstrike_player (object *op, object *hitter, int *dam) |
2051 | { |
1933 | { |
2052 | /* The intention of a death attack is to kill outright things |
1934 | /* The intention of a death attack is to kill outright things |
2053 | ** that are a lot weaker than the attacker, have a chance of killing |
1935 | ** that are a lot weaker than the attacker, have a chance of killing |
2054 | ** things somewhat weaker than the caster, and no chance of |
1936 | ** things somewhat weaker than the caster, and no chance of |
2055 | ** killing something equal or stronger than the attacker. |
1937 | ** killing something equal or stronger than the attacker. |
2056 | ** Also, if a deathstrike attack has a slaying, any monster |
1938 | ** Also, if a deathstrike attack has a slaying, any monster |
2057 | ** whose name or race matches a comma-delimited list in the slaying |
1939 | ** whose name or race matches a comma-delimited list in the slaying |
2058 | ** field of the deathstriking object */ |
1940 | ** field of the deathstriking object */ |
2059 | |
1941 | |
2060 | int atk_lev, def_lev, kill_lev; |
1942 | int atk_lev, def_lev, kill_lev; |
2061 | |
1943 | |
2062 | if(hitter->slaying) |
1944 | if (hitter->slaying) |
2063 | if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || |
1945 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) |
2064 | (op->race&&strstr(hitter->slaying,op->race)))) return; |
1946 | || (op->race && hitter->slaying.contains (op->race)))) |
|
|
1947 | return; |
2065 | |
1948 | |
2066 | def_lev = op->level; |
1949 | def_lev = op->level; |
2067 | if (def_lev < 1) { |
1950 | if (def_lev < 1) |
2068 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", |
1951 | { |
2069 | &op->arch->name, &op->name); |
1952 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
2070 | def_lev = 1; |
1953 | def_lev = 1; |
2071 | } |
1954 | } |
|
|
1955 | |
2072 | atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; |
1956 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2073 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
1957 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2074 | atk_lev, def_lev); */ |
1958 | atk_lev, def_lev); */ |
2075 | |
1959 | |
2076 | if(atk_lev >= def_lev ){ |
1960 | if (atk_lev >= def_lev) |
|
|
1961 | { |
2077 | kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); |
1962 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
2078 | |
1963 | |
2079 | /* Note that the below effectively means the ratio of the atk vs |
1964 | /* Note that the below effectively means the ratio of the atk vs |
2080 | * defener level is important - if level 52 character has very little |
1965 | * defener level is important - if level 52 character has very little |
2081 | * chance of killing a level 50 monster. This should probably be |
1966 | * chance of killing a level 50 monster. This should probably be |
2082 | * redone. |
1967 | * redone. |
2083 | */ |
1968 | */ |
2084 | if(kill_lev >= def_lev) { |
1969 | if (kill_lev >= def_lev) |
|
|
1970 | { |
2085 | *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ |
1971 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
2086 | /* I think this doesn't really do much. Because of |
1972 | /* I think this doesn't really do much. Because of |
2087 | * integer rounding, this only makes any difference if the |
1973 | * integer rounding, this only makes any difference if the |
2088 | * attack level is double the defender level. |
1974 | * attack level is double the defender level. |
2089 | */ |
1975 | */ |
2090 | *dam *= kill_lev / def_lev; |
1976 | *dam *= kill_lev / def_lev; |
|
|
1977 | } |
|
|
1978 | } |
|
|
1979 | else |
|
|
1980 | *dam = 0; /* no harm done */ |
|
|
1981 | } |
|
|
1982 | |
|
|
1983 | /* This returns the amount of damage hitter does to op with the |
|
|
1984 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1985 | * This doesn't damage the player, but returns how much it should |
|
|
1986 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1987 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1988 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1989 | int |
|
|
1990 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
1991 | { |
|
|
1992 | int doesnt_slay = 1; |
|
|
1993 | |
|
|
1994 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
1995 | if (attacknum >= NROFATTACKS) |
|
|
1996 | { |
|
|
1997 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
|
|
1998 | return 0; |
|
|
1999 | } |
|
|
2000 | |
|
|
2001 | if (dam < 0) |
|
|
2002 | { |
|
|
2003 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
2004 | dam, hitter->debug_desc (), op->debug_desc ()); |
|
|
2005 | return 0; |
|
|
2006 | } |
|
|
2007 | |
|
|
2008 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
|
|
2009 | * people can't mess with that or it otherwise get confused. */ |
|
|
2010 | if (attacknum == ATNR_INTERNAL) |
|
|
2011 | return dam; |
|
|
2012 | |
|
|
2013 | if (hitter->slaying) |
|
|
2014 | { |
|
|
2015 | if ((op->race && hitter->slaying.contains (op->race)) |
|
|
2016 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
2091 | } |
2017 | { |
|
|
2018 | doesnt_slay = 0; |
|
|
2019 | dam *= 3; |
|
|
2020 | } |
|
|
2021 | } |
|
|
2022 | |
|
|
2023 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
|
|
2024 | if (op->resist[attacknum]) |
|
|
2025 | { |
|
|
2026 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
2027 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
2028 | dam *= (100 - op->resist[attacknum]); |
|
|
2029 | if (dam >= 100) |
|
|
2030 | dam /= 100; |
2092 | } else { |
2031 | else |
2093 | *dam = 0; /* no harm done */ |
2032 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
2094 | } |
2033 | } |
2095 | } |
|
|
2096 | |
2034 | |
2097 | /* thrown_item_effect() - handles any special effects of thrown |
2035 | /* Special hack. By default, if immune to something, you |
2098 | * items (like attacking living creatures--a potion thrown at a |
2036 | * shouldn't need to worry. However, acid is an exception, since |
2099 | * monster). |
2037 | * it can still damage your items. Only include attacktypes if |
2100 | */ |
2038 | * special processing is needed */ |
2101 | static void thrown_item_effect (object *hitter, object *victim) |
|
|
2102 | { |
|
|
2103 | if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { |
|
|
2104 | /* May not need a switch for just 2 types, but this makes it |
|
|
2105 | * easier for expansion. |
|
|
2106 | */ |
|
|
2107 | switch (hitter->type) { |
|
|
2108 | case POTION: |
|
|
2109 | /* should player get a save throw instead of checking magic protection? */ |
|
|
2110 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
|
|
2111 | &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); |
|
|
2112 | break; |
|
|
2113 | |
2039 | |
2114 | case POISON: /* poison drinks */ |
2040 | if (op->resist[attacknum] >= 100 |
2115 | /* As with potions, should monster get a save? */ |
2041 | && doesnt_slay |
2116 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2042 | && attacknum != ATNR_ACID) |
2117 | &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); |
|
|
2118 | break; |
|
|
2119 | |
|
|
2120 | /* Removed case statements that did nothing. |
|
|
2121 | * food may be poisonous, but monster must be willing to eat it, |
|
|
2122 | * so we don't handle it here. |
|
|
2123 | * Containers should perhaps break open, but that code was disabled. |
|
|
2124 | */ |
|
|
2125 | } |
|
|
2126 | } |
|
|
2127 | } |
|
|
2128 | |
|
|
2129 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
2130 | |
|
|
2131 | int adj_attackroll (object *hitter, object *target) { |
|
|
2132 | object *attacker = hitter; |
|
|
2133 | int adjust=0; |
|
|
2134 | |
|
|
2135 | /* safety */ |
|
|
2136 | if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { |
|
|
2137 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " |
|
|
2138 | "map\n"); |
|
|
2139 | return 0; |
2043 | return 0; |
2140 | } |
|
|
2141 | |
2044 | |
2142 | /* aimed missiles use the owning object's sight */ |
2045 | /* Keep this in order - makes things easier to find */ |
2143 | if(is_aimed_missile(hitter)) { |
|
|
2144 | if ((attacker = get_owner(hitter))==NULL) attacker = hitter; |
|
|
2145 | /* A player who saves but hasn't quit still could have objects |
|
|
2146 | * owned by him - need to handle that case to avoid crashes. |
|
|
2147 | */ |
|
|
2148 | if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter; |
|
|
2149 | } |
|
|
2150 | else if(!QUERY_FLAG(hitter,FLAG_ALIVE)) |
|
|
2151 | return 0; |
|
|
2152 | |
2046 | |
2153 | /* determine the condtions under which we make an attack. |
2047 | switch (attacknum) |
2154 | * Add more cases, as the need occurs. */ |
2048 | { |
|
|
2049 | case ATNR_PHYSICAL: |
|
|
2050 | /* here also check for diseases */ |
|
|
2051 | check_physically_infect (op, hitter); |
|
|
2052 | break; |
2155 | |
2053 | |
2156 | if(!can_see_enemy(attacker,target)) { |
2054 | /* Don't need to do anything for: |
2157 | /* target is unseen */ |
2055 | magic, |
2158 | if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) |
2056 | fire, |
2159 | adjust -= 10; |
2057 | electricity, |
2160 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2058 | cold */ |
2161 | else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) |
|
|
2162 | adjust -= target->map->darkness; |
|
|
2163 | } |
|
|
2164 | |
2059 | |
2165 | if(QUERY_FLAG(attacker,FLAG_SCARED)) |
2060 | case ATNR_CONFUSION: |
2166 | adjust -= 3; |
2061 | case ATNR_POISON: |
|
|
2062 | case ATNR_SLOW: |
|
|
2063 | case ATNR_PARALYZE: |
|
|
2064 | case ATNR_FEAR: |
|
|
2065 | case ATNR_CANCELLATION: |
|
|
2066 | case ATNR_DEPLETE: |
|
|
2067 | case ATNR_BLIND: |
|
|
2068 | { |
|
|
2069 | /* chance for inflicting a special attack depends on the |
|
|
2070 | * difference between attacker's and defender's level |
|
|
2071 | */ |
|
|
2072 | int level_diff = min (110, max (0, op->level - hitter->level)); |
2167 | |
2073 | |
2168 | if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) |
2074 | /* First, only creatures/players with speed can be affected. |
2169 | adjust += 1; |
2075 | * Second, just getting hit doesn't mean it always affects |
|
|
2076 | * you. Third, you still get a saving through against the |
|
|
2077 | * effect. |
|
|
2078 | */ |
|
|
2079 | if (op->has_active_speed () |
|
|
2080 | && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
|
|
2081 | && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) |
|
|
2082 | && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
2083 | { |
2170 | |
2084 | |
2171 | if(QUERY_FLAG(target,FLAG_SCARED)) |
2085 | /* Player has been hit by something */ |
2172 | adjust += 1; |
2086 | if (attacknum == ATNR_CONFUSION) |
|
|
2087 | confuse_player (op, hitter, dam); |
|
|
2088 | else if (attacknum == ATNR_POISON) |
|
|
2089 | poison_player (op, hitter, dam); |
|
|
2090 | else if (attacknum == ATNR_SLOW) |
|
|
2091 | slow_player (op, hitter, dam); |
|
|
2092 | else if (attacknum == ATNR_PARALYZE) |
|
|
2093 | paralyze_player (op, hitter, dam); |
|
|
2094 | else if (attacknum == ATNR_FEAR) |
|
|
2095 | scare_creature (op, hitter); |
|
|
2096 | else if (attacknum == ATNR_CANCELLATION) |
|
|
2097 | cancellation (op); |
|
|
2098 | else if (attacknum == ATNR_DEPLETE) |
|
|
2099 | op->drain_stat (); |
|
|
2100 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
|
|
2101 | blind_player (op, hitter, dam); |
|
|
2102 | } |
2173 | |
2103 | |
2174 | if(QUERY_FLAG(attacker,FLAG_CONFUSED)) |
2104 | dam = 0; /* These are all effects and don't do real damage */ |
2175 | adjust -= 3; |
2105 | } |
|
|
2106 | break; |
2176 | |
2107 | |
2177 | /* if we attack at a different 'altitude' its harder */ |
2108 | case ATNR_ACID: |
2178 | if((attacker->move_type & target->move_type)==0) |
2109 | { |
2179 | adjust -= 2; |
2110 | int flag = 0; |
2180 | |
2111 | |
2181 | #if 0 |
2112 | /* Items only get corroded if you're not on a battleground and |
2182 | /* slower attacks are less likely to succeed. We should use a |
2113 | * if your acid resistance is below 50%. */ |
2183 | * comparison between attacker/target speeds BUT, players have |
2114 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
2184 | * a generally faster speed, so this will wind up being a HUGE |
2115 | { |
2185 | * disadantage for the monsters! Too bad, because missiles which |
2116 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2186 | * fly fast should have a better chance of hitting a slower target. |
2117 | { |
2187 | */ |
2118 | if (tmp->invisible) |
2188 | if(hitter->speed<target->speed) |
2119 | continue; |
2189 | adjust += ((float) hitter->speed-target->speed); |
2120 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
2190 | #endif |
2121 | /* >= 10% acid res. on items will protect these */ |
|
|
2122 | continue; |
|
|
2123 | if (!(tmp->materials & M_IRON)) |
|
|
2124 | continue; |
|
|
2125 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
2126 | continue; |
|
|
2127 | if (tmp->type == RING |
|
|
2128 | /* removed boots and gloves from exclusion list in PR */ |
|
|
2129 | || tmp->type == GIRDLE |
|
|
2130 | || tmp->type == AMULET |
|
|
2131 | || tmp->type == WAND |
|
|
2132 | || tmp->type == ROD |
|
|
2133 | || tmp->type == HORN) |
|
|
2134 | continue; /* To avoid some strange effects */ |
2191 | |
2135 | |
2192 | #if 0 |
2136 | /* High damage acid has better chance of corroding |
2193 | LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); |
2137 | objects */ |
2194 | #endif |
2138 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
2139 | { |
|
|
2140 | flag = 1; |
|
|
2141 | tmp->magic--; |
2195 | |
2142 | |
2196 | return adjust; |
2143 | if (object *pl = tmp->visible_to ()) |
2197 | } |
2144 | { |
|
|
2145 | /* Make this more visible */ |
|
|
2146 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
|
|
2147 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
2198 | |
2148 | |
|
|
2149 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
|
|
2150 | } |
|
|
2151 | } |
|
|
2152 | } |
|
|
2153 | |
|
|
2154 | if (flag) |
|
|
2155 | op->update_stats (); /* Something was corroded */ |
|
|
2156 | } |
|
|
2157 | } |
|
|
2158 | break; |
2199 | |
2159 | |
2200 | /* determine if the object is an 'aimed' missile */ |
2160 | case ATNR_DRAIN: |
2201 | int is_aimed_missile ( object *op) { |
2161 | { |
|
|
2162 | /* rate is the proportion of exp drained. High rate means |
|
|
2163 | * not much is drained, low rate means a lot is drained. |
|
|
2164 | */ |
|
|
2165 | int rate; |
2202 | |
2166 | |
2203 | /* I broke what used to be one big if into a few nested |
2167 | if (op->resist[ATNR_DRAIN] >= 0) |
2204 | * ones so that figuring out the logic is at least possible. |
2168 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
2205 | */ |
2169 | else |
2206 | if (op && (op->move_type & MOVE_FLYING)) { |
2170 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
2207 | if (op->type==ARROW || op->type==THROWN_OBJ) |
2171 | |
|
|
2172 | if (op->stats.exp <= rate) |
|
|
2173 | { |
|
|
2174 | if (op->type == GOLEM) |
|
|
2175 | dam = 999; /* Its force is "sucked" away. 8) */ |
|
|
2176 | else |
|
|
2177 | /* If we can't drain, lets try to do physical damage */ |
|
|
2178 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
2179 | } |
|
|
2180 | else |
|
|
2181 | { |
|
|
2182 | /* Randomly give the hitter some hp */ |
|
|
2183 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
2184 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
2185 | hitter->stats.hp++; |
|
|
2186 | |
|
|
2187 | /* Can't do drains on battleground spaces. |
|
|
2188 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
2189 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
2190 | * nothing happens. |
|
|
2191 | * Try to credit the owner. We try to display player -> player drain |
|
|
2192 | * attacks, hence all the != PLAYER checks. |
|
|
2193 | */ |
|
|
2194 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2195 | { |
|
|
2196 | object *owner = hitter->owner; |
|
|
2197 | |
|
|
2198 | if (owner && owner != hitter) |
|
|
2199 | { |
|
|
2200 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
2201 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
2202 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
2203 | } |
|
|
2204 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
2205 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
2206 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
|
|
2207 | |
|
|
2208 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
|
|
2209 | } |
|
|
2210 | |
|
|
2211 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
2212 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
2213 | * as the messages will say you missed |
|
|
2214 | */ |
|
|
2215 | } |
|
|
2216 | } |
|
|
2217 | break; |
|
|
2218 | |
|
|
2219 | case ATNR_TURN_UNDEAD: |
|
|
2220 | { |
|
|
2221 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
|
|
2222 | { |
|
|
2223 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2224 | object *god = find_god (determine_god (owner)); |
|
|
2225 | int div = 1; |
|
|
2226 | |
|
|
2227 | /* if undead are not an enemy of your god, you turn them |
|
|
2228 | * at half strength */ |
|
|
2229 | if (!god || !god->slaying.contains (shstr_undead)) |
|
|
2230 | div = 2; |
|
|
2231 | |
|
|
2232 | /* Give a bonus if you resist turn undead */ |
|
|
2233 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
|
|
2234 | scare_creature (op, owner); |
|
|
2235 | } |
|
|
2236 | else |
|
|
2237 | dam = 0; /* don't damage non undead - should we damage |
|
|
2238 | undead? */ |
|
|
2239 | } |
|
|
2240 | break; |
|
|
2241 | |
|
|
2242 | case ATNR_DEATH: |
|
|
2243 | deathstrike_player (op, hitter, &dam); |
|
|
2244 | break; |
|
|
2245 | |
|
|
2246 | case ATNR_CHAOS: |
|
|
2247 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
|
|
2248 | dam = 0; |
|
|
2249 | break; |
|
|
2250 | |
|
|
2251 | case ATNR_COUNTERSPELL: |
|
|
2252 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
|
|
2253 | dam = 0; |
|
|
2254 | /* This should never happen. Counterspell is handled |
|
|
2255 | * seperately and filtered out. If this does happen, |
|
|
2256 | * Counterspell has no effect on anything but spells, so it |
|
|
2257 | * does no damage. */ |
|
|
2258 | break; |
|
|
2259 | |
|
|
2260 | case ATNR_HOLYWORD: |
|
|
2261 | { |
|
|
2262 | /* This has already been handled by hit_player, |
|
|
2263 | * no need to check twice -- DAMN */ |
|
|
2264 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2265 | |
|
|
2266 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
2267 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
2268 | scare_creature (op, owner); |
|
|
2269 | } |
|
|
2270 | break; |
|
|
2271 | |
|
|
2272 | case ATNR_LIFE_STEALING: |
|
|
2273 | { |
|
|
2274 | int new_hp; |
|
|
2275 | |
|
|
2276 | /* this is replacement to drain for players, instead of taking |
|
|
2277 | * exp it takes hp. It is geared for players, probably not |
|
|
2278 | * much use giving it to monsters |
|
|
2279 | * |
|
|
2280 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
2281 | * damage it does do to the player. Given that, |
|
|
2282 | * it only does 1/10'th normal damage (hence the divide by |
|
|
2283 | * 1000). |
|
|
2284 | */ |
|
|
2285 | /* You can't steal life from something undead */ |
|
|
2286 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
2208 | return 1; |
2287 | return 0; |
2209 | else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || |
2288 | |
2210 | op->subtype == SP_EXPLOSION)) |
2289 | /* If drain protection is higher than life stealing, use that */ |
2211 | return 1; |
2290 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
2291 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
2292 | else |
|
|
2293 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
2294 | |
|
|
2295 | /* You die at -1 hp, not zero. */ |
|
|
2296 | if (dam > (op->stats.hp + 1)) |
|
|
2297 | dam = op->stats.hp + 1; |
|
|
2298 | |
|
|
2299 | new_hp = hitter->stats.hp + dam; |
|
|
2300 | if (new_hp > hitter->stats.maxhp) |
|
|
2301 | new_hp = hitter->stats.maxhp; |
|
|
2302 | |
|
|
2303 | if (new_hp > hitter->stats.hp) |
|
|
2304 | hitter->stats.hp = new_hp; |
|
|
2305 | } |
2212 | } |
2306 | } |
|
|
2307 | |
2213 | return 0; |
2308 | return dam; |
2214 | } |
2309 | } |
2215 | |
2310 | |