… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <assert.h> |
25 | #include <assert.h> |
… | |
… | |
62 | CLEAR_FLAG (op, FLAG_DAMNED); |
63 | CLEAR_FLAG (op, FLAG_DAMNED); |
63 | CLEAR_FLAG (op, FLAG_CURSED); |
64 | CLEAR_FLAG (op, FLAG_CURSED); |
64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
65 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
66 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
66 | |
67 | |
67 | if (op->env && op->env->type == PLAYER) |
68 | if (object *pl = op->visible_to ()) |
68 | esrv_send_item (op->env, op); |
69 | esrv_update_item (UPD_FLAGS, pl, op); |
69 | } |
70 | } |
70 | } |
71 | } |
71 | |
72 | |
72 | /* did_make_save_item just checks to make sure the item actually |
73 | /* did_make_save_item just checks to make sure the item actually |
73 | * made its saving throw based on the tables. It does not take |
74 | * made its saving throw based on the tables. It does not take |
… | |
… | |
77 | did_make_save_item (object *op, int type, object *originator) |
78 | did_make_save_item (object *op, int type, object *originator) |
78 | { |
79 | { |
79 | int i, roll, saves = 0, attacks = 0, number; |
80 | int i, roll, saves = 0, attacks = 0, number; |
80 | materialtype_t *mt; |
81 | materialtype_t *mt; |
81 | |
82 | |
82 | if (op->materialname == NULL) |
83 | if (!op->materialname) |
83 | { |
84 | { |
84 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
85 | for (mt = materialt; mt; mt = mt->next) |
85 | if (op->materials & mt->material) |
86 | if (op->materials & mt->material) |
86 | break; |
87 | break; |
87 | } |
88 | } |
88 | else |
89 | else |
89 | mt = name_to_material (op->materialname); |
90 | mt = name_to_material (op->materialname); |
… | |
… | |
104 | if (type != AT_MAGIC) |
105 | if (type != AT_MAGIC) |
105 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
106 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
106 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
107 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
107 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
108 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
108 | |
109 | |
109 | if (type == 0) |
110 | if (type == 0) return TRUE; |
110 | return TRUE; |
111 | |
111 | if (roll == 20) |
112 | if (roll == 20) return TRUE; |
112 | return TRUE; |
113 | if (roll == 1) return FALSE; |
113 | if (roll == 1) |
|
|
114 | return FALSE; |
|
|
115 | |
114 | |
116 | for (number = 0; number < NROFATTACKS; number++) |
115 | for (number = 0; number < NROFATTACKS; number++) |
117 | { |
116 | { |
118 | i = 1 << number; |
117 | i = 1 << number; |
|
|
118 | |
119 | if (!(i & type)) |
119 | if (!(i & type)) |
120 | continue; |
120 | continue; |
|
|
121 | |
121 | attacks++; |
122 | attacks++; |
122 | if (op->resist[number] == 100) |
123 | if (op->resist[number] == 100) |
123 | saves++; |
124 | saves++; |
124 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
125 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
125 | saves++; |
126 | saves++; |
… | |
… | |
148 | object *env = op->env; |
149 | object *env = op->env; |
149 | int x = op->x, y = op->y; |
150 | int x = op->x, y = op->y; |
150 | maptile *m = op->map; |
151 | maptile *m = op->map; |
151 | |
152 | |
152 | op = stop_item (op); |
153 | op = stop_item (op); |
153 | if (op == NULL) |
154 | if (!op) |
154 | return; |
155 | return; |
155 | |
156 | |
156 | /* Hacked the following so that type LIGHTER will work. |
157 | /* Hacked the following so that type LIGHTER will work. |
157 | * Also, objects which are potenital "lights" that are hit by |
158 | * Also, objects which are potential "lights" that are hit by |
158 | * flame/elect attacks will be set to glow. "lights" are any |
159 | * flame/elect attacks will be set to glow. "lights" are any |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * (and please note that we cant fail our save and reach this |
161 | * (and please note that we cant fail our save and reach this |
161 | * function if the object doesnt contain a material that can burn. |
162 | * function if the object doesnt contain a material that can burn. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | */ |
164 | */ |
164 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
165 | if (type & (AT_FIRE | AT_ELECTRICITY) |
|
|
166 | && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE) |
|
|
167 | || op->type == LAMP |
|
|
168 | || op->type == TORCH |
165 | { |
169 | )) |
166 | const char *arch = op->other_arch->archname; |
170 | { |
167 | |
171 | switch (op->type) |
168 | if (op->decrease ()) |
|
|
169 | fix_stopped_item (op, m, originator); |
|
|
170 | |
|
|
171 | if ((op = get_archetype (arch))) |
|
|
172 | { |
172 | { |
173 | if (env) |
173 | case LAMP: |
|
|
174 | case TORCH: |
|
|
175 | // turn on a lamp |
|
|
176 | apply_lamp (op, true); |
|
|
177 | break; |
|
|
178 | |
|
|
179 | default: |
|
|
180 | // for instance icecubes: |
|
|
181 | if (op->other_arch) |
174 | { |
182 | { |
175 | op->x = env->x, op->y = env->y; |
183 | const char *arch = op->other_arch->archname; |
176 | insert_ob_in_ob (op, env); |
184 | |
|
|
185 | if (op->decrease ()) |
|
|
186 | fix_stopped_item (op, m, originator); |
|
|
187 | |
|
|
188 | if ((op = archetype::get (arch))) |
|
|
189 | { |
177 | if (env->contr) |
190 | if (env) |
178 | esrv_send_item (env, op); |
191 | env->insert (op); |
|
|
192 | else |
|
|
193 | m->insert (op, x, y, originator); |
|
|
194 | } |
179 | } |
195 | } |
180 | else |
|
|
181 | { |
|
|
182 | op->x = x, op->y = y; |
|
|
183 | insert_ob_in_map (op, m, originator, 0); |
|
|
184 | } |
|
|
185 | } |
196 | } |
186 | |
|
|
187 | return; |
197 | return; |
188 | } |
198 | } |
189 | |
199 | |
190 | if (type & AT_CANCELLATION) |
200 | if (type & AT_CANCELLATION) |
191 | { /* Cancellation. */ |
201 | { /* Cancellation. */ |
… | |
… | |
198 | { |
208 | { |
199 | if (op->decrease (rndm (0, op->nrof - 1))) |
209 | if (op->decrease (rndm (0, op->nrof - 1))) |
200 | fix_stopped_item (op, m, originator); |
210 | fix_stopped_item (op, m, originator); |
201 | } |
211 | } |
202 | else |
212 | else |
|
|
213 | { |
|
|
214 | // drop everything to the ground, if possible |
|
|
215 | op->insert_at (originator); |
203 | op->destroy (); |
216 | op->drop_and_destroy (); |
|
|
217 | } |
204 | |
218 | |
205 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
219 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
206 | if (env) |
220 | if (env) |
207 | { |
221 | { |
208 | op = get_archetype ("burnout"); |
222 | op = archetype::get (shstr_burnout); |
209 | op->x = env->x, op->y = env->y; |
223 | op->x = env->x, op->y = env->y; |
210 | insert_ob_in_ob (op, env); |
224 | env->insert (op); |
211 | } |
225 | } |
212 | else |
226 | else |
213 | replace_insert_ob_in_map ("burnout", originator); |
227 | replace_insert_ob_in_map (shstr_burnout, originator); |
214 | |
228 | |
215 | return; |
229 | return; |
216 | } |
230 | } |
217 | |
231 | |
218 | /* The value of 50 is arbitrary. */ |
232 | /* The value of 50 is arbitrary. */ |
219 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
233 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) |
220 | { |
234 | { |
221 | object *tmp; |
|
|
222 | archetype *at = archetype::find ("icecube"); |
235 | archetype *at = archetype::find (shstr_icecube); |
223 | |
236 | |
224 | if (at == NULL) |
237 | if (at == NULL) |
225 | return; |
238 | return; |
226 | |
239 | |
227 | op = stop_item (op); |
240 | op = stop_item (op); |
228 | if (op == NULL) |
241 | if (op == NULL) |
229 | return; |
242 | return; |
230 | |
243 | |
231 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
244 | object *tmp = present_arch (at, op->map, op->x, op->y); |
|
|
245 | if (!tmp) |
232 | { |
246 | { |
233 | tmp = arch_to_object (at); |
247 | tmp = arch_to_object (at); |
234 | tmp->x = op->x, tmp->y = op->y; |
248 | tmp->x = op->x, tmp->y = op->y; |
235 | /* This was in the old (pre new movement code) - |
249 | /* This was in the old (pre new movement code) - |
236 | * icecubes have slow_move set to 1 - don't want |
250 | * icecubes have slow_move set to 1 - don't want |
… | |
… | |
239 | tmp->move_slow_penalty = 0; |
253 | tmp->move_slow_penalty = 0; |
240 | tmp->move_slow = 0; |
254 | tmp->move_slow = 0; |
241 | insert_ob_in_map (tmp, op->map, originator, 0); |
255 | insert_ob_in_map (tmp, op->map, originator, 0); |
242 | } |
256 | } |
243 | |
257 | |
244 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
258 | tmp->insert (op); |
245 | op->remove (); |
|
|
246 | |
|
|
247 | insert_ob_in_ob (op, tmp); |
|
|
248 | return; |
259 | return; |
249 | } |
260 | } |
250 | } |
261 | } |
251 | |
262 | |
252 | /* Object op is hitting the map. |
263 | /* Object op is hitting the map. |
… | |
… | |
281 | } |
292 | } |
282 | |
293 | |
283 | if (op->head) |
294 | if (op->head) |
284 | op = op->head; |
295 | op = op->head; |
285 | |
296 | |
286 | map = op->map; |
297 | mapxy pos (op); |
287 | x = op->x + freearr_x[dir]; |
298 | pos.move (dir); |
288 | y = op->y + freearr_y[dir]; |
|
|
289 | |
299 | |
290 | if (!xy_normalise (map, x, y)) |
300 | if (!pos.normalise ()) |
291 | return 0; |
301 | return 0; |
292 | |
302 | |
293 | // elmex: a safe map tile can't be hit! |
303 | // elmex: a safe map tile can't be hit! |
294 | // this should prevent most harmful effects on items and players there. |
304 | // this should prevent most harmful effects on items and players there. |
295 | mapspace &ms = map->at (x, y); |
305 | mapspace &ms = pos.ms (); |
296 | |
306 | |
297 | if (ms.flags () & P_SAFE) |
307 | if (ms.flags () & P_SAFE) |
298 | return 0; |
308 | return 0; |
299 | |
309 | |
300 | /* peterm: a few special cases for special attacktypes --counterspell |
310 | /* peterm: a few special cases for special attacktypes --counterspell |
… | |
… | |
338 | |
348 | |
339 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
349 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
340 | * For example, 'tmp' was put in an icecube. |
350 | * For example, 'tmp' was put in an icecube. |
341 | * This is one of the few cases where on_same_map should not be used. |
351 | * This is one of the few cases where on_same_map should not be used. |
342 | */ |
352 | */ |
343 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
353 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
344 | continue; |
354 | continue; |
345 | |
355 | |
346 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
356 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
347 | { |
357 | { |
348 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
358 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
… | |
… | |
525 | { |
535 | { |
526 | int mtype; |
536 | int mtype; |
527 | |
537 | |
528 | switch (hitter->current_weapon->weapontype) |
538 | switch (hitter->current_weapon->weapontype) |
529 | { |
539 | { |
530 | case WEAP_HIT: |
540 | case WEAP_HIT: |
531 | mtype = ATM_BASIC; |
541 | mtype = ATM_BASIC; |
532 | break; |
542 | break; |
533 | case WEAP_SLASH: |
543 | case WEAP_SLASH: |
534 | mtype = ATM_SLASH; |
544 | mtype = ATM_SLASH; |
535 | break; |
545 | break; |
536 | case WEAP_PIERCE: |
546 | case WEAP_PIERCE: |
537 | mtype = ATM_PIERCE; |
547 | mtype = ATM_PIERCE; |
538 | break; |
548 | break; |
539 | case WEAP_CLEAVE: |
549 | case WEAP_CLEAVE: |
540 | mtype = ATM_CLEAVE; |
550 | mtype = ATM_CLEAVE; |
541 | break; |
551 | break; |
542 | case WEAP_SLICE: |
552 | case WEAP_SLICE: |
543 | mtype = ATM_SLICE; |
553 | mtype = ATM_SLICE; |
544 | break; |
554 | break; |
545 | case WEAP_STAB: |
555 | case WEAP_STAB: |
546 | mtype = ATM_STAB; |
556 | mtype = ATM_STAB; |
547 | break; |
557 | break; |
548 | case WEAP_WHIP: |
558 | case WEAP_WHIP: |
549 | mtype = ATM_WHIP; |
559 | mtype = ATM_WHIP; |
550 | break; |
560 | break; |
551 | case WEAP_CRUSH: |
561 | case WEAP_CRUSH: |
552 | mtype = ATM_CRUSH; |
562 | mtype = ATM_CRUSH; |
553 | break; |
563 | break; |
554 | case WEAP_BLUD: |
564 | case WEAP_BLUD: |
555 | mtype = ATM_BLUD; |
565 | mtype = ATM_BLUD; |
556 | break; |
566 | break; |
557 | default: |
567 | default: |
558 | mtype = ATM_BASIC; |
568 | mtype = ATM_BASIC; |
559 | break; |
569 | break; |
560 | } |
570 | } |
|
|
571 | |
561 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
572 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
562 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
573 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
563 | { |
574 | { |
564 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
575 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
565 | strcpy (buf2, attack_mess[mtype][i].buf3); |
576 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
682 | *target = (*target)->head; |
693 | *target = (*target)->head; |
683 | |
694 | |
684 | if ((*hitter)->head) |
695 | if ((*hitter)->head) |
685 | *hitter = (*hitter)->head; |
696 | *hitter = (*hitter)->head; |
686 | |
697 | |
|
|
698 | if ((*target)->type == LOCKED_DOOR) |
|
|
699 | return 1; // locked doors cannot be hit |
|
|
700 | |
687 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
701 | if ((*hitter)->env || (*target)->env) |
688 | { |
702 | { |
689 | *simple_attack = 1; |
703 | *simple_attack = 1; |
690 | return 0; |
704 | return 0; |
691 | } |
705 | } |
692 | |
706 | |
… | |
… | |
784 | * for help. */ |
798 | * for help. */ |
785 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
799 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
786 | npc_call_help (op); |
800 | npc_call_help (op); |
787 | |
801 | |
788 | /* if you were hidden and hit by a creature, you are discovered */ |
802 | /* if you were hidden and hit by a creature, you are discovered */ |
789 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
803 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
790 | { |
804 | { |
791 | make_visible (op); |
805 | make_visible (op); |
792 | |
806 | |
793 | if (op->type == PLAYER) |
807 | if (op->type == PLAYER) |
794 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
808 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
795 | } |
809 | } |
796 | |
810 | |
797 | /* thrown items (hitter) will have various effects |
811 | /* thrown items (hitter) will have various effects |
798 | * when they hit the victim. For things like thrown daggers, |
812 | * when they hit the victim. For things like thrown daggers, |
799 | * this sets 'hitter' to the actual dagger, and not the |
813 | * this sets 'hitter' to the actual dagger, and not the |
… | |
… | |
811 | if (hitdam <= 0) |
825 | if (hitdam <= 0) |
812 | hitdam = 1; |
826 | hitdam = 1; |
813 | |
827 | |
814 | type = hitter->attacktype; |
828 | type = hitter->attacktype; |
815 | |
829 | |
|
|
830 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
831 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
832 | * This check is important for the most simple monsters out there in the |
|
|
833 | * game content (maps, archs). For example orcs: They would have |
|
|
834 | * no attacktype at all. |
|
|
835 | * |
|
|
836 | * Some time in the future someone should just go into the game data |
|
|
837 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
838 | * more trees in the african rain forests with this check. |
|
|
839 | */ |
816 | if (!type) |
840 | if (!type) |
817 | type = AT_PHYSICAL; |
841 | type = AT_PHYSICAL; |
818 | |
842 | |
819 | /* Handle monsters that hit back */ |
843 | /* Handle monsters that hit back */ |
820 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
844 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
… | |
… | |
871 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
895 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
872 | * stick around. |
896 | * stick around. |
873 | */ |
897 | */ |
874 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
898 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
875 | { |
899 | { |
876 | tmp = tmp->head_ (); |
900 | tmp->head_ ()->insert (op); |
877 | |
|
|
878 | op->remove (); |
|
|
879 | op = insert_ob_in_ob (op, tmp); |
|
|
880 | |
|
|
881 | if (tmp->type == PLAYER) |
|
|
882 | esrv_send_item (tmp, op); |
|
|
883 | |
|
|
884 | return 1; |
901 | return 1; |
885 | } |
902 | } |
886 | else |
903 | else |
887 | return 0; |
904 | return 0; |
888 | } |
905 | } |
… | |
… | |
902 | /* Disassemble missile */ |
919 | /* Disassemble missile */ |
903 | if (op->inv) |
920 | if (op->inv) |
904 | { |
921 | { |
905 | container = op; |
922 | container = op; |
906 | hitter = op->inv; |
923 | hitter = op->inv; |
907 | hitter->remove (); |
|
|
908 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
924 | hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
909 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
925 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
910 | * might be called until this THROWN_OBJ is either reassembled or |
926 | * might be called until this THROWN_OBJ is either reassembled or |
911 | * removed at the end of this function must be able to deal with empty |
927 | * removed at the end of this function must be able to deal with empty |
912 | * THROWN_OBJs. */ |
928 | * THROWN_OBJs. */ |
913 | } |
929 | } |
… | |
… | |
927 | * other places as well!) |
943 | * other places as well!) |
928 | */ |
944 | */ |
929 | if (hitter->destroyed () || hitter->env != NULL) |
945 | if (hitter->destroyed () || hitter->env != NULL) |
930 | { |
946 | { |
931 | if (container) |
947 | if (container) |
932 | { |
|
|
933 | container->remove (); |
|
|
934 | container->destroy (); |
948 | container->destroy (); |
935 | } |
|
|
936 | |
949 | |
937 | return 0; |
950 | return 0; |
938 | } |
951 | } |
939 | |
952 | |
940 | /* Missile hit victim */ |
953 | /* Missile hit victim */ |
… | |
… | |
964 | * can fly over but not otherwise move over. What is the correct |
977 | * can fly over but not otherwise move over. What is the correct |
965 | * way to handle those otherwise? |
978 | * way to handle those otherwise? |
966 | */ |
979 | */ |
967 | if (victim->x != hitter->x || victim->y != hitter->y) |
980 | if (victim->x != hitter->x || victim->y != hitter->y) |
968 | { |
981 | { |
|
|
982 | if (victim->destroyed ()) |
|
|
983 | hitter->destroy (); |
|
|
984 | else |
|
|
985 | { |
969 | hitter->remove (); |
986 | hitter->remove (); |
970 | hitter->x = victim->x; |
987 | hitter->x = victim->x; |
971 | hitter->y = victim->y; |
988 | hitter->y = victim->y; |
972 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
989 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
990 | } |
973 | } |
991 | } |
974 | else |
992 | else |
975 | /* Else leave arrow where it is */ |
993 | /* Else leave arrow where it is */ |
976 | merge_ob (hitter, NULL); |
994 | merge_ob (hitter, NULL); |
977 | |
995 | |
… | |
… | |
992 | } |
1010 | } |
993 | |
1011 | |
994 | void |
1012 | void |
995 | tear_down_wall (object *op) |
1013 | tear_down_wall (object *op) |
996 | { |
1014 | { |
997 | int perc = 0; |
|
|
998 | |
|
|
999 | if (!op->stats.maxhp) |
1015 | if (!op->stats.maxhp) |
1000 | { |
|
|
1001 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1016 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1002 | perc = 1; |
1017 | else if (!op->has_anim ()) |
1003 | } |
|
|
1004 | else if (!GET_ANIM_ID (op)) |
|
|
1005 | { |
1018 | { |
1006 | /* Object has been called - no animations, so remove it */ |
1019 | /* Object has been called - no animations, so remove it */ |
1007 | if (op->stats.hp < 0) |
1020 | if (op->stats.hp < 0) |
1008 | op->destroy (); |
1021 | op->destroy (); |
1009 | |
1022 | |
1010 | return; /* no animations, so nothing more to do */ |
1023 | return; /* no animations, so nothing more to do */ |
1011 | } |
1024 | } |
1012 | |
1025 | |
1013 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1026 | // we use frames 1..num-2 as intermediate frames, so |
|
|
1027 | // the last frame is used only when hp < 0. |
|
|
1028 | int perc = clamp ( |
|
|
1029 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
|
|
1030 | 0, op->anim_frames () - 1 |
|
|
1031 | ); |
1014 | |
1032 | |
1015 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1033 | op->set_anim_frame (perc); |
1016 | perc = NUM_ANIMATIONS (op) - 1; |
|
|
1017 | else if (perc < 1) |
|
|
1018 | perc = 1; |
|
|
1019 | |
|
|
1020 | SET_ANIMATION (op, perc); |
|
|
1021 | update_object (op, UP_OBJ_FACE); |
1034 | update_object (op, UP_OBJ_FACE); |
1022 | |
1035 | |
1023 | if (perc == NUM_ANIMATIONS (op) - 1) |
1036 | if (op->stats.hp < 0) |
1024 | { /* Reached the last animation */ |
1037 | { /* Reached the last animation */ |
1025 | if (op->face == blank_face) |
1038 | if (op->face == blank_face) |
1026 | /* If the last face is blank, remove the ob */ |
1039 | /* If the last face is blank, remove the ob */ |
1027 | op->destroy (); |
1040 | op->destroy (); |
1028 | else |
1041 | else |
1029 | { /* The last face was not blank, leave an image */ |
1042 | { /* The last face was not blank, leave an image */ |
1030 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1043 | op->flag [FLAG_BLOCKSVIEW] = false; |
1031 | update_all_los (op->map, op->x, op->y); |
1044 | update_all_los (op->map, op->x, op->y); |
1032 | op->move_block = 0; |
1045 | op->move_block = 0; |
1033 | CLEAR_FLAG (op, FLAG_ALIVE); |
1046 | op->flag [FLAG_ALIVE] = false; |
1034 | } |
1047 | } |
1035 | } |
1048 | } |
1036 | } |
1049 | } |
1037 | |
1050 | |
1038 | void |
1051 | void |
1039 | scare_creature (object *target, object *hitter) |
1052 | scare_creature (object *target, object *hitter) |
1040 | { |
1053 | { |
1041 | object *owner = hitter->owner; |
1054 | target->flag [FLAG_SCARED] = true; |
1042 | |
1055 | |
1043 | if (!owner) |
|
|
1044 | owner = hitter; |
|
|
1045 | |
|
|
1046 | SET_FLAG (target, FLAG_SCARED); |
|
|
1047 | if (!target->enemy) |
1056 | if (!target->enemy) |
1048 | target->enemy = owner; |
1057 | target->enemy = hitter->outer_owner (); |
1049 | } |
1058 | } |
1050 | |
1059 | |
1051 | /* This returns the amount of damage hitter does to op with the |
1060 | /* This returns the amount of damage hitter does to op with the |
1052 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1061 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1053 | * This doesn't damage the player, but returns how much it should |
1062 | * This doesn't damage the player, but returns how much it should |
… | |
… | |
1078 | if (attacknum == ATNR_INTERNAL) |
1087 | if (attacknum == ATNR_INTERNAL) |
1079 | return dam; |
1088 | return dam; |
1080 | |
1089 | |
1081 | if (hitter->slaying) |
1090 | if (hitter->slaying) |
1082 | { |
1091 | { |
1083 | if ((op->race && strstr (hitter->slaying, op->race)) |
1092 | if ((op->race && hitter->slaying.contains (op->race)) |
1084 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
1093 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
1085 | { |
1094 | { |
1086 | doesnt_slay = 0; |
1095 | doesnt_slay = 0; |
1087 | dam *= 3; |
1096 | dam *= 3; |
1088 | } |
1097 | } |
1089 | } |
1098 | } |
… | |
… | |
1202 | |
1211 | |
1203 | /* High damage acid has better chance of corroding |
1212 | /* High damage acid has better chance of corroding |
1204 | objects */ |
1213 | objects */ |
1205 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1214 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1206 | { |
1215 | { |
1207 | if (op->type == PLAYER) |
|
|
1208 | /* Make this more visible */ |
|
|
1209 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
|
|
1210 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1211 | flag = 1; |
1216 | flag = 1; |
1212 | tmp->magic--; |
1217 | tmp->magic--; |
1213 | if (op->type == PLAYER) |
1218 | |
1214 | esrv_send_item (op, tmp); |
1219 | if (object *pl = tmp->visible_to ()) |
|
|
1220 | { |
|
|
1221 | /* Make this more visible */ |
|
|
1222 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
|
|
1223 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1224 | |
|
|
1225 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
|
|
1226 | } |
1215 | } |
1227 | } |
1216 | } |
1228 | } |
1217 | |
1229 | |
1218 | if (flag) |
1230 | if (flag) |
1219 | op->update_stats (); /* Something was corroded */ |
1231 | op->update_stats (); /* Something was corroded */ |
… | |
… | |
1288 | object *god = find_god (determine_god (owner)); |
1300 | object *god = find_god (determine_god (owner)); |
1289 | int div = 1; |
1301 | int div = 1; |
1290 | |
1302 | |
1291 | /* if undead are not an enemy of your god, you turn them |
1303 | /* if undead are not an enemy of your god, you turn them |
1292 | * at half strength */ |
1304 | * at half strength */ |
1293 | if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) |
1305 | if (!god || !god->slaying.contains (shstr_undead)) |
1294 | div = 2; |
1306 | div = 2; |
1295 | |
1307 | |
1296 | /* Give a bonus if you resist turn undead */ |
1308 | /* Give a bonus if you resist turn undead */ |
1297 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1309 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1298 | scare_creature (op, owner); |
1310 | scare_creature (op, owner); |
… | |
… | |
1389 | */ |
1401 | */ |
1390 | int |
1402 | int |
1391 | kill_object (object *op, int dam, object *hitter, int type) |
1403 | kill_object (object *op, int dam, object *hitter, int type) |
1392 | { |
1404 | { |
1393 | char buf[MAX_BUF]; |
1405 | char buf[MAX_BUF]; |
1394 | const char *skill; |
1406 | shstr skill; |
1395 | int maxdam = 0; |
1407 | int maxdam = 0; |
1396 | int battleg = 0; /* true if op standing on battleground */ |
1408 | int battleg = 0; /* true if op standing on battleground */ |
1397 | int pk = 0; /* true if op and what controls hitter are both players */ |
1409 | int pk = 0; /* true if op and what controls hitter are both players */ |
1398 | object *owner = 0; |
1410 | object *owner = 0; |
1399 | object *skop = 0; |
1411 | object *skop = 0; |
… | |
… | |
1420 | return maxdam; |
1432 | return maxdam; |
1421 | } |
1433 | } |
1422 | |
1434 | |
1423 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1435 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1424 | { |
1436 | { |
1425 | op->destroy (); |
1437 | op->drop_and_destroy (); |
1426 | return maxdam; |
1438 | return maxdam; |
1427 | } |
1439 | } |
1428 | |
1440 | |
1429 | /* Now lets start dealing with experience we get for killing something */ |
1441 | /* Now lets start dealing with experience we get for killing something */ |
1430 | |
1442 | |
1431 | owner = hitter->owner; |
1443 | owner = hitter->outer_owner (); |
1432 | if (!owner) |
1444 | if (!owner) |
1433 | owner = hitter; |
1445 | owner = hitter; |
1434 | |
1446 | |
1435 | /* is the victim (op) standing on battleground? */ |
1447 | /* is the victim (op) standing on battleground? */ |
1436 | if (op_on_battleground (op, NULL, NULL)) |
1448 | if (op_on_battleground (op, NULL, NULL)) |
… | |
… | |
1441 | pk = 1; |
1453 | pk = 1; |
1442 | |
1454 | |
1443 | /* Player killed something */ |
1455 | /* Player killed something */ |
1444 | if (owner->type == PLAYER) |
1456 | if (owner->type == PLAYER) |
1445 | { |
1457 | { |
1446 | Log_Kill (owner->name, |
|
|
1447 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1448 | |
|
|
1449 | /* Log players killing other players - makes it easier to detect |
1458 | /* Log players killing other players - makes it easier to detect |
1450 | * and filter out malicious player killers - that is why the |
1459 | * and filter out malicious player killers - that is why the |
1451 | * ip address is included. |
1460 | * ip address is included. |
1452 | */ |
1461 | */ |
1453 | if (op->type == PLAYER && !battleg) |
1462 | if (op->type == PLAYER && !battleg) |
… | |
… | |
1491 | |
1500 | |
1492 | /* This code below deals with finding the appropriate skill |
1501 | /* This code below deals with finding the appropriate skill |
1493 | * to credit exp to. This is a bit problematic - we should |
1502 | * to credit exp to. This is a bit problematic - we should |
1494 | * probably never really have to look at current_weapon->skill |
1503 | * probably never really have to look at current_weapon->skill |
1495 | */ |
1504 | */ |
1496 | skill = 0; |
|
|
1497 | |
|
|
1498 | if (hitter->skill && hitter->type != PLAYER) |
1505 | if (hitter->skill && hitter->type != PLAYER) |
1499 | skill = hitter->skill; |
1506 | skill = hitter->skill; |
1500 | else if (owner->chosen_skill) |
1507 | else if (owner->chosen_skill) |
1501 | { |
1508 | { |
1502 | skop = owner->chosen_skill; |
1509 | skop = owner->chosen_skill; |
1503 | skill = skop->skill; |
1510 | skill = skop->skill; |
1504 | } |
1511 | } |
1505 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1512 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
1506 | skill = owner->current_weapon->skill; |
1513 | skill = owner->current_weapon->skill; |
1507 | else |
1514 | else |
|
|
1515 | { |
1508 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1516 | LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1517 | "op: %s\n" "hitter: %s\n" "owner: %s\n", |
|
|
1518 | owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1519 | skill = 0; |
|
|
1520 | } |
1509 | |
1521 | |
1510 | /* We have the skill we want to credit to - now find the object this goes |
1522 | /* We have the skill we want to credit to - now find the object this goes |
1511 | * to. Make sure skop is an actual skill, and not a skill tool! |
1523 | * to. Make sure skop is an actual skill, and not a skill tool! |
1512 | */ |
1524 | */ |
1513 | if ((!skop || skop->type != SKILL) && skill) |
1525 | skop = owner->contr->find_skill (skill); |
1514 | { |
|
|
1515 | int i; |
|
|
1516 | |
|
|
1517 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1518 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1519 | { |
|
|
1520 | skop = owner->contr->last_skill_ob[i]; |
|
|
1521 | break; |
|
|
1522 | } |
|
|
1523 | } |
|
|
1524 | } /* Was it a player that hit somethign */ |
1526 | } /* Was it a player that hit somethign */ |
1525 | else |
1527 | else |
1526 | skill = 0; |
1528 | skill = 0; |
1527 | |
1529 | |
1528 | /* Pet (or spell) killed something. */ |
|
|
1529 | if (owner != hitter) |
|
|
1530 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1531 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1532 | else |
|
|
1533 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1534 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1535 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1536 | |
|
|
1537 | /* These may have been set in the player code section above */ |
1530 | /* These may have been set in the player code section above */ |
1538 | if (!skop) |
1531 | if (!skop) |
1539 | skop = hitter->chosen_skill; |
1532 | skop = hitter->chosen_skill; |
1540 | |
1533 | |
1541 | if (!skill && skop) |
1534 | if (!skill && skop) |
1542 | skill = skop->skill; |
1535 | skill = skop->skill; |
1543 | |
|
|
1544 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1545 | |
1536 | |
1546 | /* If you didn't kill yourself, and your not the wizard */ |
1537 | /* If you didn't kill yourself, and your not the wizard */ |
1547 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1538 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1548 | { |
1539 | { |
1549 | int exp; |
1540 | int exp; |
… | |
… | |
1621 | |
1612 | |
1622 | if (owner1 && owner1->type == PLAYER) |
1613 | if (owner1 && owner1->type == PLAYER) |
1623 | { |
1614 | { |
1624 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1615 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1625 | /* Maybe we should include the owner that killed this, maybe not */ |
1616 | /* Maybe we should include the owner that killed this, maybe not */ |
1626 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1617 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1627 | } |
1618 | } |
1628 | |
1619 | |
1629 | remove_friendly_object (op); |
1620 | remove_friendly_object (op); |
1630 | } |
1621 | } |
1631 | |
1622 | |
1632 | op->destroy (); |
1623 | op->drop_and_destroy (); |
1633 | } |
1624 | } |
1634 | else |
1625 | else |
1635 | { |
|
|
1636 | /* Player has been killed! */ |
1626 | /* Player has been killed! */ |
1637 | if (owner->type == PLAYER) |
1627 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1638 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
|
|
1639 | else |
|
|
1640 | assign (op->contr->killer, hitter->name); |
|
|
1641 | } |
|
|
1642 | |
1628 | |
1643 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1629 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1644 | * continues in the calling function. |
1630 | * continues in the calling function. |
1645 | */ |
1631 | */ |
1646 | return maxdam; |
1632 | return maxdam; |
… | |
… | |
1802 | */ |
1788 | */ |
1803 | if (type & AT_HOLYWORD) |
1789 | if (type & AT_HOLYWORD) |
1804 | { |
1790 | { |
1805 | object *god; |
1791 | object *god; |
1806 | |
1792 | |
1807 | if ((!hitter->slaying || |
1793 | if ((!hitter->slaying |
1808 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1794 | || (!(op->race && hitter->slaying.contains (op->race)) |
1809 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1795 | && !(op->name && hitter->slaying.contains (op->name)))) |
1810 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1796 | && (!QUERY_FLAG (op, FLAG_UNDEAD) |
1811 | (hitter->title != NULL |
1797 | || (hitter->title |
1812 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) |
1798 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1799 | && god->race.contains (shstr_undead)))) |
1813 | return 0; |
1800 | return 0; |
1814 | } |
1801 | } |
1815 | |
1802 | |
1816 | maxattacktype = type; /* initialise this to something */ |
1803 | maxattacktype = type; /* initialise this to something */ |
1817 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1804 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
… | |
… | |
1928 | /* See if the creature has been killed */ |
1915 | /* See if the creature has been killed */ |
1929 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1916 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1930 | if (rtn_kill != -1) |
1917 | if (rtn_kill != -1) |
1931 | return rtn_kill; |
1918 | return rtn_kill; |
1932 | |
1919 | |
1933 | |
|
|
1934 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1920 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1935 | * that before if the player was immune to ghosthit, the monster |
1921 | * that before if the player was immune to ghosthit, the monster |
1936 | * remained - that is no longer the case. |
1922 | * remained - that is no longer the case. |
1937 | */ |
1923 | */ |
1938 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1924 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1939 | hitter->destroy (); |
1925 | hitter->drop_and_destroy (); |
1940 | |
|
|
1941 | /* Lets handle creatures that are splitting now */ |
1926 | /* Lets handle creatures that are splitting now */ |
1942 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1927 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1943 | { |
1928 | { |
1944 | int i; |
1929 | int i; |
1945 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1930 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
1985 | } |
1970 | } |
1986 | |
1971 | |
1987 | op->destroy (); |
1972 | op->destroy (); |
1988 | } |
1973 | } |
1989 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1974 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1990 | hitter->destroy (); |
1975 | hitter->drop_and_destroy (); |
1991 | |
1976 | |
1992 | return maxdam; |
1977 | return maxdam; |
1993 | } |
1978 | } |
1994 | |
1979 | |
1995 | void |
1980 | void |
… | |
… | |
2192 | ** field of the deathstriking object */ |
2177 | ** field of the deathstriking object */ |
2193 | |
2178 | |
2194 | int atk_lev, def_lev, kill_lev; |
2179 | int atk_lev, def_lev, kill_lev; |
2195 | |
2180 | |
2196 | if (hitter->slaying) |
2181 | if (hitter->slaying) |
2197 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) |
2182 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) |
|
|
2183 | || (op->race && hitter->slaying.contains (op->race)))) |
2198 | return; |
2184 | return; |
2199 | |
2185 | |
2200 | def_lev = op->level; |
2186 | def_lev = op->level; |
2201 | if (def_lev < 1) |
2187 | if (def_lev < 1) |
2202 | { |
2188 | { |
2203 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); |
2189 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
2204 | def_lev = 1; |
2190 | def_lev = 1; |
2205 | } |
2191 | } |
2206 | |
2192 | |
2207 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2193 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2208 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2194 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
… | |
… | |
2301 | { |
2287 | { |
2302 | /* target is unseen */ |
2288 | /* target is unseen */ |
2303 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2289 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2304 | adjust -= 10; |
2290 | adjust -= 10; |
2305 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2291 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2306 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
2292 | else if (!stand_in_light (target)) |
2307 | adjust -= target->map->darkness; |
2293 | adjust -= target->map->darklevel (); |
2308 | } |
2294 | } |
2309 | |
2295 | |
2310 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2296 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2311 | adjust -= 3; |
2297 | adjust -= 3; |
2312 | |
2298 | |