1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
|
|
23 | |
23 | #include <assert.h> |
24 | #include <assert.h> |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <living.h> |
26 | #include <living.h> |
26 | #include <material.h> |
27 | #include <material.h> |
27 | #include <skills.h> |
28 | #include <skills.h> |
28 | |
|
|
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
|
|
31 | #endif |
|
|
32 | |
|
|
33 | #include <sounds.h> |
29 | #include <sounds.h> |
|
|
30 | #include <sproto.h> |
34 | |
31 | |
35 | typedef struct att_msg_str |
32 | typedef struct att_msg_str |
36 | { |
33 | { |
37 | char *msg1; |
34 | char *msg1; |
38 | char *msg2; |
35 | char *msg2; |
… | |
… | |
44 | * its magical benefits. |
41 | * its magical benefits. |
45 | */ |
42 | */ |
46 | void |
43 | void |
47 | cancellation (object *op) |
44 | cancellation (object *op) |
48 | { |
45 | { |
49 | object *tmp; |
|
|
50 | |
|
|
51 | if (op->invisible) |
46 | if (op->invisible) |
52 | return; |
47 | return; |
53 | |
48 | |
54 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
49 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
55 | { |
50 | { |
56 | /* Recur through the inventory */ |
51 | /* Recurse through the inventory */ |
57 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
52 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
58 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
53 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
59 | cancellation (tmp); |
54 | cancellation (tmp); |
60 | } |
55 | } |
61 | else if (FABS (op->magic) <= (rndm (0, 5))) |
56 | else if (FABS (op->magic) <= rndm (0, 5)) |
62 | { |
57 | { |
63 | /* Nullify this object. This code could probably be more complete */ |
58 | /* Nullify this object. This code could probably be more complete */ |
64 | /* in what abilities it should cancel */ |
59 | /* in what abilities it should cancel */ |
65 | op->magic = 0; |
60 | op->magic = 0; |
|
|
61 | |
66 | CLEAR_FLAG (op, FLAG_DAMNED); |
62 | CLEAR_FLAG (op, FLAG_DAMNED); |
67 | CLEAR_FLAG (op, FLAG_CURSED); |
63 | CLEAR_FLAG (op, FLAG_CURSED); |
68 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
69 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
|
66 | |
70 | if (op->env && op->env->type == PLAYER) |
67 | if (op->env && op->env->type == PLAYER) |
71 | { |
|
|
72 | esrv_send_item (op->env, op); |
68 | esrv_send_item (op->env, op); |
73 | } |
|
|
74 | } |
69 | } |
75 | } |
70 | } |
76 | |
71 | |
77 | /* did_make_save_item just checks to make sure the item actually |
72 | /* did_make_save_item just checks to make sure the item actually |
78 | * made its saving throw based on the tables. It does not take |
73 | * made its saving throw based on the tables. It does not take |
… | |
… | |
85 | materialtype_t *mt; |
80 | materialtype_t *mt; |
86 | |
81 | |
87 | if (op->materialname == NULL) |
82 | if (op->materialname == NULL) |
88 | { |
83 | { |
89 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
84 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
90 | if (op->material & mt->material) |
85 | if (op->materials & mt->material) |
91 | break; |
86 | break; |
92 | } |
87 | } |
93 | else |
88 | else |
94 | mt = name_to_material (op->materialname); |
89 | mt = name_to_material (op->materialname); |
95 | if (mt == NULL) |
90 | |
|
|
91 | if (!mt) |
96 | return TRUE; |
92 | return TRUE; |
|
|
93 | |
97 | roll = rndm (1, 20); |
94 | roll = rndm (1, 20); |
98 | |
95 | |
99 | /* the attacktypes have no meaning for object saves |
96 | /* the attacktypes have no meaning for object saves |
100 | * If the type is only magic, don't adjust type - basically, if |
97 | * If the type is only magic, don't adjust type - basically, if |
101 | * pure magic is hitting an object, it should save. However, if it |
98 | * pure magic is hitting an object, it should save. However, if it |
… | |
… | |
130 | saves++; |
127 | saves++; |
131 | } |
128 | } |
132 | |
129 | |
133 | if (saves == attacks || attacks == 0) |
130 | if (saves == attacks || attacks == 0) |
134 | return TRUE; |
131 | return TRUE; |
|
|
132 | |
135 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
133 | if (saves == 0 || (rndm (1, attacks) > saves)) |
136 | return FALSE; |
134 | return FALSE; |
|
|
135 | |
137 | return TRUE; |
136 | return TRUE; |
138 | } |
137 | } |
139 | |
138 | |
140 | /* This function calls did_make_save_item. It then performs the |
139 | /* This function calls did_make_save_item. It then performs the |
141 | * appropriate actions to the item (such as burning the item up, |
140 | * appropriate actions to the item (such as burning the item up, |
142 | * calling cancellation, etc.) |
141 | * calling cancellation, etc.) |
143 | */ |
142 | */ |
144 | |
|
|
145 | void |
143 | void |
146 | save_throw_object (object *op, int type, object *originator) |
144 | save_throw_object (object *op, int type, object *originator) |
147 | { |
145 | { |
148 | if (!did_make_save_item (op, type, originator)) |
146 | if (!did_make_save_item (op, type, originator)) |
149 | { |
147 | { |
… | |
… | |
163 | * function if the object doesnt contain a material that can burn. |
161 | * function if the object doesnt contain a material that can burn. |
164 | * So forget lighting magical swords on fire with this!) -b.t. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
165 | */ |
163 | */ |
166 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
164 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
167 | { |
165 | { |
168 | const char *arch = op->other_arch->name; |
166 | const char *arch = op->other_arch->archname; |
169 | |
167 | |
170 | op = decrease_ob_nr (op, 1); |
168 | if (op->decrease ()) |
171 | |
|
|
172 | if (op) |
|
|
173 | fix_stopped_item (op, m, originator); |
169 | fix_stopped_item (op, m, originator); |
174 | |
170 | |
175 | if ((op = get_archetype (arch)) != NULL) |
171 | if ((op = get_archetype (arch))) |
176 | { |
172 | { |
177 | if (env) |
173 | if (env) |
178 | { |
174 | { |
179 | op->x = env->x, op->y = env->y; |
175 | op->x = env->x, op->y = env->y; |
180 | insert_ob_in_ob (op, env); |
176 | insert_ob_in_ob (op, env); |
… | |
… | |
198 | return; |
194 | return; |
199 | } |
195 | } |
200 | |
196 | |
201 | if (op->nrof > 1) |
197 | if (op->nrof > 1) |
202 | { |
198 | { |
203 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
199 | if (op->decrease (rndm (0, op->nrof - 1))) |
204 | |
|
|
205 | if (op) |
|
|
206 | fix_stopped_item (op, m, originator); |
200 | fix_stopped_item (op, m, originator); |
207 | } |
201 | } |
208 | else |
202 | else |
209 | { |
|
|
210 | if (op->env) |
|
|
211 | { |
|
|
212 | object *tmp = is_player_inv (op->env); |
|
|
213 | |
|
|
214 | if (tmp) |
|
|
215 | esrv_del_item (tmp->contr, op->count); |
|
|
216 | } |
|
|
217 | |
|
|
218 | op->destroy (); |
203 | op->destroy (); |
219 | } |
|
|
220 | |
204 | |
221 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
205 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
222 | if (env) |
206 | if (env) |
223 | { |
207 | { |
224 | op = get_archetype ("burnout"); |
208 | op = get_archetype ("burnout"); |
… | |
… | |
269 | * op is going in direction 'dir' |
253 | * op is going in direction 'dir' |
270 | * type is the attacktype of the object. |
254 | * type is the attacktype of the object. |
271 | * full_hit is set if monster area does not matter. |
255 | * full_hit is set if monster area does not matter. |
272 | * returns 1 if it hits something, 0 otherwise. |
256 | * returns 1 if it hits something, 0 otherwise. |
273 | */ |
257 | */ |
274 | |
|
|
275 | int |
258 | int |
276 | hit_map (object *op, int dir, int type, int full_hit) |
259 | hit_map (object *op, int dir, int type, int full_hit) |
277 | { |
260 | { |
278 | object *tmp, *next; |
|
|
279 | maptile *map; |
261 | maptile *map; |
280 | sint16 x, y; |
262 | sint16 x, y; |
281 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
263 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
282 | |
264 | |
283 | if (QUERY_FLAG (op, FLAG_FREED)) |
265 | if (QUERY_FLAG (op, FLAG_FREED)) |
… | |
… | |
286 | return 0; |
268 | return 0; |
287 | } |
269 | } |
288 | |
270 | |
289 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
271 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
290 | { |
272 | { |
291 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
273 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
292 | return 0; |
274 | return 0; |
293 | } |
275 | } |
294 | |
276 | |
295 | if (!op->map) |
277 | if (!op->map) |
296 | { |
278 | { |
… | |
… | |
303 | |
285 | |
304 | map = op->map; |
286 | map = op->map; |
305 | x = op->x + freearr_x[dir]; |
287 | x = op->x + freearr_x[dir]; |
306 | y = op->y + freearr_y[dir]; |
288 | y = op->y + freearr_y[dir]; |
307 | |
289 | |
308 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
290 | if (!xy_normalise (map, x, y)) |
|
|
291 | return 0; |
309 | |
292 | |
310 | // elmex: a safe map tile can't be hit! |
293 | // elmex: a safe map tile can't be hit! |
311 | // this should prevent most harmful effects on items and players there. |
294 | // this should prevent most harmful effects on items and players there. |
312 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
295 | mapspace &ms = map->at (x, y); |
|
|
296 | |
|
|
297 | if (ms.flags () & P_SAFE) |
313 | return 0; |
298 | return 0; |
314 | |
299 | |
315 | /* peterm: a few special cases for special attacktypes --counterspell |
300 | /* peterm: a few special cases for special attacktypes --counterspell |
316 | * must be out here because it strikes things which are not alive |
301 | * must be out here because it strikes things which are not alive |
317 | */ |
302 | */ |
318 | |
303 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
304 | { |
319 | if (type & AT_COUNTERSPELL) |
305 | if (type & AT_COUNTERSPELL) |
320 | { |
306 | { |
321 | counterspell (op, dir); /* see spell_effect.c */ |
307 | counterspell (op, dir); /* see spell_effect.c */ |
322 | |
308 | |
323 | /* If the only attacktype is counterspell or magic, don't need |
309 | /* If the only attacktype is counterspell or magic, don't need |
324 | * to do any further processing. |
310 | * to do any further processing. |
325 | */ |
|
|
326 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
|
|
327 | return 0; |
|
|
328 | |
|
|
329 | type &= ~AT_COUNTERSPELL; |
|
|
330 | } |
|
|
331 | |
|
|
332 | if (type & AT_CHAOS) |
|
|
333 | { |
|
|
334 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
|
|
335 | update_object (op, UP_OBJ_FACE); |
|
|
336 | type &= ~AT_CHAOS; |
|
|
337 | } |
|
|
338 | |
|
|
339 | next = get_map_ob (map, x, y); |
|
|
340 | |
|
|
341 | while (next) |
|
|
342 | { |
|
|
343 | if (next->destroyed ()) |
|
|
344 | { |
|
|
345 | /* There may still be objects that were above 'next', but there is no |
|
|
346 | * simple way to find out short of copying all object references and |
|
|
347 | * tags into a temporary array before we start processing the first |
|
|
348 | * object. That's why we just abort. |
|
|
349 | * |
|
|
350 | * This happens whenever attack spells (like fire) hit a pile |
|
|
351 | * of objects. This is not a bug - nor an error. The errormessage |
|
|
352 | * below was spamming the logs for absolutely no reason. |
|
|
353 | */ |
311 | */ |
354 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
312 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
355 | break; |
313 | return 0; |
|
|
314 | |
|
|
315 | type &= ~AT_COUNTERSPELL; |
|
|
316 | } |
|
|
317 | |
|
|
318 | if (type & AT_CHAOS) |
356 | } |
319 | { |
|
|
320 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
|
|
321 | update_object (op, UP_OBJ_FACE); |
|
|
322 | type &= ~AT_CHAOS; |
|
|
323 | } |
|
|
324 | } |
357 | |
325 | |
|
|
326 | /* There may still be objects that were above 'next', but there is no |
|
|
327 | * simple way to find out short of copying all object references and |
|
|
328 | * tags into a temporary array before we start processing the first |
|
|
329 | * object. That's why we just abort on destroy. |
|
|
330 | * |
|
|
331 | * This happens whenever attack spells (like fire) hit a pile |
|
|
332 | * of objects. This is not a bug - nor an error. |
|
|
333 | */ |
|
|
334 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
335 | { |
358 | tmp = next; |
336 | object *tmp = next; |
359 | next = tmp->above; |
337 | next = tmp->above; |
360 | |
|
|
361 | if (tmp->destroyed ()) |
|
|
362 | { |
|
|
363 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
364 | break; |
|
|
365 | } |
|
|
366 | |
338 | |
367 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
339 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
368 | * For example, 'tmp' was put in an icecube. |
340 | * For example, 'tmp' was put in an icecube. |
369 | * This is one of the few cases where on_same_map should not be used. |
341 | * This is one of the few cases where on_same_map should not be used. |
370 | */ |
342 | */ |
… | |
… | |
373 | |
345 | |
374 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
346 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
375 | { |
347 | { |
376 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
348 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
377 | retflag |= 1; |
349 | retflag |= 1; |
|
|
350 | |
378 | if (op->destroyed ()) |
351 | if (op->destroyed ()) |
379 | break; |
352 | break; |
380 | } |
353 | } |
381 | |
|
|
382 | /* Here we are potentially destroying an object. If the object has |
354 | /* Here we are potentially destroying an object. If the object has |
383 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
355 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
384 | * that weak walls have is_alive set, which prevent objects from |
356 | * that weak walls have is_alive set, which prevent objects from |
385 | * passing over/through them. We don't care what type of movement |
357 | * passing over/through them. We don't care what type of movement |
386 | * the wall blocks - if it blocks any type of movement, can't be |
358 | * the wall blocks - if it blocks any type of movement, can't be |
387 | * destroyed right now. |
359 | * destroyed right now. |
388 | */ |
360 | */ |
389 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
361 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
390 | { |
362 | { |
391 | save_throw_object (tmp, type, op); |
363 | save_throw_object (tmp, type, op); |
|
|
364 | |
392 | if (op->destroyed ()) |
365 | if (op->destroyed ()) |
393 | break; |
366 | break; |
394 | } |
367 | } |
395 | } |
368 | } |
396 | |
369 | |
… | |
… | |
427 | sprintf (buf1, "missed %s", &op->name); |
400 | sprintf (buf1, "missed %s", &op->name); |
428 | sprintf (buf2, " misses"); |
401 | sprintf (buf2, " misses"); |
429 | found++; |
402 | found++; |
430 | } |
403 | } |
431 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
404 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
432 | hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) |
405 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
433 | { |
406 | { |
434 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
407 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
435 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
408 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
436 | { |
409 | { |
437 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
410 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
… | |
… | |
449 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
422 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
450 | found++; |
423 | found++; |
451 | break; |
424 | break; |
452 | } |
425 | } |
453 | } |
426 | } |
454 | else if (hitter->type == PLAYER && IS_LIVE (op)) |
427 | else if (hitter->type == PLAYER && op->is_alive ()) |
455 | { |
428 | { |
456 | if (USING_SKILL (hitter, SK_KARATE)) |
429 | if (USING_SKILL (hitter, SK_KARATE)) |
457 | { |
430 | { |
458 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
431 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
459 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
432 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
… | |
… | |
485 | found++; |
458 | found++; |
486 | break; |
459 | break; |
487 | } |
460 | } |
488 | } |
461 | } |
489 | } |
462 | } |
|
|
463 | |
490 | if (found) |
464 | if (found) |
491 | { |
465 | { |
492 | /* done */ |
466 | /* done */ |
493 | } |
467 | } |
494 | else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) |
468 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
495 | { |
469 | { |
496 | sprintf (buf1, "hit"); /* just in case */ |
470 | sprintf (buf1, "hit"); /* just in case */ |
497 | for (i = 0; i < MAXATTACKMESS; i++) |
471 | for (i = 0; i < MAXATTACKMESS; i++) |
498 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
472 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
499 | { |
473 | { |
500 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
474 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
501 | found++; |
475 | found++; |
502 | break; |
476 | break; |
503 | } |
477 | } |
504 | } |
478 | } |
505 | else if (type & AT_DRAIN && IS_LIVE (op)) |
479 | else if (type & AT_DRAIN && op->is_alive ()) |
506 | { |
480 | { |
507 | /* drain is first, because some items have multiple attypes */ |
481 | /* drain is first, because some items have multiple attypes */ |
508 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
482 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
509 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
483 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
510 | { |
484 | { |
… | |
… | |
512 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
486 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
513 | found++; |
487 | found++; |
514 | break; |
488 | break; |
515 | } |
489 | } |
516 | } |
490 | } |
517 | else if (type & AT_ELECTRICITY && IS_LIVE (op)) |
491 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
518 | { |
492 | { |
519 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
493 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
520 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
494 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
521 | { |
495 | { |
522 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
496 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
523 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
497 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
524 | found++; |
498 | found++; |
525 | break; |
499 | break; |
526 | } |
500 | } |
527 | } |
501 | } |
528 | else if (type & AT_COLD && IS_LIVE (op)) |
502 | else if (type & AT_COLD && op->is_alive ()) |
529 | { |
503 | { |
530 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
504 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
531 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
505 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
532 | { |
506 | { |
533 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
507 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
… | |
… | |
625 | if (hitter->owner != NULL) |
599 | if (hitter->owner != NULL) |
626 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
600 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
627 | else |
601 | else |
628 | { |
602 | { |
629 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
603 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
604 | |
630 | if (dam != 0) |
605 | if (dam != 0) |
631 | { |
606 | { |
632 | if (dam < 10) |
607 | if (dam < 10) |
633 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
608 | op->contr->play_sound (sound_find ("player_is_hit1")); |
634 | else if (dam < 20) |
609 | else if (dam < 20) |
635 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
610 | op->contr->play_sound (sound_find ("player_is_hit2")); |
636 | else |
611 | else |
637 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
612 | op->contr->play_sound (sound_find ("player_is_hit3")); |
638 | } |
613 | } |
639 | } |
614 | } |
|
|
615 | |
640 | new_draw_info (NDI_BLACK, 0, op, buf); |
616 | new_draw_info (NDI_BLACK, 0, op, buf); |
641 | } /* end of player hitting player */ |
617 | } /* end of player hitting player */ |
642 | |
618 | |
643 | if (hitter->type == PLAYER) |
619 | if (hitter->type == PLAYER) |
644 | { |
620 | { |
645 | sprintf (buf, "You %s.", buf1); |
621 | sprintf (buf, "You %s.", buf1); |
|
|
622 | |
646 | if (dam != 0) |
623 | if (dam != 0) |
647 | { |
624 | { |
648 | if (dam < 10) |
625 | if (dam < 10) |
649 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
626 | op->play_sound (sound_find ("player_hits1")); |
650 | else if (dam < 20) |
627 | else if (dam < 20) |
651 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
628 | op->play_sound (sound_find ("player_hits2")); |
652 | else |
629 | else |
653 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
630 | op->play_sound (sound_find ("player_hits3")); |
654 | } |
631 | } |
|
|
632 | |
655 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
633 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
656 | } |
634 | } |
657 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
635 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
658 | { |
636 | { |
659 | /* look for stacked spells and start reducing the message chances */ |
637 | /* look for stacked spells and start reducing the message chances */ |
… | |
… | |
661 | { |
639 | { |
662 | i = 4; |
640 | i = 4; |
663 | map = hitter->map; |
641 | map = hitter->map; |
664 | if (out_of_map (map, hitter->x, hitter->y)) |
642 | if (out_of_map (map, hitter->x, hitter->y)) |
665 | return; |
643 | return; |
|
|
644 | |
666 | next = get_map_ob (map, hitter->x, hitter->y); |
645 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
667 | if (next) |
646 | if (next) |
668 | while (next) |
647 | while (next) |
669 | { |
648 | { |
670 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
649 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
671 | i *= 3; |
650 | i *= 3; |
|
|
651 | |
672 | tmp = next; |
652 | tmp = next; |
673 | next = tmp->above; |
653 | next = tmp->above; |
674 | } |
654 | } |
|
|
655 | |
675 | if (i < 0) |
656 | if (i < 0) |
676 | return; |
657 | return; |
|
|
658 | |
677 | if (rndm (0, i) != 0) |
659 | if (rndm (0, i) != 0) |
678 | return; |
660 | return; |
679 | } |
661 | } |
680 | else if (rndm (0, 5) != 0) |
662 | else if (rndm (0, 5) != 0) |
681 | return; |
663 | return; |
|
|
664 | |
682 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
665 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
683 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
666 | op->play_sound (sound_find ("player_hits4")); |
684 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
667 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
685 | } |
668 | } |
686 | } |
669 | } |
687 | |
670 | |
688 | |
671 | |
… | |
… | |
692 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
675 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
693 | { |
676 | { |
694 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
677 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
695 | return 1; |
678 | return 1; |
696 | } |
679 | } |
|
|
680 | |
697 | if ((*target)->head) |
681 | if ((*target)->head) |
698 | *target = (*target)->head; |
682 | *target = (*target)->head; |
|
|
683 | |
699 | if ((*hitter)->head) |
684 | if ((*hitter)->head) |
700 | *hitter = (*hitter)->head; |
685 | *hitter = (*hitter)->head; |
|
|
686 | |
701 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
687 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
702 | { |
688 | { |
703 | *simple_attack = 1; |
689 | *simple_attack = 1; |
704 | return 0; |
690 | return 0; |
705 | } |
691 | } |
|
|
692 | |
706 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
693 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
707 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
694 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
695 | || !(*hitter)->map |
|
|
696 | || !on_same_map (*hitter, *target)) |
708 | { |
697 | { |
709 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
698 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
699 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
710 | return 1; |
700 | return 1; |
711 | } |
701 | } |
|
|
702 | |
712 | *simple_attack = 0; |
703 | *simple_attack = 0; |
713 | return 0; |
704 | return 0; |
714 | } |
705 | } |
715 | |
706 | |
716 | static int |
707 | static int |
… | |
… | |
752 | |
743 | |
753 | /* |
744 | /* |
754 | * A little check to make it more difficult to dance forward and back |
745 | * A little check to make it more difficult to dance forward and back |
755 | * to avoid ever being hit by monsters. |
746 | * to avoid ever being hit by monsters. |
756 | */ |
747 | */ |
757 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
748 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
758 | { |
749 | { |
759 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
750 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
760 | * infinite loop occurs, with process_object calling move_monster, |
751 | * infinite loop occurs, with process_object calling move_monster, |
761 | * which then gets here again. By decreasing the speed before |
752 | * which then gets here again. By decreasing the speed before |
762 | * we call process_object, the 'if' statement above will fail. |
753 | * we call process_object, the 'if' statement above will fail. |
763 | */ |
754 | */ |
764 | op->speed_left--; |
755 | --op->speed_left; |
765 | process_object (op); |
756 | process_object (op); |
766 | |
757 | |
767 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
758 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
768 | goto error; |
759 | goto error; |
769 | } |
760 | } |
… | |
… | |
779 | /* See if we hit the creature */ |
770 | /* See if we hit the creature */ |
780 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
771 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
781 | { |
772 | { |
782 | int hitdam = base_dam; |
773 | int hitdam = base_dam; |
783 | |
774 | |
784 | if (settings.casting_time == TRUE) |
|
|
785 | { |
|
|
786 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
787 | { |
|
|
788 | hitter->casting_time = -1; |
|
|
789 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
|
|
790 | } |
|
|
791 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
792 | { |
|
|
793 | op->casting_time = -1; |
|
|
794 | if (op->type == PLAYER) |
|
|
795 | { |
|
|
796 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); |
|
|
797 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
798 | } |
|
|
799 | } |
|
|
800 | } |
|
|
801 | if (!simple_attack) |
775 | if (!simple_attack) |
802 | { |
776 | { |
803 | /* If you hit something, the victim should *always* wake up. |
777 | /* If you hit something, the victim should *always* wake up. |
804 | * Before, invisible hitters could avoid doing this. |
778 | * Before, invisible hitters could avoid doing this. |
805 | * -b.t. */ |
779 | * -b.t. */ |
… | |
… | |
813 | |
787 | |
814 | /* if you were hidden and hit by a creature, you are discovered */ |
788 | /* if you were hidden and hit by a creature, you are discovered */ |
815 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
789 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
816 | { |
790 | { |
817 | make_visible (op); |
791 | make_visible (op); |
|
|
792 | |
818 | if (op->type == PLAYER) |
793 | if (op->type == PLAYER) |
819 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
794 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
820 | } |
795 | } |
821 | |
796 | |
822 | /* thrown items (hitter) will have various effects |
797 | /* thrown items (hitter) will have various effects |
… | |
… | |
876 | } |
851 | } |
877 | |
852 | |
878 | int |
853 | int |
879 | attack_ob (object *op, object *hitter) |
854 | attack_ob (object *op, object *hitter) |
880 | { |
855 | { |
881 | |
|
|
882 | if (hitter->head) |
|
|
883 | hitter = hitter->head; |
856 | hitter = hitter->head_ (); |
|
|
857 | |
884 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
858 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
885 | } |
859 | } |
886 | |
860 | |
887 | /* op is the arrow, tmp is what is stopping the arrow. |
861 | /* op is the arrow, tmp is what is stopping the arrow. |
888 | * |
862 | * |
… | |
… | |
897 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
871 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
898 | * stick around. |
872 | * stick around. |
899 | */ |
873 | */ |
900 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
874 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
901 | { |
875 | { |
902 | if (tmp->head != NULL) |
|
|
903 | tmp = tmp->head; |
876 | tmp = tmp->head_ (); |
904 | |
877 | |
905 | op->remove (); |
878 | op->remove (); |
906 | op = insert_ob_in_ob (op, tmp); |
879 | op = insert_ob_in_ob (op, tmp); |
907 | |
880 | |
908 | if (tmp->type == PLAYER) |
881 | if (tmp->type == PLAYER) |
… | |
… | |
1015 | insert_ob_in_ob (hitter, container); |
988 | insert_ob_in_ob (hitter, container); |
1016 | } |
989 | } |
1017 | |
990 | |
1018 | return op; |
991 | return op; |
1019 | } |
992 | } |
1020 | |
|
|
1021 | |
993 | |
1022 | void |
994 | void |
1023 | tear_down_wall (object *op) |
995 | tear_down_wall (object *op) |
1024 | { |
996 | { |
1025 | int perc = 0; |
997 | int perc = 0; |
… | |
… | |
1074 | SET_FLAG (target, FLAG_SCARED); |
1046 | SET_FLAG (target, FLAG_SCARED); |
1075 | if (!target->enemy) |
1047 | if (!target->enemy) |
1076 | target->enemy = owner; |
1048 | target->enemy = owner; |
1077 | } |
1049 | } |
1078 | |
1050 | |
1079 | |
|
|
1080 | /* This returns the amount of damage hitter does to op with the |
1051 | /* This returns the amount of damage hitter does to op with the |
1081 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1052 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1082 | * This doesn't damage the player, but returns how much it should |
1053 | * This doesn't damage the player, but returns how much it should |
1083 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1054 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1084 | * Note - changed for PR code - we now pass the attack number and not |
1055 | * Note - changed for PR code - we now pass the attack number and not |
1085 | * the attacktype. Makes it easier for the PR code. */ |
1056 | * the attacktype. Makes it easier for the PR code. */ |
1086 | |
|
|
1087 | int |
1057 | int |
1088 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1058 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1089 | { |
1059 | { |
1090 | |
|
|
1091 | int doesnt_slay = 1; |
1060 | int doesnt_slay = 1; |
1092 | |
1061 | |
1093 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1062 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1094 | if (attacknum >= NROFATTACKS) |
1063 | if (attacknum >= NROFATTACKS) |
1095 | { |
1064 | { |
… | |
… | |
1097 | return 0; |
1066 | return 0; |
1098 | } |
1067 | } |
1099 | |
1068 | |
1100 | if (dam < 0) |
1069 | if (dam < 0) |
1101 | { |
1070 | { |
1102 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1071 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1072 | dam, hitter->debug_desc (), op->debug_desc ()); |
1103 | return 0; |
1073 | return 0; |
1104 | } |
1074 | } |
1105 | |
1075 | |
1106 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1076 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1107 | * people can't mess with that or it otherwise get confused. */ |
1077 | * people can't mess with that or it otherwise get confused. */ |
1108 | if (attacknum == ATNR_INTERNAL) |
1078 | if (attacknum == ATNR_INTERNAL) |
1109 | return dam; |
1079 | return dam; |
1110 | |
1080 | |
1111 | if (hitter->slaying) |
1081 | if (hitter->slaying) |
1112 | { |
1082 | { |
1113 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1083 | if ((op->race && strstr (hitter->slaying, op->race)) |
1114 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1084 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
1115 | { |
1085 | { |
1116 | doesnt_slay = 0; |
1086 | doesnt_slay = 0; |
1117 | dam *= 3; |
1087 | dam *= 3; |
1118 | } |
1088 | } |
1119 | } |
1089 | } |
… | |
… | |
1133 | /* Special hack. By default, if immune to something, you |
1103 | /* Special hack. By default, if immune to something, you |
1134 | * shouldn't need to worry. However, acid is an exception, since |
1104 | * shouldn't need to worry. However, acid is an exception, since |
1135 | * it can still damage your items. Only include attacktypes if |
1105 | * it can still damage your items. Only include attacktypes if |
1136 | * special processing is needed */ |
1106 | * special processing is needed */ |
1137 | |
1107 | |
1138 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1108 | if (op->resist[attacknum] >= 100 |
|
|
1109 | && doesnt_slay |
|
|
1110 | && attacknum != ATNR_ACID) |
1139 | return 0; |
1111 | return 0; |
1140 | |
1112 | |
1141 | /* Keep this in order - makes things easier to find */ |
1113 | /* Keep this in order - makes things easier to find */ |
1142 | |
1114 | |
1143 | switch (attacknum) |
1115 | switch (attacknum) |
1144 | { |
1116 | { |
1145 | case ATNR_PHYSICAL: |
1117 | case ATNR_PHYSICAL: |
1146 | /* here also check for diseases */ |
1118 | /* here also check for diseases */ |
1147 | check_physically_infect (op, hitter); |
1119 | check_physically_infect (op, hitter); |
1148 | break; |
1120 | break; |
1149 | |
1121 | |
1150 | /* Don't need to do anything for: |
1122 | /* Don't need to do anything for: |
1151 | magic, |
1123 | magic, |
1152 | fire, |
1124 | fire, |
1153 | electricity, |
1125 | electricity, |
1154 | cold */ |
1126 | cold */ |
1155 | |
1127 | |
1156 | case ATNR_CONFUSION: |
1128 | case ATNR_CONFUSION: |
1157 | case ATNR_POISON: |
1129 | case ATNR_POISON: |
1158 | case ATNR_SLOW: |
1130 | case ATNR_SLOW: |
1159 | case ATNR_PARALYZE: |
1131 | case ATNR_PARALYZE: |
1160 | case ATNR_FEAR: |
1132 | case ATNR_FEAR: |
1161 | case ATNR_CANCELLATION: |
1133 | case ATNR_CANCELLATION: |
1162 | case ATNR_DEPLETE: |
1134 | case ATNR_DEPLETE: |
1163 | case ATNR_BLIND: |
1135 | case ATNR_BLIND: |
1164 | { |
1136 | { |
1165 | /* chance for inflicting a special attack depends on the |
1137 | /* chance for inflicting a special attack depends on the |
1166 | * difference between attacker's and defender's level |
1138 | * difference between attacker's and defender's level |
1167 | */ |
1139 | */ |
1168 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1140 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1169 | |
1141 | |
1170 | /* First, only creatures/players with speed can be affected. |
1142 | /* First, only creatures/players with speed can be affected. |
1171 | * Second, just getting hit doesn't mean it always affects |
1143 | * Second, just getting hit doesn't mean it always affects |
1172 | * you. Third, you still get a saving through against the |
1144 | * you. Third, you still get a saving through against the |
1173 | * effect. |
1145 | * effect. |
1174 | */ |
1146 | */ |
1175 | if (op->speed && |
1147 | if (op->speed && |
1176 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1148 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1177 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1149 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1178 | { |
1150 | { |
1179 | |
1151 | |
1180 | /* Player has been hit by something */ |
1152 | /* Player has been hit by something */ |
1181 | if (attacknum == ATNR_CONFUSION) |
1153 | if (attacknum == ATNR_CONFUSION) |
1182 | confuse_player (op, hitter, dam); |
1154 | confuse_player (op, hitter, dam); |
1183 | else if (attacknum == ATNR_POISON) |
1155 | else if (attacknum == ATNR_POISON) |
1184 | poison_player (op, hitter, dam); |
1156 | poison_player (op, hitter, dam); |
1185 | else if (attacknum == ATNR_SLOW) |
1157 | else if (attacknum == ATNR_SLOW) |
1186 | slow_player (op, hitter, dam); |
1158 | slow_player (op, hitter, dam); |
1187 | else if (attacknum == ATNR_PARALYZE) |
1159 | else if (attacknum == ATNR_PARALYZE) |
1188 | paralyze_player (op, hitter, dam); |
1160 | paralyze_player (op, hitter, dam); |
1189 | else if (attacknum == ATNR_FEAR) |
1161 | else if (attacknum == ATNR_FEAR) |
1190 | scare_creature (op, hitter); |
1162 | scare_creature (op, hitter); |
1191 | else if (attacknum == ATNR_CANCELLATION) |
1163 | else if (attacknum == ATNR_CANCELLATION) |
1192 | cancellation (op); |
1164 | cancellation (op); |
1193 | else if (attacknum == ATNR_DEPLETE) |
1165 | else if (attacknum == ATNR_DEPLETE) |
1194 | drain_stat (op); |
1166 | op->drain_stat (); |
1195 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1167 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1196 | blind_player (op, hitter, dam); |
1168 | blind_player (op, hitter, dam); |
1197 | } |
1169 | } |
|
|
1170 | |
1198 | dam = 0; /* These are all effects and don't do real damage */ |
1171 | dam = 0; /* These are all effects and don't do real damage */ |
1199 | } |
1172 | } |
1200 | break; |
1173 | break; |
|
|
1174 | |
1201 | case ATNR_ACID: |
1175 | case ATNR_ACID: |
1202 | { |
1176 | { |
1203 | int flag = 0; |
1177 | int flag = 0; |
1204 | |
1178 | |
1205 | /* Items only get corroded if you're not on a battleground and |
1179 | /* Items only get corroded if you're not on a battleground and |
1206 | * if your acid resistance is below 50%. */ |
1180 | * if your acid resistance is below 50%. */ |
1207 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1181 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1208 | { |
1182 | { |
1209 | object *tmp; |
|
|
1210 | |
|
|
1211 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1183 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1212 | { |
1184 | { |
1213 | if (tmp->invisible) |
1185 | if (tmp->invisible) |
1214 | continue; |
1186 | continue; |
1215 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1187 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1216 | /* >= 10% acid res. on itmes will protect these */ |
1188 | /* >= 10% acid res. on items will protect these */ |
1217 | continue; |
1189 | continue; |
1218 | if (!(tmp->material & M_IRON)) |
1190 | if (!(tmp->materials & M_IRON)) |
1219 | continue; |
1191 | continue; |
1220 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1192 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1221 | continue; |
1193 | continue; |
1222 | if (tmp->type == RING || |
1194 | if (tmp->type == RING |
1223 | /* removed boots and gloves from exclusion list in |
1195 | /* removed boots and gloves from exclusion list in PR */ |
1224 | PR */ |
1196 | || tmp->type == GIRDLE |
1225 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1197 | || tmp->type == AMULET |
|
|
1198 | || tmp->type == WAND |
|
|
1199 | || tmp->type == ROD |
|
|
1200 | || tmp->type == HORN) |
1226 | continue; /* To avoid some strange effects */ |
1201 | continue; /* To avoid some strange effects */ |
1227 | |
1202 | |
1228 | /* High damage acid has better chance of corroding |
1203 | /* High damage acid has better chance of corroding |
1229 | objects */ |
1204 | objects */ |
1230 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1205 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1231 | { |
1206 | { |
1232 | if (op->type == PLAYER) |
1207 | if (op->type == PLAYER) |
1233 | /* Make this more visible */ |
1208 | /* Make this more visible */ |
1234 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1209 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1235 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1210 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1236 | flag = 1; |
1211 | flag = 1; |
1237 | tmp->magic--; |
1212 | tmp->magic--; |
1238 | if (op->type == PLAYER) |
1213 | if (op->type == PLAYER) |
1239 | esrv_send_item (op, tmp); |
1214 | esrv_send_item (op, tmp); |
1240 | } |
1215 | } |
1241 | } |
1216 | } |
1242 | if (flag) |
|
|
1243 | fix_player (op); /* Something was corroded */ |
|
|
1244 | } |
1217 | |
|
|
1218 | if (flag) |
|
|
1219 | op->update_stats (); /* Something was corroded */ |
1245 | } |
1220 | } |
|
|
1221 | } |
1246 | break; |
1222 | break; |
|
|
1223 | |
1247 | case ATNR_DRAIN: |
1224 | case ATNR_DRAIN: |
1248 | { |
1225 | { |
1249 | /* rate is the proportion of exp drained. High rate means |
1226 | /* rate is the proportion of exp drained. High rate means |
1250 | * not much is drained, low rate means a lot is drained. |
1227 | * not much is drained, low rate means a lot is drained. |
1251 | */ |
1228 | */ |
1252 | int rate; |
1229 | int rate; |
1253 | |
1230 | |
1254 | if (op->resist[ATNR_DRAIN] >= 0) |
1231 | if (op->resist[ATNR_DRAIN] >= 0) |
1255 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1232 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1256 | else |
1233 | else |
1257 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1234 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1258 | |
1235 | |
1259 | if (op->stats.exp <= rate) |
1236 | if (op->stats.exp <= rate) |
1260 | { |
1237 | { |
1261 | if (op->type == GOLEM) |
1238 | if (op->type == GOLEM) |
1262 | dam = 999; /* Its force is "sucked" away. 8) */ |
1239 | dam = 999; /* Its force is "sucked" away. 8) */ |
1263 | else |
1240 | else |
1264 | /* If we can't drain, lets try to do physical damage */ |
1241 | /* If we can't drain, lets try to do physical damage */ |
1265 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1242 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1266 | } |
1243 | } |
1267 | else |
1244 | else |
1268 | { |
1245 | { |
1269 | /* Randomly give the hitter some hp */ |
1246 | /* Randomly give the hitter some hp */ |
1270 | if (hitter->stats.hp < hitter->stats.maxhp && |
1247 | if (hitter->stats.hp < hitter->stats.maxhp && |
1271 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1248 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1272 | hitter->stats.hp++; |
1249 | hitter->stats.hp++; |
1273 | |
1250 | |
1274 | /* Can't do drains on battleground spaces. |
1251 | /* Can't do drains on battleground spaces. |
1275 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1252 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1276 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1253 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1277 | * nothing happens. |
1254 | * nothing happens. |
1278 | * Try to credit the owner. We try to display player -> player drain |
1255 | * Try to credit the owner. We try to display player -> player drain |
1279 | * attacks, hence all the != PLAYER checks. |
1256 | * attacks, hence all the != PLAYER checks. |
1280 | */ |
1257 | */ |
1281 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1258 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1282 | { |
1259 | { |
1283 | object *owner = hitter->owner; |
1260 | object *owner = hitter->owner; |
1284 | |
1261 | |
1285 | if (owner && owner != hitter) |
1262 | if (owner && owner != hitter) |
1286 | { |
1263 | { |
1287 | if (op->type != PLAYER || owner->type != PLAYER) |
1264 | if (op->type != PLAYER || owner->type != PLAYER) |
1288 | change_exp (owner, op->stats.exp / (rate * 2), |
1265 | change_exp (owner, op->stats.exp / (rate * 2), |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1266 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1290 | } |
1267 | } |
1291 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1268 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1292 | { |
|
|
1293 | change_exp (hitter, op->stats.exp / (rate * 2), |
1269 | change_exp (hitter, op->stats.exp / (rate * 2), |
1294 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1270 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1295 | } |
1271 | |
1296 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1272 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1297 | } |
1273 | } |
|
|
1274 | |
1298 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1275 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1299 | * drain attack, you won't know that you are actually sucking out EXP, |
1276 | * drain attack, you won't know that you are actually sucking out EXP, |
1300 | * as the messages will say you missed |
1277 | * as the messages will say you missed |
1301 | */ |
1278 | */ |
1302 | } |
1279 | } |
1303 | } |
1280 | } |
1304 | break; |
1281 | break; |
|
|
1282 | |
1305 | case ATNR_TURN_UNDEAD: |
1283 | case ATNR_TURN_UNDEAD: |
1306 | { |
1284 | { |
1307 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1285 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1308 | { |
1286 | { |
1309 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1287 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1310 | object *god = find_god (determine_god (owner)); |
1288 | object *god = find_god (determine_god (owner)); |
1311 | int div = 1; |
1289 | int div = 1; |
1312 | |
1290 | |
1313 | /* if undead are not an enemy of your god, you turn them |
1291 | /* if undead are not an enemy of your god, you turn them |
1314 | * at half strength */ |
1292 | * at half strength */ |
1315 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1293 | if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) |
1316 | div = 2; |
1294 | div = 2; |
|
|
1295 | |
1317 | /* Give a bonus if you resist turn undead */ |
1296 | /* Give a bonus if you resist turn undead */ |
1318 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1297 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1319 | scare_creature (op, owner); |
1298 | scare_creature (op, owner); |
1320 | } |
1299 | } |
1321 | else |
1300 | else |
1322 | dam = 0; /* don't damage non undead - should we damage |
1301 | dam = 0; /* don't damage non undead - should we damage |
1323 | undead? */ |
1302 | undead? */ |
1324 | } |
1303 | } |
1325 | break; |
1304 | break; |
|
|
1305 | |
1326 | case ATNR_DEATH: |
1306 | case ATNR_DEATH: |
1327 | deathstrike_player (op, hitter, &dam); |
1307 | deathstrike_player (op, hitter, &dam); |
1328 | break; |
1308 | break; |
|
|
1309 | |
1329 | case ATNR_CHAOS: |
1310 | case ATNR_CHAOS: |
1330 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
1311 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1331 | dam = 0; |
1312 | dam = 0; |
1332 | break; |
1313 | break; |
|
|
1314 | |
1333 | case ATNR_COUNTERSPELL: |
1315 | case ATNR_COUNTERSPELL: |
1334 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
1316 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1335 | dam = 0; |
1317 | dam = 0; |
1336 | /* This should never happen. Counterspell is handled |
1318 | /* This should never happen. Counterspell is handled |
1337 | * seperately and filtered out. If this does happen, |
1319 | * seperately and filtered out. If this does happen, |
1338 | * Counterspell has no effect on anything but spells, so it |
1320 | * Counterspell has no effect on anything but spells, so it |
1339 | * does no damage. */ |
1321 | * does no damage. */ |
1340 | break; |
1322 | break; |
|
|
1323 | |
1341 | case ATNR_HOLYWORD: |
1324 | case ATNR_HOLYWORD: |
1342 | { |
1325 | { |
1343 | /* This has already been handled by hit_player, |
1326 | /* This has already been handled by hit_player, |
1344 | * no need to check twice -- DAMN */ |
1327 | * no need to check twice -- DAMN */ |
1345 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1328 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1346 | |
1329 | |
1347 | /* As with turn undead above, give a bonus on the saving throw */ |
1330 | /* As with turn undead above, give a bonus on the saving throw */ |
1348 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1331 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1349 | scare_creature (op, owner); |
1332 | scare_creature (op, owner); |
1350 | } |
1333 | } |
1351 | break; |
1334 | break; |
|
|
1335 | |
1352 | case ATNR_LIFE_STEALING: |
1336 | case ATNR_LIFE_STEALING: |
1353 | { |
1337 | { |
1354 | int new_hp; |
1338 | int new_hp; |
1355 | |
1339 | |
1356 | /* this is replacement to drain for players, instead of taking |
1340 | /* this is replacement to drain for players, instead of taking |
1357 | * exp it takes hp. It is geared for players, probably not |
1341 | * exp it takes hp. It is geared for players, probably not |
1358 | * much use giving it to monsters |
1342 | * much use giving it to monsters |
1359 | * |
1343 | * |
1360 | * life stealing doesn't do a lot of damage, but it gives the |
1344 | * life stealing doesn't do a lot of damage, but it gives the |
1361 | * damage it does do to the player. Given that, |
1345 | * damage it does do to the player. Given that, |
1362 | * it only does 1/10'th normal damage (hence the divide by |
1346 | * it only does 1/10'th normal damage (hence the divide by |
1363 | * 1000). |
1347 | * 1000). |
1364 | */ |
1348 | */ |
1365 | /* You can't steal life from something undead */ |
1349 | /* You can't steal life from something undead */ |
1366 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1350 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1367 | return 0; |
1351 | return 0; |
|
|
1352 | |
1368 | /* If drain protection is higher than life stealing, use that */ |
1353 | /* If drain protection is higher than life stealing, use that */ |
1369 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1354 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1370 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1355 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1371 | else |
1356 | else |
1372 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1357 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1358 | |
1373 | /* You die at -1 hp, not zero. */ |
1359 | /* You die at -1 hp, not zero. */ |
1374 | if (dam > (op->stats.hp + 1)) |
1360 | if (dam > (op->stats.hp + 1)) |
1375 | dam = op->stats.hp + 1; |
1361 | dam = op->stats.hp + 1; |
|
|
1362 | |
1376 | new_hp = hitter->stats.hp + dam; |
1363 | new_hp = hitter->stats.hp + dam; |
1377 | if (new_hp > hitter->stats.maxhp) |
1364 | if (new_hp > hitter->stats.maxhp) |
1378 | new_hp = hitter->stats.maxhp; |
1365 | new_hp = hitter->stats.maxhp; |
|
|
1366 | |
1379 | if (new_hp > hitter->stats.hp) |
1367 | if (new_hp > hitter->stats.hp) |
1380 | hitter->stats.hp = new_hp; |
1368 | hitter->stats.hp = new_hp; |
1381 | } |
1369 | } |
1382 | } |
1370 | } |
|
|
1371 | |
1383 | return dam; |
1372 | return dam; |
1384 | } |
1373 | } |
1385 | |
|
|
1386 | |
1374 | |
1387 | /* GROS: This code comes from hit_player. It has been made external to |
1375 | /* GROS: This code comes from hit_player. It has been made external to |
1388 | * allow script procedures to "kill" objects in a combat-like fashion. |
1376 | * allow script procedures to "kill" objects in a combat-like fashion. |
1389 | * It was initially used by (kill-object) developed for the Collector's |
1377 | * It was initially used by (kill-object) developed for the Collector's |
1390 | * Sword. Note that nothing has been changed from the original version |
1378 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1405 | char buf[MAX_BUF]; |
1393 | char buf[MAX_BUF]; |
1406 | const char *skill; |
1394 | const char *skill; |
1407 | int maxdam = 0; |
1395 | int maxdam = 0; |
1408 | int battleg = 0; /* true if op standing on battleground */ |
1396 | int battleg = 0; /* true if op standing on battleground */ |
1409 | int pk = 0; /* true if op and what controls hitter are both players */ |
1397 | int pk = 0; /* true if op and what controls hitter are both players */ |
1410 | object *owner = NULL; |
1398 | object *owner = 0; |
1411 | object *skop = NULL; |
1399 | object *skop = 0; |
1412 | |
1400 | |
1413 | if (op->stats.hp >= 0) |
1401 | if (op->stats.hp >= 0) |
1414 | return -1; |
1402 | return -1; |
1415 | |
1403 | |
1416 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1404 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1425 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1413 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1426 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1414 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1427 | |
1415 | |
1428 | if (op->type == DOOR) |
1416 | if (op->type == DOOR) |
1429 | { |
1417 | { |
1430 | op->speed = 0.1; |
1418 | op->set_speed (0.1f); |
1431 | update_ob_speed (op); |
|
|
1432 | op->speed_left = -0.05; |
1419 | op->speed_left = -0.05f; |
1433 | return maxdam; |
1420 | return maxdam; |
1434 | } |
1421 | } |
1435 | |
1422 | |
1436 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1423 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1437 | { |
1424 | { |
1438 | remove_friendly_object (op); |
|
|
1439 | |
|
|
1440 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1441 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1442 | |
|
|
1443 | op->destroy (); |
1425 | op->destroy (); |
1444 | return maxdam; |
1426 | return maxdam; |
1445 | } |
1427 | } |
1446 | |
1428 | |
1447 | /* Now lets start dealing with experience we get for killing something */ |
1429 | /* Now lets start dealing with experience we get for killing something */ |
… | |
… | |
1475 | char buf[256]; |
1457 | char buf[256]; |
1476 | |
1458 | |
1477 | tmv = localtime (&t); |
1459 | tmv = localtime (&t); |
1478 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1460 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1479 | |
1461 | |
1480 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); |
1462 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1481 | } |
1463 | } |
1482 | |
1464 | |
1483 | /* try to filter some things out - basically, if you are |
1465 | /* try to filter some things out - basically, if you are |
1484 | * killing a level 1 creature and your level 20, you |
1466 | * killing a level 1 creature and your level 20, you |
1485 | * probably don't want to see that. |
1467 | * probably don't want to see that. |
… | |
… | |
1491 | else |
1473 | else |
1492 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1474 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1493 | |
1475 | |
1494 | /* Only play sounds for melee kills */ |
1476 | /* Only play sounds for melee kills */ |
1495 | if (hitter->type == PLAYER) |
1477 | if (hitter->type == PLAYER) |
1496 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1478 | owner->play_sound (sound_find ("player_kills")); |
1497 | } |
1479 | } |
1498 | |
1480 | |
1499 | /* If a player kills another player, not on |
1481 | /* If a player kills another player, not on |
1500 | * battleground, the "killer" looses 1 luck. Since this is |
1482 | * battleground, the "killer" looses 1 luck. Since this is |
1501 | * not reversible, it's actually quite a pain IMHO. -AV |
1483 | * not reversible, it's actually quite a pain IMHO. -AV |
… | |
… | |
1503 | * player that the object belonged to - so if you killed another player |
1485 | * player that the object belonged to - so if you killed another player |
1504 | * with spells, pets, whatever, there was no penalty. |
1486 | * with spells, pets, whatever, there was no penalty. |
1505 | * Changed to make luck penalty configurable in settings. |
1487 | * Changed to make luck penalty configurable in settings. |
1506 | */ |
1488 | */ |
1507 | if (op->type == PLAYER && owner != op && !battleg) |
1489 | if (op->type == PLAYER && owner != op && !battleg) |
1508 | change_luck (owner, -settings.pk_luck_penalty); |
1490 | owner->change_luck (-settings.pk_luck_penalty); |
1509 | |
1491 | |
1510 | /* This code below deals with finding the appropriate skill |
1492 | /* This code below deals with finding the appropriate skill |
1511 | * to credit exp to. This is a bit problematic - we should |
1493 | * to credit exp to. This is a bit problematic - we should |
1512 | * probably never really have to look at current_weapon->skill |
1494 | * probably never really have to look at current_weapon->skill |
1513 | */ |
1495 | */ |
1514 | skill = 0; |
1496 | skill = 0; |
1515 | |
1497 | |
1516 | if (hitter->skill && hitter->type != PLAYER) |
1498 | if (hitter->skill && hitter->type != PLAYER) |
1517 | skill = hitter->skill; |
1499 | skill = hitter->skill; |
1518 | else if (owner->chosen_skill) |
1500 | else if (owner->chosen_skill) |
1519 | { |
1501 | { |
1520 | skill = owner->chosen_skill->skill; |
|
|
1521 | skop = owner->chosen_skill; |
1502 | skop = owner->chosen_skill; |
|
|
1503 | skill = skop->skill; |
1522 | } |
1504 | } |
1523 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1505 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1524 | skill = owner->current_weapon->skill; |
1506 | skill = owner->current_weapon->skill; |
1525 | else |
1507 | else |
1526 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1508 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1527 | |
1509 | |
1528 | /* We have the skill we want to credit to - now find the object this goes |
1510 | /* We have the skill we want to credit to - now find the object this goes |
1529 | * to. Make sure skop is an actual skill, and not a skill tool! |
1511 | * to. Make sure skop is an actual skill, and not a skill tool! |
1530 | */ |
1512 | */ |
1531 | if ((!skop || skop->type != SKILL) && skill) |
1513 | if ((!skop || skop->type != SKILL) && skill) |
1532 | { |
1514 | { |
1533 | int i; |
1515 | int i; |
1534 | |
1516 | |
… | |
… | |
1560 | skill = skop->skill; |
1542 | skill = skop->skill; |
1561 | |
1543 | |
1562 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1544 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1563 | |
1545 | |
1564 | /* If you didn't kill yourself, and your not the wizard */ |
1546 | /* If you didn't kill yourself, and your not the wizard */ |
1565 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1547 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1566 | { |
1548 | { |
1567 | int exp; |
1549 | int exp; |
1568 | |
1550 | |
1569 | /* Really don't give much experience for killing other players */ |
1551 | /* Really don't give much experience for killing other players */ |
1570 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1552 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
… | |
… | |
1597 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1579 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1598 | change_exp (owner, exp, skill, 0); |
1580 | change_exp (owner, exp, skill, 0); |
1599 | else |
1581 | else |
1600 | { |
1582 | { |
1601 | int shares = 0, count = 0; |
1583 | int shares = 0, count = 0; |
1602 | player *pl; |
|
|
1603 | partylist *party = owner->contr->party; |
1584 | partylist *party = owner->contr->party; |
1604 | |
1585 | |
1605 | #ifdef PARTY_KILL_LOG |
|
|
1606 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1586 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1607 | #endif |
1587 | |
1608 | for (pl = first_player; pl != NULL; pl = pl->next) |
1588 | for_all_players (pl) |
1609 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1589 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1610 | { |
1590 | { |
1611 | count++; |
1591 | count++; |
1612 | shares += (pl->ob->level + 4); |
1592 | shares += (pl->ob->level + 4); |
1613 | } |
1593 | } |
… | |
… | |
1616 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1596 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1617 | else |
1597 | else |
1618 | { |
1598 | { |
1619 | int share = exp / shares, given = 0, nexp; |
1599 | int share = exp / shares, given = 0, nexp; |
1620 | |
1600 | |
1621 | for (pl = first_player; pl != NULL; pl = pl->next) |
1601 | for_all_players (pl) |
1622 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1602 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1623 | { |
1603 | { |
1624 | nexp = (pl->ob->level + 4) * share; |
1604 | nexp = (pl->ob->level + 4) * share; |
1625 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1605 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1626 | given += nexp; |
1606 | given += nexp; |
… | |
… | |
1639 | { |
1619 | { |
1640 | object *owner1 = op->owner; |
1620 | object *owner1 = op->owner; |
1641 | |
1621 | |
1642 | if (owner1 && owner1->type == PLAYER) |
1622 | if (owner1 && owner1->type == PLAYER) |
1643 | { |
1623 | { |
1644 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1624 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1645 | /* Maybe we should include the owner that killed this, maybe not */ |
1625 | /* Maybe we should include the owner that killed this, maybe not */ |
1646 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1626 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1647 | } |
1627 | } |
1648 | |
1628 | |
1649 | remove_friendly_object (op); |
1629 | remove_friendly_object (op); |
… | |
… | |
1667 | } |
1647 | } |
1668 | |
1648 | |
1669 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1649 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1670 | * Returns 0 this is not friendly fire |
1650 | * Returns 0 this is not friendly fire |
1671 | */ |
1651 | */ |
1672 | |
|
|
1673 | int |
1652 | int |
1674 | friendly_fire (object *op, object *hitter) |
1653 | friendly_fire (object *op, object *hitter) |
1675 | { |
1654 | { |
1676 | object *owner; |
1655 | object *owner; |
1677 | int friendlyfire; |
1656 | int friendlyfire; |
… | |
… | |
1696 | } |
1675 | } |
1697 | |
1676 | |
1698 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1677 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1699 | friendlyfire = 0; |
1678 | friendlyfire = 0; |
1700 | } |
1679 | } |
|
|
1680 | |
1701 | return friendlyfire; |
1681 | return friendlyfire; |
1702 | } |
1682 | } |
1703 | |
|
|
1704 | |
1683 | |
1705 | /* This isn't used just for players, but in fact most objects. |
1684 | /* This isn't used just for players, but in fact most objects. |
1706 | * op is the object to be hit, dam is the amount of damage, hitter |
1685 | * op is the object to be hit, dam is the amount of damage, hitter |
1707 | * is what is hitting the object, type is the attacktype, and |
1686 | * is what is hitting the object, type is the attacktype, and |
1708 | * full_hit is set if monster area does not matter. |
1687 | * full_hit is set if monster area does not matter. |
1709 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1688 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1710 | * modify it. |
1689 | * modify it. |
1711 | */ |
1690 | */ |
1712 | |
|
|
1713 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1691 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1714 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1692 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1715 | |
|
|
1716 | int |
1693 | int |
1717 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1694 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1718 | { |
1695 | { |
1719 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1696 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1720 | int maxattacktype, attacknum; |
1697 | int maxattacktype, attacknum; |
… | |
… | |
1728 | |
1705 | |
1729 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1706 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1730 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1707 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1731 | return 0; |
1708 | return 0; |
1732 | |
1709 | |
1733 | #ifdef PROHIBIT_PLAYERKILL |
1710 | // only allow pk for hostile players |
1734 | if (op->type == PLAYER) |
1711 | if (op->type == PLAYER) |
1735 | { |
1712 | { |
1736 | object *owner = hitter->owner; |
1713 | object *owner = hitter->owner; |
1737 | |
1714 | |
1738 | if (!owner) |
1715 | if (!owner) |
1739 | owner = hitter; |
1716 | owner = hitter; |
1740 | |
1717 | |
1741 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1718 | if (owner->type == PLAYER |
|
|
1719 | && (!op_on_battleground (op, 0, 0) |
|
|
1720 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1721 | && op != owner) |
1742 | return 0; |
1722 | return 0; |
1743 | } |
1723 | } |
1744 | #endif |
|
|
1745 | |
1724 | |
1746 | if (body_attack) |
1725 | if (body_attack) |
1747 | { |
1726 | { |
1748 | /* slow and paralyze must hit the head. But we don't want to just |
1727 | /* slow and paralyze must hit the head. But we don't want to just |
1749 | * return - we still need to process other attacks the spell still |
1728 | * return - we still need to process other attacks the spell still |
… | |
… | |
1763 | } |
1742 | } |
1764 | } |
1743 | } |
1765 | |
1744 | |
1766 | if (!simple_attack && op->type == DOOR) |
1745 | if (!simple_attack && op->type == DOOR) |
1767 | { |
1746 | { |
1768 | object *tmp; |
|
|
1769 | |
|
|
1770 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1747 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1771 | if (tmp->type == RUNE || tmp->type == TRAP) |
1748 | if (tmp->type == RUNE || tmp->type == TRAP) |
1772 | { |
1749 | { |
1773 | spring_trap (tmp, hitter); |
1750 | spring_trap (tmp, hitter); |
1774 | |
1751 | |
1775 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1752 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
… | |
… | |
1782 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1759 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1783 | { |
1760 | { |
1784 | /* FIXME: If a player is killed by a rune in a door, the |
1761 | /* FIXME: If a player is killed by a rune in a door, the |
1785 | * destroyed() check above doesn't return, and might get here. |
1762 | * destroyed() check above doesn't return, and might get here. |
1786 | */ |
1763 | */ |
|
|
1764 | |
|
|
1765 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1766 | gets it's speed_left raised on each mover-tick. |
|
|
1767 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1768 | and waiting for that to run out. |
|
|
1769 | */ |
1787 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1770 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1788 | return 0; |
1771 | return 0; |
1789 | } |
1772 | } |
1790 | |
1773 | |
1791 | #ifdef ATTACK_DEBUG |
1774 | #ifdef ATTACK_DEBUG |
1792 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1775 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1798 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1781 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1799 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1782 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1800 | if (dam >= 100) |
1783 | if (dam >= 100) |
1801 | dam /= 100; |
1784 | dam /= 100; |
1802 | else |
1785 | else |
1803 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1786 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1804 | } |
1787 | } |
1805 | |
1788 | |
1806 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1789 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1807 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1790 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1808 | */ |
1791 | */ |
… | |
… | |
1824 | if ((!hitter->slaying || |
1807 | if ((!hitter->slaying || |
1825 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1808 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1826 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1809 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1827 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1810 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1828 | (hitter->title != NULL |
1811 | (hitter->title != NULL |
1829 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1812 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) |
1830 | return 0; |
1813 | return 0; |
1831 | } |
1814 | } |
1832 | |
1815 | |
1833 | maxattacktype = type; /* initialize this to something */ |
1816 | maxattacktype = type; /* initialise this to something */ |
1834 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1817 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1835 | { |
1818 | { |
1836 | /* Magic isn't really a true attack type - it gets combined with other |
1819 | /* Magic isn't really a true attack type - it gets combined with other |
1837 | * attack types. As such, skip it over. However, if magic is |
1820 | * attack types. As such, skip it over. However, if magic is |
1838 | * the only attacktype in the group, then still attack with it |
1821 | * the only attacktype in the group, then still attack with it |
… | |
… | |
1866 | */ |
1849 | */ |
1867 | friendlyfire = friendly_fire (op, hitter); |
1850 | friendlyfire = friendly_fire (op, hitter); |
1868 | if (friendlyfire && maxdam) |
1851 | if (friendlyfire && maxdam) |
1869 | { |
1852 | { |
1870 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1853 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1871 | #ifndef COZY_SERVER |
|
|
1872 | maxdam++; |
|
|
1873 | #endif |
|
|
1874 | |
1854 | |
1875 | #ifdef ATTACK_DEBUG |
1855 | #ifdef ATTACK_DEBUG |
1876 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1856 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1877 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1857 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1878 | #endif |
1858 | #endif |
1879 | } |
1859 | } |
1880 | |
1860 | |
1881 | if (!full_hit) |
1861 | if (!full_hit) |
1882 | { |
1862 | { |
1883 | archetype *at; |
|
|
1884 | int area; |
1863 | int area; |
1885 | int remainder; |
1864 | int remainder; |
1886 | |
1865 | |
1887 | area = 0; |
1866 | area = 0; |
1888 | for (at = op->arch; at != NULL; at = at->more) |
1867 | |
|
|
1868 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1889 | area++; |
1869 | area++; |
|
|
1870 | |
1890 | assert (area > 0); |
1871 | assert (area > 0); |
1891 | |
1872 | |
1892 | /* basically: maxdam /= area; we try to "simulate" a float |
1873 | /* basically: maxdam /= area; we try to "simulate" a float |
1893 | value-effect */ |
1874 | value-effect */ |
1894 | remainder = 100 * (maxdam % area) / area; |
1875 | remainder = 100 * (maxdam % area) / area; |
1895 | maxdam /= area; |
1876 | maxdam /= area; |
1896 | if (RANDOM () % 100 < remainder) |
1877 | if (rndm (100) < remainder) |
1897 | maxdam++; |
1878 | maxdam++; |
1898 | } |
1879 | } |
1899 | |
1880 | |
1900 | #ifdef ATTACK_DEBUG |
1881 | #ifdef ATTACK_DEBUG |
1901 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1882 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1902 | #endif |
1883 | #endif |
1903 | |
1884 | |
|
|
1885 | // for now, only do this for active objects, otherwise they |
|
|
1886 | // keep a refcount for a long time and I see no usefulness |
|
|
1887 | // for an non-active objetc to know its enemy. |
|
|
1888 | if (op->active) |
1904 | if (hitter->owner) |
1889 | if (hitter->owner) |
1905 | op->enemy = hitter->owner; |
1890 | op->enemy = hitter->owner; |
1906 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1891 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1907 | op->enemy = hitter; |
1892 | op->enemy = hitter; |
1908 | |
1893 | |
1909 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1894 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1910 | { |
1895 | { |
1911 | /* The unaggressives look after themselves 8) */ |
1896 | /* The unaggressives look after themselves 8) */ |
1912 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1897 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1949 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1934 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1950 | * that before if the player was immune to ghosthit, the monster |
1935 | * that before if the player was immune to ghosthit, the monster |
1951 | * remained - that is no longer the case. |
1936 | * remained - that is no longer the case. |
1952 | */ |
1937 | */ |
1953 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1938 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1954 | { |
|
|
1955 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1956 | remove_friendly_object (hitter); |
|
|
1957 | |
|
|
1958 | hitter->destroy (); |
1939 | hitter->destroy (); |
1959 | } |
1940 | |
1960 | /* Lets handle creatures that are splitting now */ |
1941 | /* Lets handle creatures that are splitting now */ |
1961 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1942 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1962 | { |
1943 | { |
1963 | int i; |
1944 | int i; |
1964 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1945 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
1971 | return maxdam; |
1952 | return maxdam; |
1972 | } |
1953 | } |
1973 | |
1954 | |
1974 | op->remove (); |
1955 | op->remove (); |
1975 | |
1956 | |
1976 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1957 | for (i = 0; i < op->stats.food; i++) |
1977 | { /* This doesn't handle op->more yet */ |
1958 | { /* This doesn't handle op->more yet */ |
1978 | object *tmp = arch_to_object (op->other_arch); |
1959 | object *tmp = arch_to_object (op->other_arch); |
1979 | int j; |
1960 | int j; |
1980 | |
1961 | |
1981 | tmp->stats.hp = op->stats.hp; |
1962 | tmp->stats.hp = op->stats.hp; |
1982 | |
1963 | |
1983 | if (friendly) |
1964 | if (friendly) |
1984 | { |
1965 | { |
1985 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
1986 | add_friendly_object (tmp); |
1966 | add_friendly_object (tmp); |
1987 | tmp->attack_movement = PETMOVE; |
1967 | tmp->attack_movement = PETMOVE; |
|
|
1968 | |
1988 | if (owner != NULL) |
1969 | if (owner) |
1989 | tmp->set_owner (owner); |
1970 | tmp->set_owner (owner); |
1990 | } |
1971 | } |
1991 | |
1972 | |
1992 | if (unaggressive) |
1973 | if (unaggressive) |
1993 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1974 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
… | |
… | |
2008 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1989 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2009 | hitter->destroy (); |
1990 | hitter->destroy (); |
2010 | |
1991 | |
2011 | return maxdam; |
1992 | return maxdam; |
2012 | } |
1993 | } |
2013 | |
|
|
2014 | |
1994 | |
2015 | void |
1995 | void |
2016 | poison_player (object *op, object *hitter, int dam) |
1996 | poison_player (object *op, object *hitter, int dam) |
2017 | { |
1997 | { |
2018 | archetype *at = archetype::find ("poisoning"); |
1998 | archetype *at = archetype::find ("poisoning"); |
… | |
… | |
2052 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2032 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2053 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2033 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2054 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2034 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2055 | tmp->stats.Int = MAX (-dam / 7, -10); |
2035 | tmp->stats.Int = MAX (-dam / 7, -10); |
2056 | SET_FLAG (tmp, FLAG_APPLIED); |
2036 | SET_FLAG (tmp, FLAG_APPLIED); |
2057 | fix_player (op); |
2037 | op->update_stats (); |
2058 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2038 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2039 | op->play_sound (tmp->sound); |
2059 | } |
2040 | } |
|
|
2041 | |
2060 | if (hitter->type == PLAYER) |
2042 | if (hitter->type == PLAYER) |
2061 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2043 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2062 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2044 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2063 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2045 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2064 | } |
2046 | } |
|
|
2047 | |
2065 | tmp->speed_left = 0; |
2048 | tmp->speed_left = 0; |
2066 | } |
2049 | } |
2067 | else |
2050 | else |
2068 | tmp->stats.food++; |
2051 | tmp->stats.food++; |
2069 | } |
2052 | } |
… | |
… | |
2073 | { |
2056 | { |
2074 | archetype *at = archetype::find ("slowness"); |
2057 | archetype *at = archetype::find ("slowness"); |
2075 | object *tmp; |
2058 | object *tmp; |
2076 | |
2059 | |
2077 | if (at == NULL) |
2060 | if (at == NULL) |
2078 | { |
|
|
2079 | LOG (llevError, "Can't find slowness archetype.\n"); |
2061 | LOG (llevError, "Can't find slowness archetype.\n"); |
2080 | } |
2062 | |
2081 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2063 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2082 | { |
2064 | { |
2083 | tmp = arch_to_object (at); |
2065 | tmp = arch_to_object (at); |
2084 | tmp = insert_ob_in_ob (tmp, op); |
2066 | tmp = insert_ob_in_ob (tmp, op); |
2085 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2067 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2086 | } |
2068 | } |
2087 | else |
2069 | else |
2088 | tmp->stats.food++; |
2070 | tmp->stats.food++; |
|
|
2071 | |
2089 | SET_FLAG (tmp, FLAG_APPLIED); |
2072 | SET_FLAG (tmp, FLAG_APPLIED); |
2090 | tmp->speed_left = 0; |
2073 | tmp->speed_left = 0; |
2091 | fix_player (op); |
2074 | op->update_stats (); |
2092 | } |
2075 | } |
2093 | |
2076 | |
2094 | void |
2077 | void |
2095 | confuse_player (object *op, object *hitter, int dam) |
2078 | confuse_player (object *op, object *hitter, int dam) |
2096 | { |
2079 | { |
… | |
… | |
2110 | tmp->speed = 0.05; |
2093 | tmp->speed = 0.05; |
2111 | tmp->subtype = FORCE_CONFUSION; |
2094 | tmp->subtype = FORCE_CONFUSION; |
2112 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2095 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2113 | tmp->name = "confusion"; |
2096 | tmp->name = "confusion"; |
2114 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2097 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2098 | |
2115 | if (tmp->duration > maxduration) |
2099 | if (tmp->duration > maxduration) |
2116 | tmp->duration = maxduration; |
2100 | tmp->duration = maxduration; |
2117 | |
2101 | |
2118 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2102 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2119 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2103 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2104 | |
2120 | SET_FLAG (op, FLAG_CONFUSED); |
2105 | SET_FLAG (op, FLAG_CONFUSED); |
2121 | } |
2106 | } |
2122 | |
2107 | |
2123 | void |
2108 | void |
2124 | blind_player (object *op, object *hitter, int dam) |
2109 | blind_player (object *op, object *hitter, int dam) |
… | |
… | |
2140 | */ |
2125 | */ |
2141 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2126 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2142 | |
2127 | |
2143 | tmp = insert_ob_in_ob (tmp, op); |
2128 | tmp = insert_ob_in_ob (tmp, op); |
2144 | change_abil (op, tmp); /* Mostly to display any messages */ |
2129 | change_abil (op, tmp); /* Mostly to display any messages */ |
2145 | fix_player (op); /* This takes care of some other stuff */ |
2130 | op->update_stats (); /* This takes care of some other stuff */ |
2146 | |
2131 | |
2147 | if (hitter->owner) |
2132 | if (hitter->owner) |
2148 | owner = hitter->owner; |
2133 | owner = hitter->owner; |
2149 | else |
2134 | else |
2150 | owner = hitter; |
2135 | owner = hitter; |
… | |
… | |
2190 | op->speed_left = (float) -(FABS (op->speed) * max); |
2175 | op->speed_left = (float) -(FABS (op->speed) * max); |
2191 | |
2176 | |
2192 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2177 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2193 | } |
2178 | } |
2194 | |
2179 | |
2195 | |
|
|
2196 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2180 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2197 | * the computed damaged. |
2181 | * the computed damaged. |
2198 | */ |
2182 | */ |
2199 | void |
2183 | void |
2200 | deathstrike_player (object *op, object *hitter, int *dam) |
2184 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2208 | ** field of the deathstriking object */ |
2192 | ** field of the deathstriking object */ |
2209 | |
2193 | |
2210 | int atk_lev, def_lev, kill_lev; |
2194 | int atk_lev, def_lev, kill_lev; |
2211 | |
2195 | |
2212 | if (hitter->slaying) |
2196 | if (hitter->slaying) |
2213 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
2197 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) |
2214 | return; |
2198 | return; |
2215 | |
2199 | |
2216 | def_lev = op->level; |
2200 | def_lev = op->level; |
2217 | if (def_lev < 1) |
2201 | if (def_lev < 1) |
2218 | { |
2202 | { |
2219 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2203 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); |
2220 | def_lev = 1; |
2204 | def_lev = 1; |
2221 | } |
2205 | } |
|
|
2206 | |
2222 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2207 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2223 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2208 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2224 | atk_lev, def_lev); */ |
2209 | atk_lev, def_lev); */ |
2225 | |
2210 | |
2226 | if (atk_lev >= def_lev) |
2211 | if (atk_lev >= def_lev) |
… | |
… | |
2241 | */ |
2226 | */ |
2242 | *dam *= kill_lev / def_lev; |
2227 | *dam *= kill_lev / def_lev; |
2243 | } |
2228 | } |
2244 | } |
2229 | } |
2245 | else |
2230 | else |
2246 | { |
|
|
2247 | *dam = 0; /* no harm done */ |
2231 | *dam = 0; /* no harm done */ |
2248 | } |
|
|
2249 | } |
2232 | } |
2250 | |
2233 | |
2251 | /* thrown_item_effect() - handles any special effects of thrown |
2234 | /* thrown_item_effect() - handles any special effects of thrown |
2252 | * items (like attacking living creatures--a potion thrown at a |
2235 | * items (like attacking living creatures--a potion thrown at a |
2253 | * monster). |
2236 | * monster). |
… | |
… | |
2282 | } |
2265 | } |
2283 | } |
2266 | } |
2284 | } |
2267 | } |
2285 | |
2268 | |
2286 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2269 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2287 | |
|
|
2288 | int |
2270 | int |
2289 | adj_attackroll (object *hitter, object *target) |
2271 | adj_attackroll (object *hitter, object *target) |
2290 | { |
2272 | { |
2291 | object *attacker = hitter; |
2273 | object *attacker = hitter; |
2292 | int adjust = 0; |
2274 | int adjust = 0; |
… | |
… | |
2357 | #endif |
2339 | #endif |
2358 | |
2340 | |
2359 | return adjust; |
2341 | return adjust; |
2360 | } |
2342 | } |
2361 | |
2343 | |
2362 | |
|
|
2363 | /* determine if the object is an 'aimed' missile */ |
2344 | /* determine if the object is an 'aimed' missile */ |
2364 | int |
2345 | int |
2365 | is_aimed_missile (object *op) |
2346 | is_aimed_missile (object *op) |
2366 | { |
2347 | { |
2367 | |
2348 | |
2368 | /* I broke what used to be one big if into a few nested |
2349 | /* I broke what used to be one big if into a few nested |
2369 | * ones so that figuring out the logic is at least possible. |
2350 | * ones so that figuring out the logic is at least possible. |
2370 | */ |
2351 | */ |
2371 | if (op && (op->move_type & MOVE_FLYING)) |
2352 | if (op && (op->move_type & MOVE_FLYING)) |
2372 | { |
|
|
2373 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2353 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2374 | return 1; |
2354 | return 1; |
2375 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2355 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2376 | return 1; |
2356 | return 1; |
2377 | } |
2357 | |
2378 | return 0; |
2358 | return 0; |
2379 | } |
2359 | } |