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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
|
|
23 | */ |
22 | */ |
|
|
23 | |
24 | #include <assert.h> |
24 | #include <assert.h> |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <living.h> |
26 | #include <living.h> |
27 | #include <material.h> |
27 | #include <material.h> |
28 | #include <skills.h> |
28 | #include <skills.h> |
29 | |
|
|
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
|
|
32 | #endif |
|
|
33 | |
|
|
34 | #include <sounds.h> |
29 | #include <sounds.h> |
|
|
30 | #include <sproto.h> |
35 | |
31 | |
36 | typedef struct att_msg_str |
32 | typedef struct att_msg_str |
37 | { |
33 | { |
38 | char *msg1; |
34 | char *msg1; |
39 | char *msg2; |
35 | char *msg2; |
… | |
… | |
45 | * its magical benefits. |
41 | * its magical benefits. |
46 | */ |
42 | */ |
47 | void |
43 | void |
48 | cancellation (object *op) |
44 | cancellation (object *op) |
49 | { |
45 | { |
50 | object *tmp; |
|
|
51 | |
|
|
52 | if (op->invisible) |
46 | if (op->invisible) |
53 | return; |
47 | return; |
54 | |
48 | |
55 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
49 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
56 | { |
50 | { |
57 | /* Recur through the inventory */ |
51 | /* Recurse through the inventory */ |
58 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
52 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
59 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
53 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
60 | cancellation (tmp); |
54 | cancellation (tmp); |
61 | } |
55 | } |
62 | else if (FABS (op->magic) <= (rndm (0, 5))) |
56 | else if (FABS (op->magic) <= rndm (0, 5)) |
63 | { |
57 | { |
64 | /* Nullify this object. This code could probably be more complete */ |
58 | /* Nullify this object. This code could probably be more complete */ |
65 | /* in what abilities it should cancel */ |
59 | /* in what abilities it should cancel */ |
66 | op->magic = 0; |
60 | op->magic = 0; |
|
|
61 | |
67 | CLEAR_FLAG (op, FLAG_DAMNED); |
62 | CLEAR_FLAG (op, FLAG_DAMNED); |
68 | CLEAR_FLAG (op, FLAG_CURSED); |
63 | CLEAR_FLAG (op, FLAG_CURSED); |
69 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
70 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
71 | if (op->env && op->env->type == PLAYER) |
66 | |
72 | { |
67 | if (object *pl = op->visible_to ()) |
73 | esrv_send_item (op->env, op); |
68 | esrv_update_item (UPD_FLAGS, pl, op); |
74 | } |
|
|
75 | } |
69 | } |
76 | } |
70 | } |
77 | |
71 | |
78 | /* did_make_save_item just checks to make sure the item actually |
72 | /* did_make_save_item just checks to make sure the item actually |
79 | * made its saving throw based on the tables. It does not take |
73 | * made its saving throw based on the tables. It does not take |
… | |
… | |
83 | did_make_save_item (object *op, int type, object *originator) |
77 | did_make_save_item (object *op, int type, object *originator) |
84 | { |
78 | { |
85 | int i, roll, saves = 0, attacks = 0, number; |
79 | int i, roll, saves = 0, attacks = 0, number; |
86 | materialtype_t *mt; |
80 | materialtype_t *mt; |
87 | |
81 | |
88 | if (op->materialname == NULL) |
82 | if (!op->materialname) |
89 | { |
83 | { |
90 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
84 | for (mt = materialt; mt && mt->next; mt = mt->next) |
91 | if (op->material & mt->material) |
85 | if (op->materials & mt->material) |
92 | break; |
86 | break; |
93 | } |
87 | } |
94 | else |
88 | else |
95 | mt = name_to_material (op->materialname); |
89 | mt = name_to_material (op->materialname); |
96 | if (mt == NULL) |
90 | |
|
|
91 | if (!mt) |
97 | return TRUE; |
92 | return TRUE; |
|
|
93 | |
98 | roll = rndm (1, 20); |
94 | roll = rndm (1, 20); |
99 | |
95 | |
100 | /* the attacktypes have no meaning for object saves |
96 | /* the attacktypes have no meaning for object saves |
101 | * 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 |
102 | * 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 |
… | |
… | |
108 | if (type != AT_MAGIC) |
104 | if (type != AT_MAGIC) |
109 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
105 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
110 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
106 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
111 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
107 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
112 | |
108 | |
113 | if (type == 0) |
109 | if (type == 0) return TRUE; |
114 | return TRUE; |
110 | |
115 | if (roll == 20) |
111 | if (roll == 20) return TRUE; |
116 | return TRUE; |
112 | if (roll == 1) return FALSE; |
117 | if (roll == 1) |
|
|
118 | return FALSE; |
|
|
119 | |
113 | |
120 | for (number = 0; number < NROFATTACKS; number++) |
114 | for (number = 0; number < NROFATTACKS; number++) |
121 | { |
115 | { |
122 | i = 1 << number; |
116 | i = 1 << number; |
|
|
117 | |
123 | if (!(i & type)) |
118 | if (!(i & type)) |
124 | continue; |
119 | continue; |
|
|
120 | |
125 | attacks++; |
121 | attacks++; |
126 | if (op->resist[number] == 100) |
122 | if (op->resist[number] == 100) |
127 | saves++; |
123 | saves++; |
128 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
124 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
129 | saves++; |
125 | saves++; |
… | |
… | |
131 | saves++; |
127 | saves++; |
132 | } |
128 | } |
133 | |
129 | |
134 | if (saves == attacks || attacks == 0) |
130 | if (saves == attacks || attacks == 0) |
135 | return TRUE; |
131 | return TRUE; |
|
|
132 | |
136 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
133 | if (saves == 0 || (rndm (1, attacks) > saves)) |
137 | return FALSE; |
134 | return FALSE; |
|
|
135 | |
138 | return TRUE; |
136 | return TRUE; |
139 | } |
137 | } |
140 | |
138 | |
141 | /* This function calls did_make_save_item. It then performs the |
139 | /* This function calls did_make_save_item. It then performs the |
142 | * appropriate actions to the item (such as burning the item up, |
140 | * appropriate actions to the item (such as burning the item up, |
143 | * calling cancellation, etc.) |
141 | * calling cancellation, etc.) |
144 | */ |
142 | */ |
145 | |
|
|
146 | void |
143 | void |
147 | save_throw_object (object *op, int type, object *originator) |
144 | save_throw_object (object *op, int type, object *originator) |
148 | { |
145 | { |
149 | if (!did_make_save_item (op, type, originator)) |
146 | if (!did_make_save_item (op, type, originator)) |
150 | { |
147 | { |
… | |
… | |
155 | op = stop_item (op); |
152 | op = stop_item (op); |
156 | if (op == NULL) |
153 | if (op == NULL) |
157 | return; |
154 | return; |
158 | |
155 | |
159 | /* Hacked the following so that type LIGHTER will work. |
156 | /* Hacked the following so that type LIGHTER will work. |
160 | * Also, objects which are potenital "lights" that are hit by |
157 | * Also, objects which are potential "lights" that are hit by |
161 | * flame/elect attacks will be set to glow. "lights" are any |
158 | * flame/elect attacks will be set to glow. "lights" are any |
162 | * object with +/- glow_radius and an "other_arch" to change to. |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
163 | * (and please note that we cant fail our save and reach this |
160 | * (and please note that we cant fail our save and reach this |
164 | * function if the object doesnt contain a material that can burn. |
161 | * function if the object doesnt contain a material that can burn. |
165 | * So forget lighting magical swords on fire with this!) -b.t. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
166 | */ |
163 | */ |
167 | 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)) |
168 | { |
165 | { |
169 | const char *arch = op->other_arch->name; |
166 | const char *arch = op->other_arch->archname; |
170 | |
167 | |
171 | op = decrease_ob_nr (op, 1); |
168 | if (op->decrease ()) |
172 | |
|
|
173 | if (op) |
|
|
174 | fix_stopped_item (op, m, originator); |
169 | fix_stopped_item (op, m, originator); |
175 | |
170 | |
176 | if ((op = get_archetype (arch)) != NULL) |
171 | if ((op = archetype::get (arch))) |
177 | { |
172 | { |
178 | if (env) |
173 | if (env) |
179 | { |
174 | env->insert (op); |
180 | op->x = env->x, op->y = env->y; |
|
|
181 | insert_ob_in_ob (op, env); |
|
|
182 | if (env->contr) |
|
|
183 | esrv_send_item (env, op); |
|
|
184 | } |
|
|
185 | else |
175 | else |
186 | { |
|
|
187 | op->x = x, op->y = y; |
|
|
188 | insert_ob_in_map (op, m, originator, 0); |
176 | m->insert (op, x, y, originator); |
189 | } |
|
|
190 | } |
177 | } |
191 | |
178 | |
192 | return; |
179 | return; |
193 | } |
180 | } |
194 | |
181 | |
… | |
… | |
199 | return; |
186 | return; |
200 | } |
187 | } |
201 | |
188 | |
202 | if (op->nrof > 1) |
189 | if (op->nrof > 1) |
203 | { |
190 | { |
204 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
191 | if (op->decrease (rndm (0, op->nrof - 1))) |
205 | |
|
|
206 | if (op) |
|
|
207 | fix_stopped_item (op, m, originator); |
192 | fix_stopped_item (op, m, originator); |
208 | } |
193 | } |
209 | else |
194 | else |
210 | { |
195 | { |
|
|
196 | // drop everything to the ground, if possible |
211 | if (op->env) |
197 | while (op->inv) |
212 | { |
198 | op->inv->insert_at (originator); |
213 | object *tmp = op->in_player (); |
|
|
214 | |
|
|
215 | if (tmp) |
|
|
216 | esrv_del_item (tmp->contr, op->count); |
|
|
217 | } |
|
|
218 | |
199 | |
219 | op->destroy (); |
200 | op->destroy (); |
220 | } |
201 | } |
221 | |
202 | |
222 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
203 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
223 | if (env) |
204 | if (env) |
224 | { |
205 | { |
225 | op = get_archetype ("burnout"); |
206 | op = archetype::get (shstr_burnout); |
226 | op->x = env->x, op->y = env->y; |
207 | op->x = env->x, op->y = env->y; |
227 | insert_ob_in_ob (op, env); |
208 | env->insert (op); |
228 | } |
209 | } |
229 | else |
210 | else |
230 | replace_insert_ob_in_map ("burnout", originator); |
211 | replace_insert_ob_in_map (shstr_burnout, originator); |
231 | |
212 | |
232 | return; |
213 | return; |
233 | } |
214 | } |
234 | |
215 | |
235 | /* The value of 50 is arbitrary. */ |
216 | /* The value of 50 is arbitrary. */ |
236 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
217 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
237 | { |
218 | { |
238 | object *tmp; |
|
|
239 | archetype *at = archetype::find ("icecube"); |
219 | archetype *at = archetype::find (shstr_icecube); |
240 | |
220 | |
241 | if (at == NULL) |
221 | if (at == NULL) |
242 | return; |
222 | return; |
243 | |
223 | |
244 | op = stop_item (op); |
224 | op = stop_item (op); |
245 | if (op == NULL) |
225 | if (op == NULL) |
246 | return; |
226 | return; |
247 | |
227 | |
248 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
228 | object *tmp = present_arch (at, op->map, op->x, op->y); |
|
|
229 | if (!tmp) |
249 | { |
230 | { |
250 | tmp = arch_to_object (at); |
231 | tmp = arch_to_object (at); |
251 | tmp->x = op->x, tmp->y = op->y; |
232 | tmp->x = op->x, tmp->y = op->y; |
252 | /* This was in the old (pre new movement code) - |
233 | /* This was in the old (pre new movement code) - |
253 | * icecubes have slow_move set to 1 - don't want |
234 | * icecubes have slow_move set to 1 - don't want |
… | |
… | |
256 | tmp->move_slow_penalty = 0; |
237 | tmp->move_slow_penalty = 0; |
257 | tmp->move_slow = 0; |
238 | tmp->move_slow = 0; |
258 | insert_ob_in_map (tmp, op->map, originator, 0); |
239 | insert_ob_in_map (tmp, op->map, originator, 0); |
259 | } |
240 | } |
260 | |
241 | |
261 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
242 | tmp->insert (op); |
262 | op->remove (); |
|
|
263 | |
|
|
264 | insert_ob_in_ob (op, tmp); |
|
|
265 | return; |
243 | return; |
266 | } |
244 | } |
267 | } |
245 | } |
268 | |
246 | |
269 | /* Object op is hitting the map. |
247 | /* Object op is hitting the map. |
270 | * op is going in direction 'dir' |
248 | * op is going in direction 'dir' |
271 | * type is the attacktype of the object. |
249 | * type is the attacktype of the object. |
272 | * full_hit is set if monster area does not matter. |
250 | * full_hit is set if monster area does not matter. |
273 | * returns 1 if it hits something, 0 otherwise. |
251 | * returns 1 if it hits something, 0 otherwise. |
274 | */ |
252 | */ |
275 | |
|
|
276 | int |
253 | int |
277 | hit_map (object *op, int dir, int type, int full_hit) |
254 | hit_map (object *op, int dir, int type, int full_hit) |
278 | { |
255 | { |
279 | maptile *map; |
256 | maptile *map; |
280 | sint16 x, y; |
257 | sint16 x, y; |
… | |
… | |
286 | return 0; |
263 | return 0; |
287 | } |
264 | } |
288 | |
265 | |
289 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
266 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
290 | { |
267 | { |
291 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
268 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
292 | return 0; |
269 | return 0; |
293 | } |
270 | } |
294 | |
271 | |
295 | if (!op->map) |
272 | if (!op->map) |
296 | { |
273 | { |
… | |
… | |
299 | } |
276 | } |
300 | |
277 | |
301 | if (op->head) |
278 | if (op->head) |
302 | op = op->head; |
279 | op = op->head; |
303 | |
280 | |
304 | map = op->map; |
281 | mapxy pos (op); |
305 | x = op->x + freearr_x[dir]; |
282 | pos.move (dir); |
306 | y = op->y + freearr_y[dir]; |
|
|
307 | |
283 | |
308 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
284 | if (!pos.normalise ()) |
|
|
285 | return 0; |
309 | |
286 | |
310 | // elmex: a safe map tile can't be hit! |
287 | // elmex: a safe map tile can't be hit! |
311 | // this should prevent most harmful effects on items and players there. |
288 | // this should prevent most harmful effects on items and players there. |
312 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
289 | mapspace &ms = pos.ms (); |
|
|
290 | |
|
|
291 | if (ms.flags () & P_SAFE) |
313 | return 0; |
292 | return 0; |
314 | |
293 | |
315 | /* peterm: a few special cases for special attacktypes --counterspell |
294 | /* peterm: a few special cases for special attacktypes --counterspell |
316 | * must be out here because it strikes things which are not alive |
295 | * must be out here because it strikes things which are not alive |
317 | */ |
296 | */ |
318 | |
297 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
298 | { |
319 | if (type & AT_COUNTERSPELL) |
299 | if (type & AT_COUNTERSPELL) |
320 | { |
300 | { |
321 | counterspell (op, dir); /* see spell_effect.c */ |
301 | counterspell (op, dir); /* see spell_effect.c */ |
322 | |
302 | |
323 | /* If the only attacktype is counterspell or magic, don't need |
303 | /* If the only attacktype is counterspell or magic, don't need |
324 | * to do any further processing. |
304 | * to do any further processing. |
325 | */ |
305 | */ |
326 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
306 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
327 | return 0; |
307 | return 0; |
328 | |
308 | |
329 | type &= ~AT_COUNTERSPELL; |
309 | type &= ~AT_COUNTERSPELL; |
330 | } |
310 | } |
331 | |
311 | |
332 | if (type & AT_CHAOS) |
312 | if (type & AT_CHAOS) |
333 | { |
313 | { |
334 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
314 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
335 | update_object (op, UP_OBJ_FACE); |
315 | update_object (op, UP_OBJ_FACE); |
336 | type &= ~AT_CHAOS; |
316 | type &= ~AT_CHAOS; |
|
|
317 | } |
337 | } |
318 | } |
338 | |
319 | |
339 | /* There may still be objects that were above 'next', but there is no |
320 | /* There may still be objects that were above 'next', but there is no |
340 | * simple way to find out short of copying all object references and |
321 | * simple way to find out short of copying all object references and |
341 | * tags into a temporary array before we start processing the first |
322 | * tags into a temporary array before we start processing the first |
342 | * object. That's why we just abort on destroy. |
323 | * object. That's why we just abort on destroy. |
343 | * |
324 | * |
344 | * This happens whenever attack spells (like fire) hit a pile |
325 | * This happens whenever attack spells (like fire) hit a pile |
345 | * of objects. This is not a bug - nor an error. |
326 | * of objects. This is not a bug - nor an error. |
346 | */ |
327 | */ |
347 | for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) |
328 | for (object *next = ms.bot; next && !next->destroyed (); ) |
348 | { |
329 | { |
349 | object *tmp = next; |
330 | object *tmp = next; |
350 | next = tmp->above; |
331 | next = tmp->above; |
351 | |
332 | |
352 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
333 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
353 | * For example, 'tmp' was put in an icecube. |
334 | * For example, 'tmp' was put in an icecube. |
354 | * This is one of the few cases where on_same_map should not be used. |
335 | * This is one of the few cases where on_same_map should not be used. |
355 | */ |
336 | */ |
356 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
337 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
357 | continue; |
338 | continue; |
358 | |
339 | |
359 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
340 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
360 | { |
341 | { |
361 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
342 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
362 | retflag |= 1; |
343 | retflag |= 1; |
|
|
344 | |
363 | if (op->destroyed ()) |
345 | if (op->destroyed ()) |
364 | break; |
346 | break; |
365 | } |
347 | } |
366 | /* Here we are potentially destroying an object. If the object has |
348 | /* Here we are potentially destroying an object. If the object has |
367 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
349 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
368 | * that weak walls have is_alive set, which prevent objects from |
350 | * that weak walls have is_alive set, which prevent objects from |
369 | * passing over/through them. We don't care what type of movement |
351 | * passing over/through them. We don't care what type of movement |
370 | * the wall blocks - if it blocks any type of movement, can't be |
352 | * the wall blocks - if it blocks any type of movement, can't be |
371 | * destroyed right now. |
353 | * destroyed right now. |
372 | */ |
354 | */ |
373 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
355 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
374 | { |
356 | { |
375 | save_throw_object (tmp, type, op); |
357 | save_throw_object (tmp, type, op); |
376 | |
358 | |
377 | if (op->destroyed ()) |
359 | if (op->destroyed ()) |
378 | break; |
360 | break; |
… | |
… | |
537 | { |
519 | { |
538 | int mtype; |
520 | int mtype; |
539 | |
521 | |
540 | switch (hitter->current_weapon->weapontype) |
522 | switch (hitter->current_weapon->weapontype) |
541 | { |
523 | { |
542 | case WEAP_HIT: |
524 | case WEAP_HIT: |
543 | mtype = ATM_BASIC; |
525 | mtype = ATM_BASIC; |
544 | break; |
526 | break; |
545 | case WEAP_SLASH: |
527 | case WEAP_SLASH: |
546 | mtype = ATM_SLASH; |
528 | mtype = ATM_SLASH; |
547 | break; |
529 | break; |
548 | case WEAP_PIERCE: |
530 | case WEAP_PIERCE: |
549 | mtype = ATM_PIERCE; |
531 | mtype = ATM_PIERCE; |
550 | break; |
532 | break; |
551 | case WEAP_CLEAVE: |
533 | case WEAP_CLEAVE: |
552 | mtype = ATM_CLEAVE; |
534 | mtype = ATM_CLEAVE; |
553 | break; |
535 | break; |
554 | case WEAP_SLICE: |
536 | case WEAP_SLICE: |
555 | mtype = ATM_SLICE; |
537 | mtype = ATM_SLICE; |
556 | break; |
538 | break; |
557 | case WEAP_STAB: |
539 | case WEAP_STAB: |
558 | mtype = ATM_STAB; |
540 | mtype = ATM_STAB; |
559 | break; |
541 | break; |
560 | case WEAP_WHIP: |
542 | case WEAP_WHIP: |
561 | mtype = ATM_WHIP; |
543 | mtype = ATM_WHIP; |
562 | break; |
544 | break; |
563 | case WEAP_CRUSH: |
545 | case WEAP_CRUSH: |
564 | mtype = ATM_CRUSH; |
546 | mtype = ATM_CRUSH; |
565 | break; |
547 | break; |
566 | case WEAP_BLUD: |
548 | case WEAP_BLUD: |
567 | mtype = ATM_BLUD; |
549 | mtype = ATM_BLUD; |
568 | break; |
550 | break; |
569 | default: |
551 | default: |
570 | mtype = ATM_BASIC; |
552 | mtype = ATM_BASIC; |
571 | break; |
553 | break; |
572 | } |
554 | } |
|
|
555 | |
573 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
556 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
574 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
557 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
575 | { |
558 | { |
576 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
559 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
577 | strcpy (buf2, attack_mess[mtype][i].buf3); |
560 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
611 | if (hitter->owner != NULL) |
594 | if (hitter->owner != NULL) |
612 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
595 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
613 | else |
596 | else |
614 | { |
597 | { |
615 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
598 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
599 | |
616 | if (dam != 0) |
600 | if (dam != 0) |
617 | { |
601 | { |
618 | if (dam < 10) |
602 | if (dam < 10) |
619 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
603 | op->contr->play_sound (sound_find ("player_is_hit1")); |
620 | else if (dam < 20) |
604 | else if (dam < 20) |
621 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
605 | op->contr->play_sound (sound_find ("player_is_hit2")); |
622 | else |
606 | else |
623 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
607 | op->contr->play_sound (sound_find ("player_is_hit3")); |
624 | } |
608 | } |
625 | } |
609 | } |
|
|
610 | |
626 | new_draw_info (NDI_BLACK, 0, op, buf); |
611 | new_draw_info (NDI_BLACK, 0, op, buf); |
627 | } /* end of player hitting player */ |
612 | } /* end of player hitting player */ |
628 | |
613 | |
629 | if (hitter->type == PLAYER) |
614 | if (hitter->type == PLAYER) |
630 | { |
615 | { |
631 | sprintf (buf, "You %s.", buf1); |
616 | sprintf (buf, "You %s.", buf1); |
|
|
617 | |
632 | if (dam != 0) |
618 | if (dam != 0) |
633 | { |
619 | { |
634 | if (dam < 10) |
620 | if (dam < 10) |
635 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
621 | op->play_sound (sound_find ("player_hits1")); |
636 | else if (dam < 20) |
622 | else if (dam < 20) |
637 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
623 | op->play_sound (sound_find ("player_hits2")); |
638 | else |
624 | else |
639 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
625 | op->play_sound (sound_find ("player_hits3")); |
640 | } |
626 | } |
|
|
627 | |
641 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
628 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
642 | } |
629 | } |
643 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
630 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
644 | { |
631 | { |
645 | /* look for stacked spells and start reducing the message chances */ |
632 | /* look for stacked spells and start reducing the message chances */ |
… | |
… | |
647 | { |
634 | { |
648 | i = 4; |
635 | i = 4; |
649 | map = hitter->map; |
636 | map = hitter->map; |
650 | if (out_of_map (map, hitter->x, hitter->y)) |
637 | if (out_of_map (map, hitter->x, hitter->y)) |
651 | return; |
638 | return; |
|
|
639 | |
652 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
640 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
653 | if (next) |
641 | if (next) |
654 | while (next) |
642 | while (next) |
655 | { |
643 | { |
656 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
644 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
657 | i *= 3; |
645 | i *= 3; |
|
|
646 | |
658 | tmp = next; |
647 | tmp = next; |
659 | next = tmp->above; |
648 | next = tmp->above; |
660 | } |
649 | } |
|
|
650 | |
661 | if (i < 0) |
651 | if (i < 0) |
662 | return; |
652 | return; |
|
|
653 | |
663 | if (rndm (0, i) != 0) |
654 | if (rndm (0, i) != 0) |
664 | return; |
655 | return; |
665 | } |
656 | } |
666 | else if (rndm (0, 5) != 0) |
657 | else if (rndm (0, 5) != 0) |
667 | return; |
658 | return; |
|
|
659 | |
668 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
660 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
669 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
661 | op->play_sound (sound_find ("player_hits4")); |
670 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
662 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
671 | } |
663 | } |
672 | } |
664 | } |
673 | |
665 | |
674 | |
666 | |
… | |
… | |
678 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
670 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
679 | { |
671 | { |
680 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
672 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
681 | return 1; |
673 | return 1; |
682 | } |
674 | } |
|
|
675 | |
683 | if ((*target)->head) |
676 | if ((*target)->head) |
684 | *target = (*target)->head; |
677 | *target = (*target)->head; |
|
|
678 | |
685 | if ((*hitter)->head) |
679 | if ((*hitter)->head) |
686 | *hitter = (*hitter)->head; |
680 | *hitter = (*hitter)->head; |
|
|
681 | |
|
|
682 | if ((*target)->type == LOCKED_DOOR) |
|
|
683 | return 1; // locked doors cannot be hit |
|
|
684 | |
687 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
685 | if ((*hitter)->env || (*target)->env) |
688 | { |
686 | { |
689 | *simple_attack = 1; |
687 | *simple_attack = 1; |
690 | return 0; |
688 | return 0; |
691 | } |
689 | } |
|
|
690 | |
692 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
691 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
693 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
692 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
693 | || !(*hitter)->map |
|
|
694 | || !on_same_map (*hitter, *target)) |
694 | { |
695 | { |
695 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
696 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
697 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
696 | return 1; |
698 | return 1; |
697 | } |
699 | } |
|
|
700 | |
698 | *simple_attack = 0; |
701 | *simple_attack = 0; |
699 | return 0; |
702 | return 0; |
700 | } |
703 | } |
701 | |
704 | |
702 | static int |
705 | static int |
… | |
… | |
738 | |
741 | |
739 | /* |
742 | /* |
740 | * A little check to make it more difficult to dance forward and back |
743 | * A little check to make it more difficult to dance forward and back |
741 | * to avoid ever being hit by monsters. |
744 | * to avoid ever being hit by monsters. |
742 | */ |
745 | */ |
743 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
746 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
744 | { |
747 | { |
745 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
748 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
746 | * infinite loop occurs, with process_object calling move_monster, |
749 | * infinite loop occurs, with process_object calling move_monster, |
747 | * which then gets here again. By decreasing the speed before |
750 | * which then gets here again. By decreasing the speed before |
748 | * we call process_object, the 'if' statement above will fail. |
751 | * we call process_object, the 'if' statement above will fail. |
749 | */ |
752 | */ |
750 | op->speed_left--; |
753 | --op->speed_left; |
751 | process_object (op); |
754 | process_object (op); |
752 | |
755 | |
753 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
756 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
754 | goto error; |
757 | goto error; |
755 | } |
758 | } |
… | |
… | |
765 | /* See if we hit the creature */ |
768 | /* See if we hit the creature */ |
766 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
769 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
767 | { |
770 | { |
768 | int hitdam = base_dam; |
771 | int hitdam = base_dam; |
769 | |
772 | |
770 | if (settings.casting_time == TRUE) |
|
|
771 | { |
|
|
772 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
773 | { |
|
|
774 | hitter->casting_time = -1; |
|
|
775 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
|
|
776 | } |
|
|
777 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
778 | { |
|
|
779 | op->casting_time = -1; |
|
|
780 | if (op->type == PLAYER) |
|
|
781 | { |
|
|
782 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); |
|
|
783 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
784 | } |
|
|
785 | } |
|
|
786 | } |
|
|
787 | if (!simple_attack) |
773 | if (!simple_attack) |
788 | { |
774 | { |
789 | /* If you hit something, the victim should *always* wake up. |
775 | /* If you hit something, the victim should *always* wake up. |
790 | * Before, invisible hitters could avoid doing this. |
776 | * Before, invisible hitters could avoid doing this. |
791 | * -b.t. */ |
777 | * -b.t. */ |
… | |
… | |
799 | |
785 | |
800 | /* if you were hidden and hit by a creature, you are discovered */ |
786 | /* if you were hidden and hit by a creature, you are discovered */ |
801 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
787 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
802 | { |
788 | { |
803 | make_visible (op); |
789 | make_visible (op); |
|
|
790 | |
804 | if (op->type == PLAYER) |
791 | if (op->type == PLAYER) |
805 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
792 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
806 | } |
793 | } |
807 | |
794 | |
808 | /* thrown items (hitter) will have various effects |
795 | /* thrown items (hitter) will have various effects |
… | |
… | |
862 | } |
849 | } |
863 | |
850 | |
864 | int |
851 | int |
865 | attack_ob (object *op, object *hitter) |
852 | attack_ob (object *op, object *hitter) |
866 | { |
853 | { |
867 | |
|
|
868 | if (hitter->head) |
|
|
869 | hitter = hitter->head; |
854 | hitter = hitter->head_ (); |
|
|
855 | |
870 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
856 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
871 | } |
857 | } |
872 | |
858 | |
873 | /* op is the arrow, tmp is what is stopping the arrow. |
859 | /* op is the arrow, tmp is what is stopping the arrow. |
874 | * |
860 | * |
… | |
… | |
883 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
869 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
884 | * stick around. |
870 | * stick around. |
885 | */ |
871 | */ |
886 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
872 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
887 | { |
873 | { |
888 | if (tmp->head != NULL) |
874 | tmp->head_ ()->insert (op); |
889 | tmp = tmp->head; |
|
|
890 | |
|
|
891 | op->remove (); |
|
|
892 | op = insert_ob_in_ob (op, tmp); |
|
|
893 | |
|
|
894 | if (tmp->type == PLAYER) |
|
|
895 | esrv_send_item (tmp, op); |
|
|
896 | |
|
|
897 | return 1; |
875 | return 1; |
898 | } |
876 | } |
899 | else |
877 | else |
900 | return 0; |
878 | return 0; |
901 | } |
879 | } |
… | |
… | |
1001 | insert_ob_in_ob (hitter, container); |
979 | insert_ob_in_ob (hitter, container); |
1002 | } |
980 | } |
1003 | |
981 | |
1004 | return op; |
982 | return op; |
1005 | } |
983 | } |
1006 | |
|
|
1007 | |
984 | |
1008 | void |
985 | void |
1009 | tear_down_wall (object *op) |
986 | tear_down_wall (object *op) |
1010 | { |
987 | { |
1011 | int perc = 0; |
988 | int perc = 0; |
… | |
… | |
1060 | SET_FLAG (target, FLAG_SCARED); |
1037 | SET_FLAG (target, FLAG_SCARED); |
1061 | if (!target->enemy) |
1038 | if (!target->enemy) |
1062 | target->enemy = owner; |
1039 | target->enemy = owner; |
1063 | } |
1040 | } |
1064 | |
1041 | |
1065 | |
|
|
1066 | /* This returns the amount of damage hitter does to op with the |
1042 | /* This returns the amount of damage hitter does to op with the |
1067 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1043 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1068 | * This doesn't damage the player, but returns how much it should |
1044 | * This doesn't damage the player, but returns how much it should |
1069 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1045 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1070 | * Note - changed for PR code - we now pass the attack number and not |
1046 | * Note - changed for PR code - we now pass the attack number and not |
1071 | * the attacktype. Makes it easier for the PR code. */ |
1047 | * the attacktype. Makes it easier for the PR code. */ |
1072 | |
|
|
1073 | int |
1048 | int |
1074 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1049 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1075 | { |
1050 | { |
1076 | |
|
|
1077 | int doesnt_slay = 1; |
1051 | int doesnt_slay = 1; |
1078 | |
1052 | |
1079 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1053 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1080 | if (attacknum >= NROFATTACKS) |
1054 | if (attacknum >= NROFATTACKS) |
1081 | { |
1055 | { |
… | |
… | |
1083 | return 0; |
1057 | return 0; |
1084 | } |
1058 | } |
1085 | |
1059 | |
1086 | if (dam < 0) |
1060 | if (dam < 0) |
1087 | { |
1061 | { |
1088 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1062 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1063 | dam, hitter->debug_desc (), op->debug_desc ()); |
1089 | return 0; |
1064 | return 0; |
1090 | } |
1065 | } |
1091 | |
1066 | |
1092 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1067 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1093 | * people can't mess with that or it otherwise get confused. */ |
1068 | * people can't mess with that or it otherwise get confused. */ |
1094 | if (attacknum == ATNR_INTERNAL) |
1069 | if (attacknum == ATNR_INTERNAL) |
1095 | return dam; |
1070 | return dam; |
1096 | |
1071 | |
1097 | if (hitter->slaying) |
1072 | if (hitter->slaying) |
1098 | { |
1073 | { |
1099 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1074 | if ((op->race && strstr (hitter->slaying, op->race)) |
1100 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1075 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
1101 | { |
1076 | { |
1102 | doesnt_slay = 0; |
1077 | doesnt_slay = 0; |
1103 | dam *= 3; |
1078 | dam *= 3; |
1104 | } |
1079 | } |
1105 | } |
1080 | } |
… | |
… | |
1119 | /* Special hack. By default, if immune to something, you |
1094 | /* Special hack. By default, if immune to something, you |
1120 | * shouldn't need to worry. However, acid is an exception, since |
1095 | * shouldn't need to worry. However, acid is an exception, since |
1121 | * it can still damage your items. Only include attacktypes if |
1096 | * it can still damage your items. Only include attacktypes if |
1122 | * special processing is needed */ |
1097 | * special processing is needed */ |
1123 | |
1098 | |
1124 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1099 | if (op->resist[attacknum] >= 100 |
|
|
1100 | && doesnt_slay |
|
|
1101 | && attacknum != ATNR_ACID) |
1125 | return 0; |
1102 | return 0; |
1126 | |
1103 | |
1127 | /* Keep this in order - makes things easier to find */ |
1104 | /* Keep this in order - makes things easier to find */ |
1128 | |
1105 | |
1129 | switch (attacknum) |
1106 | switch (attacknum) |
1130 | { |
1107 | { |
1131 | case ATNR_PHYSICAL: |
1108 | case ATNR_PHYSICAL: |
1132 | /* here also check for diseases */ |
1109 | /* here also check for diseases */ |
1133 | check_physically_infect (op, hitter); |
1110 | check_physically_infect (op, hitter); |
1134 | break; |
1111 | break; |
1135 | |
1112 | |
1136 | /* Don't need to do anything for: |
1113 | /* Don't need to do anything for: |
1137 | magic, |
1114 | magic, |
1138 | fire, |
1115 | fire, |
1139 | electricity, |
1116 | electricity, |
1140 | cold */ |
1117 | cold */ |
1141 | |
1118 | |
1142 | case ATNR_CONFUSION: |
1119 | case ATNR_CONFUSION: |
1143 | case ATNR_POISON: |
1120 | case ATNR_POISON: |
1144 | case ATNR_SLOW: |
1121 | case ATNR_SLOW: |
1145 | case ATNR_PARALYZE: |
1122 | case ATNR_PARALYZE: |
1146 | case ATNR_FEAR: |
1123 | case ATNR_FEAR: |
1147 | case ATNR_CANCELLATION: |
1124 | case ATNR_CANCELLATION: |
1148 | case ATNR_DEPLETE: |
1125 | case ATNR_DEPLETE: |
1149 | case ATNR_BLIND: |
1126 | case ATNR_BLIND: |
1150 | { |
1127 | { |
1151 | /* chance for inflicting a special attack depends on the |
1128 | /* chance for inflicting a special attack depends on the |
1152 | * difference between attacker's and defender's level |
1129 | * difference between attacker's and defender's level |
1153 | */ |
1130 | */ |
1154 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1131 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1155 | |
1132 | |
1156 | /* First, only creatures/players with speed can be affected. |
1133 | /* First, only creatures/players with speed can be affected. |
1157 | * Second, just getting hit doesn't mean it always affects |
1134 | * Second, just getting hit doesn't mean it always affects |
1158 | * you. Third, you still get a saving through against the |
1135 | * you. Third, you still get a saving through against the |
1159 | * effect. |
1136 | * effect. |
1160 | */ |
1137 | */ |
1161 | if (op->speed && |
1138 | if (op->speed && |
1162 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1139 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1163 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1140 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1164 | { |
1141 | { |
1165 | |
1142 | |
1166 | /* Player has been hit by something */ |
1143 | /* Player has been hit by something */ |
1167 | if (attacknum == ATNR_CONFUSION) |
1144 | if (attacknum == ATNR_CONFUSION) |
1168 | confuse_player (op, hitter, dam); |
1145 | confuse_player (op, hitter, dam); |
1169 | else if (attacknum == ATNR_POISON) |
1146 | else if (attacknum == ATNR_POISON) |
1170 | poison_player (op, hitter, dam); |
1147 | poison_player (op, hitter, dam); |
1171 | else if (attacknum == ATNR_SLOW) |
1148 | else if (attacknum == ATNR_SLOW) |
1172 | slow_player (op, hitter, dam); |
1149 | slow_player (op, hitter, dam); |
1173 | else if (attacknum == ATNR_PARALYZE) |
1150 | else if (attacknum == ATNR_PARALYZE) |
1174 | paralyze_player (op, hitter, dam); |
1151 | paralyze_player (op, hitter, dam); |
1175 | else if (attacknum == ATNR_FEAR) |
1152 | else if (attacknum == ATNR_FEAR) |
1176 | scare_creature (op, hitter); |
1153 | scare_creature (op, hitter); |
1177 | else if (attacknum == ATNR_CANCELLATION) |
1154 | else if (attacknum == ATNR_CANCELLATION) |
1178 | cancellation (op); |
1155 | cancellation (op); |
1179 | else if (attacknum == ATNR_DEPLETE) |
1156 | else if (attacknum == ATNR_DEPLETE) |
1180 | op->drain_stat (); |
1157 | op->drain_stat (); |
1181 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1158 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1182 | blind_player (op, hitter, dam); |
1159 | blind_player (op, hitter, dam); |
1183 | } |
1160 | } |
|
|
1161 | |
1184 | dam = 0; /* These are all effects and don't do real damage */ |
1162 | dam = 0; /* These are all effects and don't do real damage */ |
1185 | } |
1163 | } |
1186 | break; |
1164 | break; |
|
|
1165 | |
1187 | case ATNR_ACID: |
1166 | case ATNR_ACID: |
1188 | { |
1167 | { |
1189 | int flag = 0; |
1168 | int flag = 0; |
1190 | |
1169 | |
1191 | /* Items only get corroded if you're not on a battleground and |
1170 | /* Items only get corroded if you're not on a battleground and |
1192 | * if your acid resistance is below 50%. */ |
1171 | * if your acid resistance is below 50%. */ |
1193 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1172 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1194 | { |
1173 | { |
1195 | object *tmp; |
|
|
1196 | |
|
|
1197 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1174 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1198 | { |
1175 | { |
1199 | if (tmp->invisible) |
1176 | if (tmp->invisible) |
1200 | continue; |
1177 | continue; |
1201 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1178 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1202 | /* >= 10% acid res. on itmes will protect these */ |
1179 | /* >= 10% acid res. on items will protect these */ |
1203 | continue; |
1180 | continue; |
1204 | if (!(tmp->material & M_IRON)) |
1181 | if (!(tmp->materials & M_IRON)) |
1205 | continue; |
1182 | continue; |
1206 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1183 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1207 | continue; |
1184 | continue; |
1208 | if (tmp->type == RING || |
1185 | if (tmp->type == RING |
1209 | /* removed boots and gloves from exclusion list in |
1186 | /* removed boots and gloves from exclusion list in PR */ |
1210 | PR */ |
1187 | || tmp->type == GIRDLE |
1211 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1188 | || tmp->type == AMULET |
|
|
1189 | || tmp->type == WAND |
|
|
1190 | || tmp->type == ROD |
|
|
1191 | || tmp->type == HORN) |
1212 | continue; /* To avoid some strange effects */ |
1192 | continue; /* To avoid some strange effects */ |
1213 | |
1193 | |
1214 | /* High damage acid has better chance of corroding |
1194 | /* High damage acid has better chance of corroding |
1215 | objects */ |
1195 | objects */ |
1216 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1196 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
1197 | { |
|
|
1198 | flag = 1; |
|
|
1199 | tmp->magic--; |
|
|
1200 | |
|
|
1201 | if (object *pl = tmp->visible_to ()) |
1217 | { |
1202 | { |
1218 | if (op->type == PLAYER) |
|
|
1219 | /* Make this more visible */ |
1203 | /* Make this more visible */ |
1220 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1204 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
1221 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1205 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1222 | flag = 1; |
1206 | |
1223 | tmp->magic--; |
1207 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
1224 | if (op->type == PLAYER) |
|
|
1225 | esrv_send_item (op, tmp); |
|
|
1226 | } |
1208 | } |
1227 | } |
1209 | } |
|
|
1210 | } |
|
|
1211 | |
1228 | if (flag) |
1212 | if (flag) |
1229 | op->update_stats (); /* Something was corroded */ |
1213 | op->update_stats (); /* Something was corroded */ |
1230 | } |
1214 | } |
1231 | } |
1215 | } |
1232 | break; |
1216 | break; |
|
|
1217 | |
1233 | case ATNR_DRAIN: |
1218 | case ATNR_DRAIN: |
1234 | { |
1219 | { |
1235 | /* rate is the proportion of exp drained. High rate means |
1220 | /* rate is the proportion of exp drained. High rate means |
1236 | * not much is drained, low rate means a lot is drained. |
1221 | * not much is drained, low rate means a lot is drained. |
1237 | */ |
1222 | */ |
1238 | int rate; |
1223 | int rate; |
1239 | |
1224 | |
1240 | if (op->resist[ATNR_DRAIN] >= 0) |
1225 | if (op->resist[ATNR_DRAIN] >= 0) |
1241 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1226 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1242 | else |
1227 | else |
1243 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1228 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1244 | |
1229 | |
1245 | if (op->stats.exp <= rate) |
1230 | if (op->stats.exp <= rate) |
1246 | { |
1231 | { |
1247 | if (op->type == GOLEM) |
1232 | if (op->type == GOLEM) |
1248 | dam = 999; /* Its force is "sucked" away. 8) */ |
1233 | dam = 999; /* Its force is "sucked" away. 8) */ |
1249 | else |
1234 | else |
1250 | /* If we can't drain, lets try to do physical damage */ |
1235 | /* If we can't drain, lets try to do physical damage */ |
1251 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1236 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1252 | } |
1237 | } |
1253 | else |
1238 | else |
1254 | { |
1239 | { |
1255 | /* Randomly give the hitter some hp */ |
1240 | /* Randomly give the hitter some hp */ |
1256 | if (hitter->stats.hp < hitter->stats.maxhp && |
1241 | if (hitter->stats.hp < hitter->stats.maxhp && |
1257 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1242 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1258 | hitter->stats.hp++; |
1243 | hitter->stats.hp++; |
1259 | |
1244 | |
1260 | /* Can't do drains on battleground spaces. |
1245 | /* Can't do drains on battleground spaces. |
1261 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1246 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1262 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1247 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1263 | * nothing happens. |
1248 | * nothing happens. |
1264 | * Try to credit the owner. We try to display player -> player drain |
1249 | * Try to credit the owner. We try to display player -> player drain |
1265 | * attacks, hence all the != PLAYER checks. |
1250 | * attacks, hence all the != PLAYER checks. |
1266 | */ |
1251 | */ |
1267 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1252 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1268 | { |
1253 | { |
1269 | object *owner = hitter->owner; |
1254 | object *owner = hitter->owner; |
1270 | |
1255 | |
1271 | if (owner && owner != hitter) |
1256 | if (owner && owner != hitter) |
1272 | { |
1257 | { |
1273 | if (op->type != PLAYER || owner->type != PLAYER) |
1258 | if (op->type != PLAYER || owner->type != PLAYER) |
1274 | change_exp (owner, op->stats.exp / (rate * 2), |
1259 | change_exp (owner, op->stats.exp / (rate * 2), |
1275 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1260 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1276 | } |
1261 | } |
1277 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1262 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1278 | { |
|
|
1279 | change_exp (hitter, op->stats.exp / (rate * 2), |
1263 | change_exp (hitter, op->stats.exp / (rate * 2), |
1280 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1264 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1281 | } |
1265 | |
1282 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1266 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1283 | } |
1267 | } |
|
|
1268 | |
1284 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1269 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1285 | * drain attack, you won't know that you are actually sucking out EXP, |
1270 | * drain attack, you won't know that you are actually sucking out EXP, |
1286 | * as the messages will say you missed |
1271 | * as the messages will say you missed |
1287 | */ |
1272 | */ |
1288 | } |
1273 | } |
1289 | } |
1274 | } |
1290 | break; |
1275 | break; |
|
|
1276 | |
1291 | case ATNR_TURN_UNDEAD: |
1277 | case ATNR_TURN_UNDEAD: |
1292 | { |
1278 | { |
1293 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1279 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1294 | { |
1280 | { |
1295 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1281 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1296 | object *god = find_god (determine_god (owner)); |
1282 | object *god = find_god (determine_god (owner)); |
1297 | int div = 1; |
1283 | int div = 1; |
1298 | |
1284 | |
1299 | /* if undead are not an enemy of your god, you turn them |
1285 | /* if undead are not an enemy of your god, you turn them |
1300 | * at half strength */ |
1286 | * at half strength */ |
1301 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1287 | if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) |
1302 | div = 2; |
1288 | div = 2; |
|
|
1289 | |
1303 | /* Give a bonus if you resist turn undead */ |
1290 | /* Give a bonus if you resist turn undead */ |
1304 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1291 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1305 | scare_creature (op, owner); |
1292 | scare_creature (op, owner); |
1306 | } |
1293 | } |
1307 | else |
1294 | else |
1308 | dam = 0; /* don't damage non undead - should we damage |
1295 | dam = 0; /* don't damage non undead - should we damage |
1309 | undead? */ |
1296 | undead? */ |
1310 | } |
1297 | } |
1311 | break; |
1298 | break; |
|
|
1299 | |
1312 | case ATNR_DEATH: |
1300 | case ATNR_DEATH: |
1313 | deathstrike_player (op, hitter, &dam); |
1301 | deathstrike_player (op, hitter, &dam); |
1314 | break; |
1302 | break; |
|
|
1303 | |
1315 | case ATNR_CHAOS: |
1304 | case ATNR_CHAOS: |
1316 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
1305 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1317 | dam = 0; |
1306 | dam = 0; |
1318 | break; |
1307 | break; |
|
|
1308 | |
1319 | case ATNR_COUNTERSPELL: |
1309 | case ATNR_COUNTERSPELL: |
1320 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
1310 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1321 | dam = 0; |
1311 | dam = 0; |
1322 | /* This should never happen. Counterspell is handled |
1312 | /* This should never happen. Counterspell is handled |
1323 | * seperately and filtered out. If this does happen, |
1313 | * seperately and filtered out. If this does happen, |
1324 | * Counterspell has no effect on anything but spells, so it |
1314 | * Counterspell has no effect on anything but spells, so it |
1325 | * does no damage. */ |
1315 | * does no damage. */ |
1326 | break; |
1316 | break; |
|
|
1317 | |
1327 | case ATNR_HOLYWORD: |
1318 | case ATNR_HOLYWORD: |
1328 | { |
1319 | { |
1329 | /* This has already been handled by hit_player, |
1320 | /* This has already been handled by hit_player, |
1330 | * no need to check twice -- DAMN */ |
1321 | * no need to check twice -- DAMN */ |
1331 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1322 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1332 | |
1323 | |
1333 | /* As with turn undead above, give a bonus on the saving throw */ |
1324 | /* As with turn undead above, give a bonus on the saving throw */ |
1334 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1325 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1335 | scare_creature (op, owner); |
1326 | scare_creature (op, owner); |
1336 | } |
1327 | } |
1337 | break; |
1328 | break; |
|
|
1329 | |
1338 | case ATNR_LIFE_STEALING: |
1330 | case ATNR_LIFE_STEALING: |
1339 | { |
1331 | { |
1340 | int new_hp; |
1332 | int new_hp; |
1341 | |
1333 | |
1342 | /* this is replacement to drain for players, instead of taking |
1334 | /* this is replacement to drain for players, instead of taking |
1343 | * exp it takes hp. It is geared for players, probably not |
1335 | * exp it takes hp. It is geared for players, probably not |
1344 | * much use giving it to monsters |
1336 | * much use giving it to monsters |
1345 | * |
1337 | * |
1346 | * life stealing doesn't do a lot of damage, but it gives the |
1338 | * life stealing doesn't do a lot of damage, but it gives the |
1347 | * damage it does do to the player. Given that, |
1339 | * damage it does do to the player. Given that, |
1348 | * it only does 1/10'th normal damage (hence the divide by |
1340 | * it only does 1/10'th normal damage (hence the divide by |
1349 | * 1000). |
1341 | * 1000). |
1350 | */ |
1342 | */ |
1351 | /* You can't steal life from something undead */ |
1343 | /* You can't steal life from something undead */ |
1352 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1344 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1353 | return 0; |
1345 | return 0; |
|
|
1346 | |
1354 | /* If drain protection is higher than life stealing, use that */ |
1347 | /* If drain protection is higher than life stealing, use that */ |
1355 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1348 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1356 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1349 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1357 | else |
1350 | else |
1358 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1351 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1352 | |
1359 | /* You die at -1 hp, not zero. */ |
1353 | /* You die at -1 hp, not zero. */ |
1360 | if (dam > (op->stats.hp + 1)) |
1354 | if (dam > (op->stats.hp + 1)) |
1361 | dam = op->stats.hp + 1; |
1355 | dam = op->stats.hp + 1; |
|
|
1356 | |
1362 | new_hp = hitter->stats.hp + dam; |
1357 | new_hp = hitter->stats.hp + dam; |
1363 | if (new_hp > hitter->stats.maxhp) |
1358 | if (new_hp > hitter->stats.maxhp) |
1364 | new_hp = hitter->stats.maxhp; |
1359 | new_hp = hitter->stats.maxhp; |
|
|
1360 | |
1365 | if (new_hp > hitter->stats.hp) |
1361 | if (new_hp > hitter->stats.hp) |
1366 | hitter->stats.hp = new_hp; |
1362 | hitter->stats.hp = new_hp; |
1367 | } |
1363 | } |
1368 | } |
1364 | } |
|
|
1365 | |
1369 | return dam; |
1366 | return dam; |
1370 | } |
1367 | } |
1371 | |
|
|
1372 | |
1368 | |
1373 | /* GROS: This code comes from hit_player. It has been made external to |
1369 | /* GROS: This code comes from hit_player. It has been made external to |
1374 | * allow script procedures to "kill" objects in a combat-like fashion. |
1370 | * allow script procedures to "kill" objects in a combat-like fashion. |
1375 | * It was initially used by (kill-object) developed for the Collector's |
1371 | * It was initially used by (kill-object) developed for the Collector's |
1376 | * Sword. Note that nothing has been changed from the original version |
1372 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1391 | char buf[MAX_BUF]; |
1387 | char buf[MAX_BUF]; |
1392 | const char *skill; |
1388 | const char *skill; |
1393 | int maxdam = 0; |
1389 | int maxdam = 0; |
1394 | int battleg = 0; /* true if op standing on battleground */ |
1390 | int battleg = 0; /* true if op standing on battleground */ |
1395 | int pk = 0; /* true if op and what controls hitter are both players */ |
1391 | int pk = 0; /* true if op and what controls hitter are both players */ |
1396 | object *owner = NULL; |
1392 | object *owner = 0; |
1397 | object *skop = NULL; |
1393 | object *skop = 0; |
1398 | |
1394 | |
1399 | if (op->stats.hp >= 0) |
1395 | if (op->stats.hp >= 0) |
1400 | return -1; |
1396 | return -1; |
1401 | |
1397 | |
1402 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1398 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1411 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1407 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1412 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1408 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1413 | |
1409 | |
1414 | if (op->type == DOOR) |
1410 | if (op->type == DOOR) |
1415 | { |
1411 | { |
1416 | op->set_speed (0.1); |
1412 | op->set_speed (0.1f); |
1417 | op->speed_left = -0.05; |
1413 | op->speed_left = -0.05f; |
1418 | return maxdam; |
1414 | return maxdam; |
1419 | } |
1415 | } |
1420 | |
1416 | |
1421 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1417 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1422 | { |
1418 | { |
1423 | remove_friendly_object (op); |
|
|
1424 | |
|
|
1425 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1426 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1427 | |
|
|
1428 | op->destroy (); |
1419 | op->destroy (); |
1429 | return maxdam; |
1420 | return maxdam; |
1430 | } |
1421 | } |
1431 | |
1422 | |
1432 | /* Now lets start dealing with experience we get for killing something */ |
1423 | /* Now lets start dealing with experience we get for killing something */ |
… | |
… | |
1444 | pk = 1; |
1435 | pk = 1; |
1445 | |
1436 | |
1446 | /* Player killed something */ |
1437 | /* Player killed something */ |
1447 | if (owner->type == PLAYER) |
1438 | if (owner->type == PLAYER) |
1448 | { |
1439 | { |
1449 | Log_Kill (owner->name, |
|
|
1450 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1451 | |
|
|
1452 | /* Log players killing other players - makes it easier to detect |
1440 | /* Log players killing other players - makes it easier to detect |
1453 | * and filter out malicious player killers - that is why the |
1441 | * and filter out malicious player killers - that is why the |
1454 | * ip address is included. |
1442 | * ip address is included. |
1455 | */ |
1443 | */ |
1456 | if (op->type == PLAYER && !battleg) |
1444 | if (op->type == PLAYER && !battleg) |
… | |
… | |
1476 | else |
1464 | else |
1477 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1465 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1478 | |
1466 | |
1479 | /* Only play sounds for melee kills */ |
1467 | /* Only play sounds for melee kills */ |
1480 | if (hitter->type == PLAYER) |
1468 | if (hitter->type == PLAYER) |
1481 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1469 | owner->play_sound (sound_find ("player_kills")); |
1482 | } |
1470 | } |
1483 | |
1471 | |
1484 | /* If a player kills another player, not on |
1472 | /* If a player kills another player, not on |
1485 | * battleground, the "killer" looses 1 luck. Since this is |
1473 | * battleground, the "killer" looses 1 luck. Since this is |
1486 | * not reversible, it's actually quite a pain IMHO. -AV |
1474 | * not reversible, it's actually quite a pain IMHO. -AV |
… | |
… | |
1491 | */ |
1479 | */ |
1492 | if (op->type == PLAYER && owner != op && !battleg) |
1480 | if (op->type == PLAYER && owner != op && !battleg) |
1493 | owner->change_luck (-settings.pk_luck_penalty); |
1481 | owner->change_luck (-settings.pk_luck_penalty); |
1494 | |
1482 | |
1495 | /* This code below deals with finding the appropriate skill |
1483 | /* This code below deals with finding the appropriate skill |
1496 | * to credit exp to. This is a bit problematic - we should |
1484 | * to credit exp to. This is a bit problematic - we should |
1497 | * probably never really have to look at current_weapon->skill |
1485 | * probably never really have to look at current_weapon->skill |
1498 | */ |
1486 | */ |
1499 | skill = 0; |
1487 | skill = 0; |
1500 | |
1488 | |
1501 | if (hitter->skill && hitter->type != PLAYER) |
1489 | if (hitter->skill && hitter->type != PLAYER) |
1502 | skill = hitter->skill; |
1490 | skill = hitter->skill; |
1503 | else if (owner->chosen_skill) |
1491 | else if (owner->chosen_skill) |
1504 | { |
1492 | { |
1505 | skill = owner->chosen_skill->skill; |
|
|
1506 | skop = owner->chosen_skill; |
1493 | skop = owner->chosen_skill; |
|
|
1494 | skill = skop->skill; |
1507 | } |
1495 | } |
1508 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1496 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1509 | skill = owner->current_weapon->skill; |
1497 | skill = owner->current_weapon->skill; |
1510 | else |
1498 | else |
1511 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1499 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1512 | |
1500 | |
1513 | /* We have the skill we want to credit to - now find the object this goes |
1501 | /* We have the skill we want to credit to - now find the object this goes |
1514 | * to. Make sure skop is an actual skill, and not a skill tool! |
1502 | * to. Make sure skop is an actual skill, and not a skill tool! |
1515 | */ |
1503 | */ |
1516 | if ((!skop || skop->type != SKILL) && skill) |
1504 | if ((!skop || skop->type != SKILL) && skill) |
1517 | { |
1505 | { |
1518 | int i; |
1506 | int i; |
1519 | |
1507 | |
… | |
… | |
1545 | skill = skop->skill; |
1533 | skill = skop->skill; |
1546 | |
1534 | |
1547 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1535 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1548 | |
1536 | |
1549 | /* If you didn't kill yourself, and your not the wizard */ |
1537 | /* If you didn't kill yourself, and your not the wizard */ |
1550 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1538 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1551 | { |
1539 | { |
1552 | int exp; |
1540 | int exp; |
1553 | |
1541 | |
1554 | /* Really don't give much experience for killing other players */ |
1542 | /* Really don't give much experience for killing other players */ |
1555 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1543 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
… | |
… | |
1582 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1570 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1583 | change_exp (owner, exp, skill, 0); |
1571 | change_exp (owner, exp, skill, 0); |
1584 | else |
1572 | else |
1585 | { |
1573 | { |
1586 | int shares = 0, count = 0; |
1574 | int shares = 0, count = 0; |
1587 | player *pl; |
|
|
1588 | partylist *party = owner->contr->party; |
1575 | partylist *party = owner->contr->party; |
1589 | |
1576 | |
1590 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1577 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1591 | |
1578 | |
1592 | for_all_players (pl) |
1579 | for_all_players (pl) |
… | |
… | |
1623 | { |
1610 | { |
1624 | object *owner1 = op->owner; |
1611 | object *owner1 = op->owner; |
1625 | |
1612 | |
1626 | if (owner1 && owner1->type == PLAYER) |
1613 | if (owner1 && owner1->type == PLAYER) |
1627 | { |
1614 | { |
1628 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1615 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1629 | /* Maybe we should include the owner that killed this, maybe not */ |
1616 | /* Maybe we should include the owner that killed this, maybe not */ |
1630 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1617 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1631 | } |
1618 | } |
1632 | |
1619 | |
1633 | remove_friendly_object (op); |
1620 | remove_friendly_object (op); |
1634 | } |
1621 | } |
1635 | |
1622 | |
1636 | op->destroy (); |
1623 | op->destroy (); |
1637 | } |
1624 | } |
1638 | else |
1625 | else |
1639 | { |
|
|
1640 | /* Player has been killed! */ |
1626 | /* Player has been killed! */ |
1641 | if (owner->type == PLAYER) |
1627 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1642 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
|
|
1643 | else |
|
|
1644 | assign (op->contr->killer, hitter->name); |
|
|
1645 | } |
|
|
1646 | |
1628 | |
1647 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1629 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1648 | * continues in the calling function. |
1630 | * continues in the calling function. |
1649 | */ |
1631 | */ |
1650 | return maxdam; |
1632 | return maxdam; |
1651 | } |
1633 | } |
1652 | |
1634 | |
1653 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1635 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1654 | * Returns 0 this is not friendly fire |
1636 | * Returns 0 this is not friendly fire |
1655 | */ |
1637 | */ |
1656 | |
|
|
1657 | int |
1638 | int |
1658 | friendly_fire (object *op, object *hitter) |
1639 | friendly_fire (object *op, object *hitter) |
1659 | { |
1640 | { |
1660 | object *owner; |
1641 | object *owner; |
1661 | int friendlyfire; |
1642 | int friendlyfire; |
… | |
… | |
1680 | } |
1661 | } |
1681 | |
1662 | |
1682 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1663 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1683 | friendlyfire = 0; |
1664 | friendlyfire = 0; |
1684 | } |
1665 | } |
|
|
1666 | |
1685 | return friendlyfire; |
1667 | return friendlyfire; |
1686 | } |
1668 | } |
1687 | |
|
|
1688 | |
1669 | |
1689 | /* This isn't used just for players, but in fact most objects. |
1670 | /* This isn't used just for players, but in fact most objects. |
1690 | * op is the object to be hit, dam is the amount of damage, hitter |
1671 | * op is the object to be hit, dam is the amount of damage, hitter |
1691 | * is what is hitting the object, type is the attacktype, and |
1672 | * is what is hitting the object, type is the attacktype, and |
1692 | * full_hit is set if monster area does not matter. |
1673 | * full_hit is set if monster area does not matter. |
1693 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1674 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1694 | * modify it. |
1675 | * modify it. |
1695 | */ |
1676 | */ |
1696 | |
|
|
1697 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1677 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1698 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1678 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1699 | |
|
|
1700 | int |
1679 | int |
1701 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1680 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1702 | { |
1681 | { |
1703 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1682 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1704 | int maxattacktype, attacknum; |
1683 | int maxattacktype, attacknum; |
… | |
… | |
1712 | |
1691 | |
1713 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1692 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1714 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1693 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1715 | return 0; |
1694 | return 0; |
1716 | |
1695 | |
1717 | #ifdef PROHIBIT_PLAYERKILL |
1696 | // only allow pk for hostile players |
1718 | if (op->type == PLAYER) |
1697 | if (op->type == PLAYER) |
1719 | { |
1698 | { |
1720 | object *owner = hitter->owner; |
1699 | object *owner = hitter->owner; |
1721 | |
1700 | |
1722 | if (!owner) |
1701 | if (!owner) |
1723 | owner = hitter; |
1702 | owner = hitter; |
1724 | |
1703 | |
1725 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1704 | if (owner->type == PLAYER |
|
|
1705 | && (!op_on_battleground (op, 0, 0) |
|
|
1706 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1707 | && op != owner) |
1726 | return 0; |
1708 | return 0; |
1727 | } |
1709 | } |
1728 | #endif |
|
|
1729 | |
1710 | |
1730 | if (body_attack) |
1711 | if (body_attack) |
1731 | { |
1712 | { |
1732 | /* slow and paralyze must hit the head. But we don't want to just |
1713 | /* slow and paralyze must hit the head. But we don't want to just |
1733 | * return - we still need to process other attacks the spell still |
1714 | * return - we still need to process other attacks the spell still |
… | |
… | |
1747 | } |
1728 | } |
1748 | } |
1729 | } |
1749 | |
1730 | |
1750 | if (!simple_attack && op->type == DOOR) |
1731 | if (!simple_attack && op->type == DOOR) |
1751 | { |
1732 | { |
1752 | object *tmp; |
|
|
1753 | |
|
|
1754 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1733 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1755 | if (tmp->type == RUNE || tmp->type == TRAP) |
1734 | if (tmp->type == RUNE || tmp->type == TRAP) |
1756 | { |
1735 | { |
1757 | spring_trap (tmp, hitter); |
1736 | spring_trap (tmp, hitter); |
1758 | |
1737 | |
1759 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1738 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
… | |
… | |
1766 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1745 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1767 | { |
1746 | { |
1768 | /* FIXME: If a player is killed by a rune in a door, the |
1747 | /* FIXME: If a player is killed by a rune in a door, the |
1769 | * destroyed() check above doesn't return, and might get here. |
1748 | * destroyed() check above doesn't return, and might get here. |
1770 | */ |
1749 | */ |
|
|
1750 | |
|
|
1751 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1752 | gets it's speed_left raised on each mover-tick. |
|
|
1753 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1754 | and waiting for that to run out. |
|
|
1755 | */ |
1771 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1756 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1772 | return 0; |
1757 | return 0; |
1773 | } |
1758 | } |
1774 | |
1759 | |
1775 | #ifdef ATTACK_DEBUG |
1760 | #ifdef ATTACK_DEBUG |
1776 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1761 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1782 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1767 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1783 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1768 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1784 | if (dam >= 100) |
1769 | if (dam >= 100) |
1785 | dam /= 100; |
1770 | dam /= 100; |
1786 | else |
1771 | else |
1787 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1772 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1788 | } |
1773 | } |
1789 | |
1774 | |
1790 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1775 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1791 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1776 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1792 | */ |
1777 | */ |
… | |
… | |
1808 | if ((!hitter->slaying || |
1793 | if ((!hitter->slaying || |
1809 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1794 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1810 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1795 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1811 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1796 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1812 | (hitter->title != NULL |
1797 | (hitter->title != NULL |
1813 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1798 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) |
1814 | return 0; |
1799 | return 0; |
1815 | } |
1800 | } |
1816 | |
1801 | |
1817 | maxattacktype = type; /* initialise this to something */ |
1802 | maxattacktype = type; /* initialise this to something */ |
1818 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1803 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
… | |
… | |
1850 | */ |
1835 | */ |
1851 | friendlyfire = friendly_fire (op, hitter); |
1836 | friendlyfire = friendly_fire (op, hitter); |
1852 | if (friendlyfire && maxdam) |
1837 | if (friendlyfire && maxdam) |
1853 | { |
1838 | { |
1854 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1839 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1855 | #ifndef COZY_SERVER |
|
|
1856 | maxdam++; |
|
|
1857 | #endif |
|
|
1858 | |
1840 | |
1859 | #ifdef ATTACK_DEBUG |
1841 | #ifdef ATTACK_DEBUG |
1860 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1842 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1861 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1843 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1862 | #endif |
1844 | #endif |
1863 | } |
1845 | } |
1864 | |
1846 | |
1865 | if (!full_hit) |
1847 | if (!full_hit) |
1866 | { |
1848 | { |
1867 | archetype *at; |
|
|
1868 | int area; |
1849 | int area; |
1869 | int remainder; |
1850 | int remainder; |
1870 | |
1851 | |
1871 | area = 0; |
1852 | area = 0; |
1872 | for (at = op->arch; at != NULL; at = at->more) |
1853 | |
|
|
1854 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1873 | area++; |
1855 | area++; |
|
|
1856 | |
1874 | assert (area > 0); |
1857 | assert (area > 0); |
1875 | |
1858 | |
1876 | /* basically: maxdam /= area; we try to "simulate" a float |
1859 | /* basically: maxdam /= area; we try to "simulate" a float |
1877 | value-effect */ |
1860 | value-effect */ |
1878 | remainder = 100 * (maxdam % area) / area; |
1861 | remainder = 100 * (maxdam % area) / area; |
1879 | maxdam /= area; |
1862 | maxdam /= area; |
1880 | if (RANDOM () % 100 < remainder) |
1863 | if (rndm (100) < remainder) |
1881 | maxdam++; |
1864 | maxdam++; |
1882 | } |
1865 | } |
1883 | |
1866 | |
1884 | #ifdef ATTACK_DEBUG |
1867 | #ifdef ATTACK_DEBUG |
1885 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1868 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1886 | #endif |
1869 | #endif |
1887 | |
1870 | |
|
|
1871 | // for now, only do this for active objects, otherwise they |
|
|
1872 | // keep a refcount for a long time and I see no usefulness |
|
|
1873 | // for an non-active objetc to know its enemy. |
|
|
1874 | if (op->active) |
1888 | if (hitter->owner) |
1875 | if (hitter->owner) |
1889 | op->enemy = hitter->owner; |
1876 | op->enemy = hitter->owner; |
1890 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1877 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1891 | op->enemy = hitter; |
1878 | op->enemy = hitter; |
1892 | |
1879 | |
1893 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1880 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1894 | { |
1881 | { |
1895 | /* The unaggressives look after themselves 8) */ |
1882 | /* The unaggressives look after themselves 8) */ |
1896 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1883 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1933 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1920 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1934 | * that before if the player was immune to ghosthit, the monster |
1921 | * that before if the player was immune to ghosthit, the monster |
1935 | * remained - that is no longer the case. |
1922 | * remained - that is no longer the case. |
1936 | */ |
1923 | */ |
1937 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1924 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1938 | { |
|
|
1939 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1940 | remove_friendly_object (hitter); |
|
|
1941 | |
|
|
1942 | hitter->destroy (); |
1925 | hitter->destroy (); |
1943 | } |
1926 | |
1944 | /* Lets handle creatures that are splitting now */ |
1927 | /* Lets handle creatures that are splitting now */ |
1945 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1928 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1946 | { |
1929 | { |
1947 | int i; |
1930 | int i; |
1948 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1931 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
1955 | return maxdam; |
1938 | return maxdam; |
1956 | } |
1939 | } |
1957 | |
1940 | |
1958 | op->remove (); |
1941 | op->remove (); |
1959 | |
1942 | |
1960 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1943 | for (i = 0; i < op->stats.food; i++) |
1961 | { /* This doesn't handle op->more yet */ |
1944 | { /* This doesn't handle op->more yet */ |
1962 | object *tmp = arch_to_object (op->other_arch); |
1945 | object *tmp = arch_to_object (op->other_arch); |
1963 | int j; |
1946 | int j; |
1964 | |
1947 | |
1965 | tmp->stats.hp = op->stats.hp; |
1948 | tmp->stats.hp = op->stats.hp; |
… | |
… | |
1992 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1975 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1993 | hitter->destroy (); |
1976 | hitter->destroy (); |
1994 | |
1977 | |
1995 | return maxdam; |
1978 | return maxdam; |
1996 | } |
1979 | } |
1997 | |
|
|
1998 | |
1980 | |
1999 | void |
1981 | void |
2000 | poison_player (object *op, object *hitter, int dam) |
1982 | poison_player (object *op, object *hitter, int dam) |
2001 | { |
1983 | { |
2002 | archetype *at = archetype::find ("poisoning"); |
1984 | archetype *at = archetype::find ("poisoning"); |
… | |
… | |
2038 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2020 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2039 | tmp->stats.Int = MAX (-dam / 7, -10); |
2021 | tmp->stats.Int = MAX (-dam / 7, -10); |
2040 | SET_FLAG (tmp, FLAG_APPLIED); |
2022 | SET_FLAG (tmp, FLAG_APPLIED); |
2041 | op->update_stats (); |
2023 | op->update_stats (); |
2042 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2024 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2025 | op->play_sound (tmp->sound); |
2043 | } |
2026 | } |
|
|
2027 | |
2044 | if (hitter->type == PLAYER) |
2028 | if (hitter->type == PLAYER) |
2045 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2029 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2046 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2030 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2047 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2031 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2048 | } |
2032 | } |
|
|
2033 | |
2049 | tmp->speed_left = 0; |
2034 | tmp->speed_left = 0; |
2050 | } |
2035 | } |
2051 | else |
2036 | else |
2052 | tmp->stats.food++; |
2037 | tmp->stats.food++; |
2053 | } |
2038 | } |
… | |
… | |
2057 | { |
2042 | { |
2058 | archetype *at = archetype::find ("slowness"); |
2043 | archetype *at = archetype::find ("slowness"); |
2059 | object *tmp; |
2044 | object *tmp; |
2060 | |
2045 | |
2061 | if (at == NULL) |
2046 | if (at == NULL) |
2062 | { |
|
|
2063 | LOG (llevError, "Can't find slowness archetype.\n"); |
2047 | LOG (llevError, "Can't find slowness archetype.\n"); |
2064 | } |
2048 | |
2065 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2049 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2066 | { |
2050 | { |
2067 | tmp = arch_to_object (at); |
2051 | tmp = arch_to_object (at); |
2068 | tmp = insert_ob_in_ob (tmp, op); |
2052 | tmp = insert_ob_in_ob (tmp, op); |
2069 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2053 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2070 | } |
2054 | } |
2071 | else |
2055 | else |
2072 | tmp->stats.food++; |
2056 | tmp->stats.food++; |
|
|
2057 | |
2073 | SET_FLAG (tmp, FLAG_APPLIED); |
2058 | SET_FLAG (tmp, FLAG_APPLIED); |
2074 | tmp->speed_left = 0; |
2059 | tmp->speed_left = 0; |
2075 | op->update_stats (); |
2060 | op->update_stats (); |
2076 | } |
2061 | } |
2077 | |
2062 | |
… | |
… | |
2094 | tmp->speed = 0.05; |
2079 | tmp->speed = 0.05; |
2095 | tmp->subtype = FORCE_CONFUSION; |
2080 | tmp->subtype = FORCE_CONFUSION; |
2096 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2081 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2097 | tmp->name = "confusion"; |
2082 | tmp->name = "confusion"; |
2098 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2083 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2084 | |
2099 | if (tmp->duration > maxduration) |
2085 | if (tmp->duration > maxduration) |
2100 | tmp->duration = maxduration; |
2086 | tmp->duration = maxduration; |
2101 | |
2087 | |
2102 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2088 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2103 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2089 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2090 | |
2104 | SET_FLAG (op, FLAG_CONFUSED); |
2091 | SET_FLAG (op, FLAG_CONFUSED); |
2105 | } |
2092 | } |
2106 | |
2093 | |
2107 | void |
2094 | void |
2108 | blind_player (object *op, object *hitter, int dam) |
2095 | blind_player (object *op, object *hitter, int dam) |
… | |
… | |
2174 | op->speed_left = (float) -(FABS (op->speed) * max); |
2161 | op->speed_left = (float) -(FABS (op->speed) * max); |
2175 | |
2162 | |
2176 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2163 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2177 | } |
2164 | } |
2178 | |
2165 | |
2179 | |
|
|
2180 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2166 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2181 | * the computed damaged. |
2167 | * the computed damaged. |
2182 | */ |
2168 | */ |
2183 | void |
2169 | void |
2184 | deathstrike_player (object *op, object *hitter, int *dam) |
2170 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2192 | ** field of the deathstriking object */ |
2178 | ** field of the deathstriking object */ |
2193 | |
2179 | |
2194 | int atk_lev, def_lev, kill_lev; |
2180 | int atk_lev, def_lev, kill_lev; |
2195 | |
2181 | |
2196 | if (hitter->slaying) |
2182 | if (hitter->slaying) |
2197 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
2183 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) |
2198 | return; |
2184 | return; |
2199 | |
2185 | |
2200 | def_lev = op->level; |
2186 | def_lev = op->level; |
2201 | if (def_lev < 1) |
2187 | if (def_lev < 1) |
2202 | { |
2188 | { |
2203 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2189 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); |
2204 | def_lev = 1; |
2190 | def_lev = 1; |
2205 | } |
2191 | } |
|
|
2192 | |
2206 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2193 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2207 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2194 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2208 | atk_lev, def_lev); */ |
2195 | atk_lev, def_lev); */ |
2209 | |
2196 | |
2210 | if (atk_lev >= def_lev) |
2197 | if (atk_lev >= def_lev) |
… | |
… | |
2225 | */ |
2212 | */ |
2226 | *dam *= kill_lev / def_lev; |
2213 | *dam *= kill_lev / def_lev; |
2227 | } |
2214 | } |
2228 | } |
2215 | } |
2229 | else |
2216 | else |
2230 | { |
|
|
2231 | *dam = 0; /* no harm done */ |
2217 | *dam = 0; /* no harm done */ |
2232 | } |
|
|
2233 | } |
2218 | } |
2234 | |
2219 | |
2235 | /* thrown_item_effect() - handles any special effects of thrown |
2220 | /* thrown_item_effect() - handles any special effects of thrown |
2236 | * items (like attacking living creatures--a potion thrown at a |
2221 | * items (like attacking living creatures--a potion thrown at a |
2237 | * monster). |
2222 | * monster). |
… | |
… | |
2266 | } |
2251 | } |
2267 | } |
2252 | } |
2268 | } |
2253 | } |
2269 | |
2254 | |
2270 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2255 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2271 | |
|
|
2272 | int |
2256 | int |
2273 | adj_attackroll (object *hitter, object *target) |
2257 | adj_attackroll (object *hitter, object *target) |
2274 | { |
2258 | { |
2275 | object *attacker = hitter; |
2259 | object *attacker = hitter; |
2276 | int adjust = 0; |
2260 | int adjust = 0; |
… | |
… | |
2341 | #endif |
2325 | #endif |
2342 | |
2326 | |
2343 | return adjust; |
2327 | return adjust; |
2344 | } |
2328 | } |
2345 | |
2329 | |
2346 | |
|
|
2347 | /* determine if the object is an 'aimed' missile */ |
2330 | /* determine if the object is an 'aimed' missile */ |
2348 | int |
2331 | int |
2349 | is_aimed_missile (object *op) |
2332 | is_aimed_missile (object *op) |
2350 | { |
2333 | { |
2351 | |
2334 | |
2352 | /* I broke what used to be one big if into a few nested |
2335 | /* I broke what used to be one big if into a few nested |
2353 | * ones so that figuring out the logic is at least possible. |
2336 | * ones so that figuring out the logic is at least possible. |
2354 | */ |
2337 | */ |
2355 | if (op && (op->move_type & MOVE_FLYING)) |
2338 | if (op && (op->move_type & MOVE_FLYING)) |
2356 | { |
|
|
2357 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2339 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2358 | return 1; |
2340 | return 1; |
2359 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2341 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2360 | return 1; |
2342 | return 1; |
2361 | } |
2343 | |
2362 | return 0; |
2344 | return 0; |
2363 | } |
2345 | } |