1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
* |
8 |
* Deliantra is free software: you can redistribute it and/or modify it under |
9 |
* the terms of the Affero GNU General Public License as published by the |
10 |
* Free Software Foundation, either version 3 of the License, or (at your |
11 |
* option) any later version. |
12 |
* |
13 |
* This program is distributed in the hope that it will be useful, |
14 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
* GNU General Public License for more details. |
17 |
* |
18 |
* You should have received a copy of the Affero GNU General Public License |
19 |
* and the GNU General Public License along with this program. If not, see |
20 |
* <http://www.gnu.org/licenses/>. |
21 |
* |
22 |
* The authors can be reached via e-mail to <support@deliantra.net> |
23 |
*/ |
24 |
|
25 |
#include <assert.h> |
26 |
#include <global.h> |
27 |
#include <living.h> |
28 |
#include <material.h> |
29 |
#include <skills.h> |
30 |
#include <sounds.h> |
31 |
#include <sproto.h> |
32 |
|
33 |
typedef struct att_msg_str |
34 |
{ |
35 |
char *msg1; |
36 |
char *msg2; |
37 |
} att_msg; |
38 |
|
39 |
/*#define ATTACK_DEBUG*/ |
40 |
|
41 |
/* did_make_save_item just checks to make sure the item actually |
42 |
* made its saving throw based on the tables. It does not take |
43 |
* any further action (like destroying the item). |
44 |
*/ |
45 |
static int |
46 |
did_make_save_item (object *op, int type, object *originator) |
47 |
{ |
48 |
int i, roll, saves = 0, attacks = 0, number; |
49 |
materialtype_t *mt = op->material; |
50 |
|
51 |
roll = rndm (1, 20); |
52 |
|
53 |
/* the attacktypes have no meaning for object saves |
54 |
* If the type is only magic, don't adjust type - basically, if |
55 |
* pure magic is hitting an object, it should save. However, if it |
56 |
* is magic teamed with something else, then strip out the |
57 |
* magic type, and instead let the fire, cold, or whatever component |
58 |
* destroy the item. Otherwise, you get the case of poisoncloud |
59 |
* destroying objects because it has magic attacktype. |
60 |
*/ |
61 |
if (type != AT_MAGIC) |
62 |
type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
63 |
AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
64 |
AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
65 |
|
66 |
if (type == 0) return TRUE; |
67 |
|
68 |
if (roll == 20) return TRUE; |
69 |
if (roll == 1) return FALSE; |
70 |
|
71 |
for (number = 0; number < NROFATTACKS; number++) |
72 |
{ |
73 |
i = 1 << number; |
74 |
|
75 |
if (!(i & type)) |
76 |
continue; |
77 |
|
78 |
attacks++; |
79 |
if (op->resist[number] == 100) |
80 |
saves++; |
81 |
else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
82 |
saves++; |
83 |
else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
84 |
saves++; |
85 |
} |
86 |
|
87 |
if (saves == attacks || attacks == 0) |
88 |
return TRUE; |
89 |
|
90 |
if (saves == 0 || (rndm (1, attacks) > saves)) |
91 |
return FALSE; |
92 |
|
93 |
return TRUE; |
94 |
} |
95 |
|
96 |
/* cancels object *op. Cancellation basically means an object loses |
97 |
* its magical benefits. |
98 |
*/ |
99 |
void |
100 |
cancellation (object *op) |
101 |
{ |
102 |
if (op->invisible) |
103 |
return; |
104 |
|
105 |
if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
106 |
{ |
107 |
/* Recurse through the inventory */ |
108 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
109 |
if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
110 |
cancellation (tmp); |
111 |
} |
112 |
else if (fabs (op->magic) <= rndm (0, 5)) |
113 |
{ |
114 |
/* Nullify this object. This code could probably be more complete */ |
115 |
/* in what abilities it should cancel */ |
116 |
op->magic = 0; |
117 |
|
118 |
CLEAR_FLAG (op, FLAG_DAMNED); |
119 |
CLEAR_FLAG (op, FLAG_CURSED); |
120 |
CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
121 |
CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
122 |
|
123 |
if (object *pl = op->visible_to ()) |
124 |
esrv_update_item (UPD_FLAGS, pl, op); |
125 |
} |
126 |
} |
127 |
|
128 |
/* This function calls did_make_save_item. It then performs the |
129 |
* appropriate actions to the item (such as burning the item up, |
130 |
* calling cancellation, etc.) |
131 |
*/ |
132 |
void |
133 |
save_throw_object (object *op, int type, object *originator) |
134 |
{ |
135 |
if (!did_make_save_item (op, type, originator)) |
136 |
{ |
137 |
object *env = op->env; |
138 |
int x = op->x, y = op->y; |
139 |
maptile *m = op->map; |
140 |
|
141 |
op = stop_item (op); |
142 |
if (!op) |
143 |
return; |
144 |
|
145 |
/* Hacked the following so that type LIGHTER will work. |
146 |
* Also, objects which are potential "lights" that are hit by |
147 |
* flame/elect attacks will be set to glow. "lights" are any |
148 |
* object with +/- glow_radius and an "other_arch" to change to. |
149 |
* (and please note that we cant fail our save and reach this |
150 |
* function if the object doesnt contain a material that can burn. |
151 |
* So forget lighting magical swords on fire with this!) -b.t. |
152 |
*/ |
153 |
if (type & (AT_FIRE | AT_ELECTRICITY) |
154 |
&& (QUERY_FLAG (op, FLAG_IS_LIGHTABLE) |
155 |
|| op->type == LAMP |
156 |
|| op->type == TORCH |
157 |
)) |
158 |
{ |
159 |
switch (op->type) |
160 |
{ |
161 |
case LAMP: |
162 |
case TORCH: |
163 |
// turn on a lamp |
164 |
apply_lamp (op, true); |
165 |
break; |
166 |
|
167 |
default: |
168 |
// for instance icecubes: |
169 |
if (op->other_arch) |
170 |
{ |
171 |
const char *arch = op->other_arch->archname; |
172 |
|
173 |
if (op->decrease ()) |
174 |
fix_stopped_item (op, m, originator); |
175 |
|
176 |
if ((op = archetype::get (arch))) |
177 |
{ |
178 |
if (env) |
179 |
env->insert (op); |
180 |
else |
181 |
m->insert (op, x, y, originator); |
182 |
} |
183 |
} |
184 |
} |
185 |
return; |
186 |
} |
187 |
|
188 |
if (type & AT_CANCELLATION) |
189 |
{ /* Cancellation. */ |
190 |
cancellation (op); |
191 |
fix_stopped_item (op, m, originator); |
192 |
return; |
193 |
} |
194 |
|
195 |
if (op->nrof > 1) |
196 |
{ |
197 |
if (op->decrease (rndm (0, op->nrof - 1))) |
198 |
fix_stopped_item (op, m, originator); |
199 |
} |
200 |
else |
201 |
{ |
202 |
// drop everything to the ground, if possible |
203 |
op->insert_at (originator); |
204 |
op->drop_and_destroy (); |
205 |
} |
206 |
|
207 |
if (type & (AT_FIRE | AT_ELECTRICITY)) |
208 |
if (env) |
209 |
{ |
210 |
op = archetype::get (shstr_burnout); |
211 |
op->x = env->x, op->y = env->y; |
212 |
env->insert (op); |
213 |
} |
214 |
else |
215 |
replace_insert_ob_in_map (shstr_burnout, originator); |
216 |
|
217 |
return; |
218 |
} |
219 |
|
220 |
/* The value of 50 is arbitrary. */ |
221 |
if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) |
222 |
{ |
223 |
archetype *at = archetype::find (shstr_icecube); |
224 |
|
225 |
if (at == NULL) |
226 |
return; |
227 |
|
228 |
op = stop_item (op); |
229 |
if (op == NULL) |
230 |
return; |
231 |
|
232 |
object *tmp = present_arch (at, op->map, op->x, op->y); |
233 |
if (!tmp) |
234 |
{ |
235 |
tmp = arch_to_object (at); |
236 |
tmp->x = op->x, tmp->y = op->y; |
237 |
/* This was in the old (pre new movement code) - |
238 |
* icecubes have slow_move set to 1 - don't want |
239 |
* that for ones we create. |
240 |
*/ |
241 |
tmp->move_slow_penalty = 0; |
242 |
tmp->move_slow = 0; |
243 |
insert_ob_in_map (tmp, op->map, originator, 0); |
244 |
} |
245 |
|
246 |
tmp->insert (op); |
247 |
return; |
248 |
} |
249 |
} |
250 |
|
251 |
/* Object op is hitting the map. |
252 |
* op is going in direction 'dir' |
253 |
* type is the attacktype of the object. |
254 |
* full_hit is set if monster area does not matter. |
255 |
* returns 1 if it hits something, 0 otherwise. |
256 |
*/ |
257 |
int |
258 |
hit_map (object *op, int dir, int type, int full_hit) |
259 |
{ |
260 |
maptile *map; |
261 |
sint16 x, y; |
262 |
int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
263 |
|
264 |
if (QUERY_FLAG (op, FLAG_FREED)) |
265 |
{ |
266 |
LOG (llevError, "BUG: hit_map(): free object\n"); |
267 |
return 0; |
268 |
} |
269 |
|
270 |
if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
271 |
{ |
272 |
LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
273 |
return 0; |
274 |
} |
275 |
|
276 |
if (!op->map) |
277 |
{ |
278 |
LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name); |
279 |
return 0; |
280 |
} |
281 |
|
282 |
if (op->head) |
283 |
op = op->head; |
284 |
|
285 |
mapxy pos (op); |
286 |
pos.move (dir); |
287 |
|
288 |
if (!pos.normalise ()) |
289 |
return 0; |
290 |
|
291 |
// elmex: a safe map tile can't be hit! |
292 |
// this should prevent most harmful effects on items and players there. |
293 |
mapspace &ms = pos.ms (); |
294 |
|
295 |
if (ms.flags () & P_SAFE) |
296 |
return 0; |
297 |
|
298 |
/* peterm: a few special cases for special attacktypes --counterspell |
299 |
* must be out here because it strikes things which are not alive |
300 |
*/ |
301 |
if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
302 |
{ |
303 |
if (type & AT_COUNTERSPELL) |
304 |
{ |
305 |
counterspell (op, dir); /* see spell_effect.c */ |
306 |
|
307 |
/* If the only attacktype is counterspell or magic, don't need |
308 |
* to do any further processing. |
309 |
*/ |
310 |
if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
311 |
return 0; |
312 |
|
313 |
type &= ~AT_COUNTERSPELL; |
314 |
} |
315 |
|
316 |
if (type & AT_CHAOS) |
317 |
{ |
318 |
shuffle_attack (op, 1); /* flag tells it to change the face */ |
319 |
update_object (op, UP_OBJ_FACE); |
320 |
type &= ~AT_CHAOS; |
321 |
} |
322 |
} |
323 |
|
324 |
/* There may still be objects that were above 'next', but there is no |
325 |
* simple way to find out short of copying all object references and |
326 |
* tags into a temporary array before we start processing the first |
327 |
* object. That's why we just abort on destroy. |
328 |
* |
329 |
* This happens whenever attack spells (like fire) hit a pile |
330 |
* of objects. This is not a bug - nor an error. |
331 |
*/ |
332 |
for (object *next = ms.bot; next && !next->destroyed (); ) |
333 |
{ |
334 |
object *tmp = next; |
335 |
next = tmp->above; |
336 |
|
337 |
/* Something could have happened to 'tmp' while 'tmp->below' was processed. |
338 |
* For example, 'tmp' was put in an icecube. |
339 |
* This is one of the few cases where on_same_map should not be used. |
340 |
*/ |
341 |
if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
342 |
continue; |
343 |
|
344 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
345 |
{ |
346 |
hit_player (tmp, op->stats.dam, op, type, full_hit); |
347 |
retflag |= 1; |
348 |
|
349 |
if (op->destroyed ()) |
350 |
break; |
351 |
} |
352 |
/* Here we are potentially destroying an object. If the object has |
353 |
* NO_PASS set, it is also immune - you can't destroy walls. Note |
354 |
* that weak walls have is_alive set, which prevent objects from |
355 |
* passing over/through them. We don't care what type of movement |
356 |
* the wall blocks - if it blocks any type of movement, can't be |
357 |
* destroyed right now. |
358 |
*/ |
359 |
else if (op->stats.dam > 0 && !tmp->move_block) |
360 |
{ |
361 |
save_throw_object (tmp, type, op); |
362 |
|
363 |
if (op->destroyed ()) |
364 |
break; |
365 |
} |
366 |
} |
367 |
|
368 |
return 0; |
369 |
} |
370 |
|
371 |
static void |
372 |
attack_message (int dam, int type, object *op, object *hitter) |
373 |
{ |
374 |
char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
375 |
int i, found = 0; |
376 |
maptile *map; |
377 |
object *next, *tmp; |
378 |
|
379 |
/* put in a few special messages for some of the common attacktypes |
380 |
* a player might have. For example, fire, electric, cold, etc |
381 |
* [garbled 20010919] |
382 |
*/ |
383 |
if (dam == 9998 && op->type == DOOR) |
384 |
{ |
385 |
sprintf (buf1, "unlock %s", &op->name); |
386 |
sprintf (buf2, " unlocks"); |
387 |
found++; |
388 |
} |
389 |
else if (dam < 0) |
390 |
{ |
391 |
sprintf (buf1, "hit %s", &op->name); |
392 |
sprintf (buf2, " hits"); |
393 |
found++; |
394 |
} |
395 |
else if (dam == 0) |
396 |
{ |
397 |
sprintf (buf1, "missed %s", &op->name); |
398 |
sprintf (buf2, " misses"); |
399 |
found++; |
400 |
} |
401 |
else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
402 |
hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
403 |
{ |
404 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
405 |
if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
406 |
{ |
407 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
408 |
strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
409 |
found++; |
410 |
break; |
411 |
} |
412 |
} |
413 |
else if (op->type == DOOR && !found) |
414 |
{ |
415 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++) |
416 |
if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1) |
417 |
{ |
418 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2); |
419 |
strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
420 |
found++; |
421 |
break; |
422 |
} |
423 |
} |
424 |
else if (hitter->type == PLAYER && op->is_alive ()) |
425 |
{ |
426 |
if (USING_SKILL (hitter, SK_KARATE)) |
427 |
{ |
428 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
429 |
if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
430 |
{ |
431 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2); |
432 |
strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
433 |
found++; |
434 |
break; |
435 |
} |
436 |
} |
437 |
else if (USING_SKILL (hitter, SK_CLAWING)) |
438 |
{ |
439 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++) |
440 |
if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1) |
441 |
{ |
442 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2); |
443 |
strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
444 |
found++; |
445 |
break; |
446 |
} |
447 |
} |
448 |
else if (USING_SKILL (hitter, SK_PUNCHING)) |
449 |
{ |
450 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++) |
451 |
if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1) |
452 |
{ |
453 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2); |
454 |
strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
455 |
found++; |
456 |
break; |
457 |
} |
458 |
} |
459 |
} |
460 |
|
461 |
if (found) |
462 |
{ |
463 |
/* done */ |
464 |
} |
465 |
else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
466 |
{ |
467 |
sprintf (buf1, "hit"); /* just in case */ |
468 |
for (i = 0; i < MAXATTACKMESS; i++) |
469 |
if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
470 |
{ |
471 |
strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
472 |
found++; |
473 |
break; |
474 |
} |
475 |
} |
476 |
else if (type & AT_DRAIN && op->is_alive ()) |
477 |
{ |
478 |
/* drain is first, because some items have multiple attypes */ |
479 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
480 |
if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
481 |
{ |
482 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2); |
483 |
strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
484 |
found++; |
485 |
break; |
486 |
} |
487 |
} |
488 |
else if (type & AT_ELECTRICITY && op->is_alive ()) |
489 |
{ |
490 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
491 |
if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
492 |
{ |
493 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
494 |
strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
495 |
found++; |
496 |
break; |
497 |
} |
498 |
} |
499 |
else if (type & AT_COLD && op->is_alive ()) |
500 |
{ |
501 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
502 |
if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
503 |
{ |
504 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
505 |
strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
506 |
found++; |
507 |
break; |
508 |
} |
509 |
} |
510 |
else if (type & AT_FIRE) |
511 |
{ |
512 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++) |
513 |
if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1) |
514 |
{ |
515 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2); |
516 |
strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
517 |
found++; |
518 |
break; |
519 |
} |
520 |
} |
521 |
else if (hitter->current_weapon) |
522 |
{ |
523 |
int mtype; |
524 |
|
525 |
switch (hitter->current_weapon->weapontype) |
526 |
{ |
527 |
case WEAP_HIT: |
528 |
mtype = ATM_BASIC; |
529 |
break; |
530 |
case WEAP_SLASH: |
531 |
mtype = ATM_SLASH; |
532 |
break; |
533 |
case WEAP_PIERCE: |
534 |
mtype = ATM_PIERCE; |
535 |
break; |
536 |
case WEAP_CLEAVE: |
537 |
mtype = ATM_CLEAVE; |
538 |
break; |
539 |
case WEAP_SLICE: |
540 |
mtype = ATM_SLICE; |
541 |
break; |
542 |
case WEAP_STAB: |
543 |
mtype = ATM_STAB; |
544 |
break; |
545 |
case WEAP_WHIP: |
546 |
mtype = ATM_WHIP; |
547 |
break; |
548 |
case WEAP_CRUSH: |
549 |
mtype = ATM_CRUSH; |
550 |
break; |
551 |
case WEAP_BLUD: |
552 |
mtype = ATM_BLUD; |
553 |
break; |
554 |
default: |
555 |
mtype = ATM_BASIC; |
556 |
break; |
557 |
} |
558 |
|
559 |
for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
560 |
if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
561 |
{ |
562 |
sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
563 |
strcpy (buf2, attack_mess[mtype][i].buf3); |
564 |
found++; |
565 |
break; |
566 |
} |
567 |
} |
568 |
else |
569 |
{ |
570 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++) |
571 |
if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1) |
572 |
{ |
573 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2); |
574 |
strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
575 |
found++; |
576 |
break; |
577 |
} |
578 |
} |
579 |
|
580 |
if (!found) |
581 |
{ |
582 |
strcpy (buf1, "hit"); |
583 |
strcpy (buf2, " hits"); |
584 |
} |
585 |
|
586 |
/* bail out if a monster is casting spells */ |
587 |
if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
588 |
return; |
589 |
|
590 |
/* scale down magic considerably. */ |
591 |
if (type & AT_MAGIC && rndm (0, 5)) |
592 |
return; |
593 |
|
594 |
/* Did a player hurt another player? Inform both! */ |
595 |
if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
596 |
{ |
597 |
if (hitter->owner != NULL) |
598 |
sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
599 |
else |
600 |
{ |
601 |
sprintf (buf, "%s%s you.", &hitter->name, buf2); |
602 |
|
603 |
if (dam != 0) |
604 |
{ |
605 |
if (dam < 10) |
606 |
op->contr->play_sound (sound_find ("player_is_hit1")); |
607 |
else if (dam < 20) |
608 |
op->contr->play_sound (sound_find ("player_is_hit2")); |
609 |
else |
610 |
op->contr->play_sound (sound_find ("player_is_hit3")); |
611 |
} |
612 |
} |
613 |
|
614 |
new_draw_info (NDI_BLACK, 0, op, buf); |
615 |
} /* end of player hitting player */ |
616 |
|
617 |
if (hitter->type == PLAYER) |
618 |
{ |
619 |
sprintf (buf, "You %s.", buf1); |
620 |
|
621 |
if (dam != 0) |
622 |
{ |
623 |
if (dam < 10) |
624 |
op->play_sound (sound_find ("player_hits1")); |
625 |
else if (dam < 20) |
626 |
op->play_sound (sound_find ("player_hits2")); |
627 |
else |
628 |
op->play_sound (sound_find ("player_hits3")); |
629 |
} |
630 |
|
631 |
new_draw_info (NDI_BLACK, 0, hitter, buf); |
632 |
} |
633 |
else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
634 |
{ |
635 |
/* look for stacked spells and start reducing the message chances */ |
636 |
if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
637 |
{ |
638 |
i = 4; |
639 |
map = hitter->map; |
640 |
if (out_of_map (map, hitter->x, hitter->y)) |
641 |
return; |
642 |
|
643 |
next = GET_MAP_OB (map, hitter->x, hitter->y); |
644 |
if (next) |
645 |
while (next) |
646 |
{ |
647 |
if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
648 |
i *= 3; |
649 |
|
650 |
tmp = next; |
651 |
next = tmp->above; |
652 |
} |
653 |
|
654 |
if (i < 0) |
655 |
return; |
656 |
|
657 |
if (rndm (0, i) != 0) |
658 |
return; |
659 |
} |
660 |
else if (rndm (0, 5) != 0) |
661 |
return; |
662 |
|
663 |
sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
664 |
op->play_sound (sound_find ("player_hits4")); |
665 |
new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
666 |
} |
667 |
} |
668 |
|
669 |
static int |
670 |
get_attack_mode (object **target, object **hitter, int *simple_attack) |
671 |
{ |
672 |
if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
673 |
{ |
674 |
LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
675 |
return 1; |
676 |
} |
677 |
|
678 |
*target = (*target)->head_ (); |
679 |
*hitter = (*hitter)->head_ (); |
680 |
|
681 |
if ((*target)->type == LOCKED_DOOR) |
682 |
return 1; // locked doors cannot be hit |
683 |
|
684 |
if ((*hitter)->env || (*target)->env) |
685 |
{ |
686 |
*simple_attack = 1; |
687 |
return 0; |
688 |
} |
689 |
|
690 |
if (QUERY_FLAG (*target, FLAG_REMOVED) |
691 |
|| QUERY_FLAG (*hitter, FLAG_REMOVED) |
692 |
|| !(*hitter)->map |
693 |
|| !on_same_map (*hitter, *target)) |
694 |
{ |
695 |
LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
696 |
(*hitter)->debug_desc (), (*target)->debug_desc ()); |
697 |
return 1; |
698 |
} |
699 |
|
700 |
*simple_attack = 0; |
701 |
return 0; |
702 |
} |
703 |
|
704 |
static int |
705 |
abort_attack (object *target, object *hitter, int simple_attack) |
706 |
{ |
707 |
/* Check if target and hitter are still in a relation similar to the one |
708 |
* determined by get_attack_mode(). Returns true if the relation has changed. |
709 |
*/ |
710 |
int new_mode; |
711 |
|
712 |
if (hitter->env == target || target->env == hitter) |
713 |
new_mode = 1; |
714 |
else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) |
715 |
|| hitter->map == NULL || !on_same_map (hitter, target)) |
716 |
return 1; |
717 |
else |
718 |
new_mode = 0; |
719 |
|
720 |
return new_mode != simple_attack; |
721 |
} |
722 |
|
723 |
/* thrown_item_effect() - handles any special effects of thrown |
724 |
* items (like attacking living creatures--a potion thrown at a |
725 |
* monster). |
726 |
*/ |
727 |
static void |
728 |
thrown_item_effect (object *hitter, object *victim) |
729 |
{ |
730 |
if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
731 |
{ |
732 |
/* May not need a switch for just 2 types, but this makes it |
733 |
* easier for expansion. |
734 |
*/ |
735 |
switch (hitter->type) |
736 |
{ |
737 |
case POTION: |
738 |
/* should player get a save throw instead of checking magic protection? */ |
739 |
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
740 |
(void) apply_potion (victim, hitter); |
741 |
break; |
742 |
|
743 |
case POISON: /* poison drinks */ |
744 |
/* As with potions, should monster get a save? */ |
745 |
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
746 |
apply_poison (victim, hitter); |
747 |
break; |
748 |
|
749 |
/* Removed case statements that did nothing. |
750 |
* food may be poisonous, but monster must be willing to eat it, |
751 |
* so we don't handle it here. |
752 |
* Containers should perhaps break open, but that code was disabled. |
753 |
*/ |
754 |
} |
755 |
} |
756 |
} |
757 |
|
758 |
/* determine if the object is an 'aimed' missile */ |
759 |
static int |
760 |
is_aimed_missile (object *op) |
761 |
{ |
762 |
|
763 |
/* I broke what used to be one big if into a few nested |
764 |
* ones so that figuring out the logic is at least possible. |
765 |
*/ |
766 |
if (op && (op->move_type & MOVE_FLYING)) |
767 |
if (op->type == ARROW || op->type == THROWN_OBJ) |
768 |
return 1; |
769 |
else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
770 |
return 1; |
771 |
|
772 |
return 0; |
773 |
} |
774 |
/* adj_attackroll() - adjustments to attacks by various conditions */ |
775 |
static int |
776 |
adj_attackroll (object *hitter, object *target) |
777 |
{ |
778 |
object *attacker = hitter; |
779 |
int adjust = 0; |
780 |
|
781 |
/* safety */ |
782 |
if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
783 |
{ |
784 |
LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
785 |
return 0; |
786 |
} |
787 |
|
788 |
/* aimed missiles use the owning object's sight */ |
789 |
if (is_aimed_missile (hitter)) |
790 |
{ |
791 |
if ((attacker = hitter->owner) == NULL) |
792 |
attacker = hitter; |
793 |
/* A player who saves but hasn't quit still could have objects |
794 |
* owned by him - need to handle that case to avoid crashes. |
795 |
*/ |
796 |
if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
797 |
attacker = hitter; |
798 |
} |
799 |
else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
800 |
return 0; |
801 |
|
802 |
/* determine the condtions under which we make an attack. |
803 |
* Add more cases, as the need occurs. */ |
804 |
|
805 |
if (!can_see_enemy (attacker, target)) |
806 |
{ |
807 |
/* target is unseen */ |
808 |
if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
809 |
adjust -= 10; |
810 |
/* dark map penalty for the hitter (lacks infravision if we got here). */ |
811 |
else if (!stand_in_light (target)) |
812 |
adjust -= target->map->darklevel (); |
813 |
} |
814 |
|
815 |
if (QUERY_FLAG (attacker, FLAG_SCARED)) |
816 |
adjust -= 3; |
817 |
|
818 |
if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
819 |
adjust += 1; |
820 |
|
821 |
if (QUERY_FLAG (target, FLAG_SCARED)) |
822 |
adjust += 1; |
823 |
|
824 |
if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
825 |
adjust -= 3; |
826 |
|
827 |
/* if we attack at a different 'altitude' its harder */ |
828 |
if ((attacker->move_type & target->move_type) == 0) |
829 |
adjust -= 2; |
830 |
|
831 |
#if 0 |
832 |
/* slower attacks are less likely to succeed. We should use a |
833 |
* comparison between attacker/target speeds BUT, players have |
834 |
* a generally faster speed, so this will wind up being a HUGE |
835 |
* disadantage for the monsters! Too bad, because missiles which |
836 |
* fly fast should have a better chance of hitting a slower target. |
837 |
*/ |
838 |
if (hitter->speed < target->speed) |
839 |
adjust += ((float) hitter->speed - target->speed); |
840 |
#endif |
841 |
|
842 |
#if 0 |
843 |
LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
844 |
#endif |
845 |
|
846 |
return adjust; |
847 |
} |
848 |
|
849 |
static int |
850 |
attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
851 |
{ |
852 |
int simple_attack, roll, dam = 0; |
853 |
uint32 type; |
854 |
shstr op_name; |
855 |
|
856 |
if (get_attack_mode (&op, &hitter, &simple_attack)) |
857 |
goto error; |
858 |
|
859 |
if (hitter->current_weapon) |
860 |
if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
861 |
return RESULT_INT (0); |
862 |
|
863 |
if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
864 |
return RESULT_INT (0); |
865 |
|
866 |
/* |
867 |
* A little check to make it more difficult to dance forward and back |
868 |
* to avoid ever being hit by monsters. |
869 |
*/ |
870 |
if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
871 |
{ |
872 |
/* Decrease speed BEFORE calling process_object. Otherwise, an |
873 |
* infinite loop occurs, with process_object calling move_monster, |
874 |
* which then gets here again. By decreasing the speed before |
875 |
* we call process_object, the 'if' statement above will fail. |
876 |
*/ |
877 |
--op->speed_left; |
878 |
process_object (op); |
879 |
|
880 |
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
881 |
goto error; |
882 |
} |
883 |
|
884 |
op_name = op->name; |
885 |
|
886 |
roll = random_roll (1, 20, hitter, PREFER_HIGH); |
887 |
|
888 |
/* Adjust roll for various situations. */ |
889 |
if (!simple_attack) |
890 |
roll += adj_attackroll (hitter, op); |
891 |
|
892 |
/* See if we hit the creature */ |
893 |
if (roll == 20 || op->stats.ac >= base_wc - roll) |
894 |
{ |
895 |
int hitdam = base_dam; |
896 |
|
897 |
if (!simple_attack) |
898 |
{ |
899 |
/* If you hit something, the victim should *always* wake up. |
900 |
* Before, invisible hitters could avoid doing this. |
901 |
* -b.t. */ |
902 |
if (QUERY_FLAG (op, FLAG_SLEEP)) |
903 |
CLEAR_FLAG (op, FLAG_SLEEP); |
904 |
|
905 |
/* If the victim can't see the attacker, it may alert others |
906 |
* for help. */ |
907 |
if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
908 |
npc_call_help (op); |
909 |
|
910 |
/* if you were hidden and hit by a creature, you are discovered */ |
911 |
if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
912 |
{ |
913 |
make_visible (op); |
914 |
|
915 |
if (op->type == PLAYER) |
916 |
new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
917 |
} |
918 |
|
919 |
/* thrown items (hitter) will have various effects |
920 |
* when they hit the victim. For things like thrown daggers, |
921 |
* this sets 'hitter' to the actual dagger, and not the |
922 |
* wrapper object. |
923 |
*/ |
924 |
thrown_item_effect (hitter, op); |
925 |
|
926 |
if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
927 |
goto leave; |
928 |
} |
929 |
|
930 |
/* Need to do at least 1 damage, otherwise there is no point |
931 |
* to go further and it will cause FPE's below. |
932 |
*/ |
933 |
if (hitdam <= 0) |
934 |
hitdam = 1; |
935 |
|
936 |
type = hitter->attacktype; |
937 |
|
938 |
/* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
939 |
* Crossfire we have to default the attacktype here to AT_PHYSICAL. |
940 |
* This check is important for the most simple monsters out there in the |
941 |
* game content (maps, archs). For example orcs: They would have |
942 |
* no attacktype at all. |
943 |
* |
944 |
* Some time in the future someone should just go into the game data |
945 |
* and fix every monster out there ;-/ Until then we will kill some |
946 |
* more trees in the african rain forests with this check. |
947 |
*/ |
948 |
if (!type) |
949 |
type = AT_PHYSICAL; |
950 |
|
951 |
/* Handle monsters that hit back */ |
952 |
if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
953 |
{ |
954 |
if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
955 |
new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
956 |
|
957 |
hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
958 |
|
959 |
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
960 |
goto leave; |
961 |
} |
962 |
|
963 |
/* In the new attack code, it should handle multiple attack |
964 |
* types in its area, so remove it from here. |
965 |
*/ |
966 |
dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
967 |
|
968 |
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
969 |
goto leave; |
970 |
} /* end of if hitter hit op */ |
971 |
/* if we missed, dam=0 */ |
972 |
|
973 |
/*attack_message(dam, type, op, hitter); */ |
974 |
|
975 |
goto leave; |
976 |
|
977 |
error: |
978 |
dam = 1; |
979 |
|
980 |
leave: |
981 |
|
982 |
return dam; |
983 |
} |
984 |
|
985 |
int |
986 |
attack_ob (object *op, object *hitter) |
987 |
{ |
988 |
hitter = hitter->head_ (); |
989 |
|
990 |
return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
991 |
} |
992 |
|
993 |
/* op is the arrow, tmp is what is stopping the arrow. |
994 |
* |
995 |
* Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
996 |
*/ |
997 |
static int |
998 |
stick_arrow (object *op, object *tmp) |
999 |
{ |
1000 |
/* If the missile hit a player, we insert it in their inventory. |
1001 |
* However, if the missile is heavy, we don't do so (assume it falls |
1002 |
* to the ground after a hit). What a good value for this is up to |
1003 |
* debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
1004 |
* stick around. |
1005 |
*/ |
1006 |
if (op->weight <= 5000 && tmp->stats.hp >= 0) |
1007 |
{ |
1008 |
tmp->head_ ()->insert (op); |
1009 |
return 1; |
1010 |
} |
1011 |
else |
1012 |
return 0; |
1013 |
} |
1014 |
|
1015 |
/* hit_with_arrow() disassembles the missile, attacks the victim and |
1016 |
* reassembles the missile. |
1017 |
* |
1018 |
* It returns a pointer to the reassembled missile, or NULL if the missile |
1019 |
* isn't available anymore. |
1020 |
*/ |
1021 |
object * |
1022 |
hit_with_arrow (object *op, object *victim) |
1023 |
{ |
1024 |
object *container, *hitter; |
1025 |
int hit_something = 0; |
1026 |
|
1027 |
/* Disassemble missile */ |
1028 |
if (op->inv) |
1029 |
{ |
1030 |
container = op; |
1031 |
hitter = op->inv; |
1032 |
hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
1033 |
/* Note that we now have an empty THROWN_OBJ on the map. Code that |
1034 |
* might be called until this THROWN_OBJ is either reassembled or |
1035 |
* removed at the end of this function must be able to deal with empty |
1036 |
* THROWN_OBJs. */ |
1037 |
} |
1038 |
else |
1039 |
{ |
1040 |
container = 0; |
1041 |
hitter = op; |
1042 |
} |
1043 |
|
1044 |
/* Try to hit victim */ |
1045 |
hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
1046 |
|
1047 |
/* Arrow attacks door, rune of summoning is triggered, demon is put on |
1048 |
* arrow, move_apply() calls this function, arrow sticks in demon, |
1049 |
* attack_ob_simple() returns, and we've got an arrow that still exists |
1050 |
* but is no longer on the map. Ugh. (Beware: Such things can happen at |
1051 |
* other places as well!) |
1052 |
*/ |
1053 |
if (hitter->destroyed () || hitter->env != NULL) |
1054 |
{ |
1055 |
if (container) |
1056 |
container->destroy (); |
1057 |
|
1058 |
return 0; |
1059 |
} |
1060 |
|
1061 |
/* Missile hit victim */ |
1062 |
/* if the speed is > 10, then this is a fast moving arrow, we go straight |
1063 |
* through the target |
1064 |
*/ |
1065 |
if (hit_something && op->speed <= 10.0) |
1066 |
{ |
1067 |
/* Stop arrow */ |
1068 |
if (!container) |
1069 |
{ |
1070 |
hitter = fix_stopped_arrow (hitter); |
1071 |
if (!hitter) |
1072 |
return 0; |
1073 |
} |
1074 |
else |
1075 |
container->destroy (); |
1076 |
|
1077 |
/* Try to stick arrow into victim */ |
1078 |
if (!victim->destroyed () && stick_arrow (hitter, victim)) |
1079 |
return 0; |
1080 |
|
1081 |
/* Else try to put arrow on victim's map square |
1082 |
* remove check for P_WALL here. If the arrow got to this |
1083 |
* space, that is good enough - with the new movement code, |
1084 |
* there is now the potential for lots of spaces where something |
1085 |
* can fly over but not otherwise move over. What is the correct |
1086 |
* way to handle those otherwise? |
1087 |
*/ |
1088 |
if (victim->x != hitter->x || victim->y != hitter->y) |
1089 |
{ |
1090 |
if (victim->destroyed ()) |
1091 |
hitter->destroy (); |
1092 |
else |
1093 |
{ |
1094 |
hitter->remove (); |
1095 |
hitter->x = victim->x; |
1096 |
hitter->y = victim->y; |
1097 |
insert_ob_in_map (hitter, victim->map, hitter, 0); |
1098 |
} |
1099 |
} |
1100 |
else |
1101 |
/* Else leave arrow where it is */ |
1102 |
merge_ob (hitter, NULL); |
1103 |
|
1104 |
return 0; |
1105 |
} |
1106 |
|
1107 |
if (hit_something && op->speed >= 10.0) |
1108 |
op->speed -= 1.0; |
1109 |
|
1110 |
/* Missile missed victim - reassemble missile */ |
1111 |
if (container) |
1112 |
{ |
1113 |
hitter->remove (); |
1114 |
insert_ob_in_ob (hitter, container); |
1115 |
} |
1116 |
|
1117 |
return op; |
1118 |
} |
1119 |
|
1120 |
static void |
1121 |
tear_down_wall (object *op) |
1122 |
{ |
1123 |
if (!op->stats.maxhp) |
1124 |
LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1125 |
else if (!op->has_anim ()) |
1126 |
{ |
1127 |
/* Object has been called - no animations, so remove it */ |
1128 |
if (op->stats.hp < 0) |
1129 |
op->destroy (); |
1130 |
|
1131 |
return; /* no animations, so nothing more to do */ |
1132 |
} |
1133 |
|
1134 |
// we use frames 1..num-2 as intermediate frames, so |
1135 |
// the last frame is used only when hp < 0. |
1136 |
int perc = clamp ( |
1137 |
lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
1138 |
0, op->anim_frames () - 1 |
1139 |
); |
1140 |
|
1141 |
op->set_anim_frame (perc); |
1142 |
update_object (op, UP_OBJ_FACE); |
1143 |
|
1144 |
if (op->stats.hp < 0) |
1145 |
{ /* Reached the last animation */ |
1146 |
if (op->face == blank_face) |
1147 |
/* If the last face is blank, remove the ob */ |
1148 |
op->destroy (); |
1149 |
else |
1150 |
{ /* The last face was not blank, leave an image */ |
1151 |
op->flag [FLAG_BLOCKSVIEW] = false; |
1152 |
update_all_los (op->map, op->x, op->y); |
1153 |
op->move_block = 0; |
1154 |
op->flag [FLAG_ALIVE] = false; |
1155 |
} |
1156 |
} |
1157 |
} |
1158 |
|
1159 |
static void |
1160 |
scare_creature (object *target, object *hitter) |
1161 |
{ |
1162 |
target->flag [FLAG_SCARED] = true; |
1163 |
|
1164 |
if (!target->enemy) |
1165 |
target->enemy = hitter->outer_owner (); |
1166 |
} |
1167 |
|
1168 |
/* GROS: This code comes from hit_player. It has been made external to |
1169 |
* allow script procedures to "kill" objects in a combat-like fashion. |
1170 |
* It was initially used by (kill-object) developed for the Collector's |
1171 |
* Sword. Note that nothing has been changed from the original version |
1172 |
* of the following code. |
1173 |
* op is what is being killed. |
1174 |
* dam is the damage done to it. |
1175 |
* hitter is what is hitting it. |
1176 |
* type is the attacktype. |
1177 |
* |
1178 |
* This function was a bit of a mess with hitter getting changed, |
1179 |
* values being stored away but not used, etc. I've cleaned it up |
1180 |
* a bit - I think it should be functionally equivalant. |
1181 |
* MSW 2002-07-17 |
1182 |
*/ |
1183 |
int |
1184 |
kill_object (object *op, int dam, object *hitter, int type) |
1185 |
{ |
1186 |
char buf[MAX_BUF]; |
1187 |
shstr skill; |
1188 |
int maxdam = 0; |
1189 |
int battleg = 0; /* true if op standing on battleground */ |
1190 |
int pk = 0; /* true if op and what controls hitter are both players */ |
1191 |
object *owner = 0; |
1192 |
object *skop = 0; |
1193 |
|
1194 |
if (op->stats.hp >= 0) |
1195 |
return -1; |
1196 |
|
1197 |
if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1198 |
return 0; |
1199 |
|
1200 |
/* maxdam needs to be the amount of damage it took to kill |
1201 |
* this creature. The function(s) that call us have already |
1202 |
* adjusted the creatures HP total, so that is negative. |
1203 |
*/ |
1204 |
maxdam = dam + op->stats.hp + 1; |
1205 |
|
1206 |
if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1207 |
update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1208 |
|
1209 |
if (op->type == DOOR) |
1210 |
{ |
1211 |
op->set_speed (0.1f); |
1212 |
op->speed_left = -0.05f; |
1213 |
return maxdam; |
1214 |
} |
1215 |
|
1216 |
if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1217 |
{ |
1218 |
op->drop_and_destroy (); |
1219 |
return maxdam; |
1220 |
} |
1221 |
|
1222 |
/* Now lets start dealing with experience we get for killing something */ |
1223 |
|
1224 |
owner = hitter->outer_owner (); |
1225 |
if (!owner) |
1226 |
owner = hitter; |
1227 |
|
1228 |
/* is the victim (op) standing on battleground? */ |
1229 |
if (op_on_battleground (op, NULL, NULL)) |
1230 |
battleg = 1; |
1231 |
|
1232 |
/* is this player killing? */ |
1233 |
if (op->type == PLAYER && owner->type == PLAYER) |
1234 |
pk = 1; |
1235 |
|
1236 |
/* Player killed something */ |
1237 |
if (owner->type == PLAYER) |
1238 |
{ |
1239 |
/* Log players killing other players - makes it easier to detect |
1240 |
* and filter out malicious player killers - that is why the |
1241 |
* ip address is included. |
1242 |
*/ |
1243 |
if (op->type == PLAYER && !battleg) |
1244 |
{ |
1245 |
time_t t = time (NULL); |
1246 |
struct tm *tmv; |
1247 |
char buf[256]; |
1248 |
|
1249 |
tmv = localtime (&t); |
1250 |
strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1251 |
|
1252 |
LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1253 |
} |
1254 |
|
1255 |
/* try to filter some things out - basically, if you are |
1256 |
* killing a level 1 creature and your level 20, you |
1257 |
* probably don't want to see that. |
1258 |
*/ |
1259 |
if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1260 |
{ |
1261 |
if (owner != hitter) |
1262 |
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1263 |
else |
1264 |
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1265 |
|
1266 |
/* Only play sounds for melee kills */ |
1267 |
if (hitter->type == PLAYER) |
1268 |
owner->play_sound (sound_find ("player_kills")); |
1269 |
} |
1270 |
|
1271 |
/* If a player kills another player, not on |
1272 |
* battleground, the "killer" looses 1 luck. Since this is |
1273 |
* not reversible, it's actually quite a pain IMHO. -AV |
1274 |
* Fix bug in that we were changing the luck of the hitter, not |
1275 |
* player that the object belonged to - so if you killed another player |
1276 |
* with spells, pets, whatever, there was no penalty. |
1277 |
* Changed to make luck penalty configurable in settings. |
1278 |
*/ |
1279 |
if (op->type == PLAYER && owner != op && !battleg) |
1280 |
owner->change_luck (-settings.pk_luck_penalty); |
1281 |
|
1282 |
/* This code below deals with finding the appropriate skill |
1283 |
* to credit exp to. This is a bit problematic - we should |
1284 |
* probably never really have to look at current_weapon->skill |
1285 |
*/ |
1286 |
if (hitter->skill && hitter->type != PLAYER) |
1287 |
skill = hitter->skill; |
1288 |
else if (owner->chosen_skill) |
1289 |
{ |
1290 |
skop = owner->chosen_skill; |
1291 |
skill = skop->skill; |
1292 |
} |
1293 |
else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
1294 |
skill = owner->current_weapon->skill; |
1295 |
else |
1296 |
{ |
1297 |
LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" |
1298 |
"op: %s\n" "hitter: %s\n" "owner: %s\n", |
1299 |
owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
1300 |
skill = 0; |
1301 |
} |
1302 |
|
1303 |
/* We have the skill we want to credit to - now find the object this goes |
1304 |
* to. Make sure skop is an actual skill, and not a skill tool! |
1305 |
*/ |
1306 |
skop = owner->contr->find_skill (skill); |
1307 |
} /* Was it a player that hit somethign */ |
1308 |
else |
1309 |
skill = 0; |
1310 |
|
1311 |
/* These may have been set in the player code section above */ |
1312 |
if (!skop) |
1313 |
skop = hitter->chosen_skill; |
1314 |
|
1315 |
if (!skill && skop) |
1316 |
skill = skop->skill; |
1317 |
|
1318 |
/* If you didn't kill yourself, and your not the wizard */ |
1319 |
if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1320 |
{ |
1321 |
int exp; |
1322 |
|
1323 |
/* Really don't give much experience for killing other players */ |
1324 |
// schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1325 |
if (battleg) |
1326 |
{ |
1327 |
if (op->is_player ()) |
1328 |
{ |
1329 |
new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1330 |
new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1331 |
} |
1332 |
|
1333 |
exp = 0; |
1334 |
} |
1335 |
else if (op->is_player ()) |
1336 |
exp = op->stats.exp / 1000; |
1337 |
else |
1338 |
exp = calc_skill_exp (owner, op, skop); |
1339 |
|
1340 |
/* Don't know why this is set this way - doesn't make |
1341 |
* sense to just divide everything by two for no reason. |
1342 |
*/ |
1343 |
|
1344 |
if (!settings.simple_exp) |
1345 |
exp = exp / 2; |
1346 |
|
1347 |
if (owner->type != PLAYER || owner->contr->party == NULL) |
1348 |
change_exp (owner, exp, skill, 0); |
1349 |
else |
1350 |
{ |
1351 |
int shares = 0, count = 0; |
1352 |
partylist *party = owner->contr->party; |
1353 |
|
1354 |
add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1355 |
|
1356 |
for_all_players (pl) |
1357 |
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1358 |
{ |
1359 |
count++; |
1360 |
shares += (pl->ob->level + 4); |
1361 |
} |
1362 |
|
1363 |
if (count == 1 || shares > exp || !shares) |
1364 |
change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1365 |
else |
1366 |
{ |
1367 |
int share = exp / shares, given = 0, nexp; |
1368 |
|
1369 |
for_all_players (pl) |
1370 |
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1371 |
{ |
1372 |
nexp = (pl->ob->level + 4) * share; |
1373 |
change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1374 |
given += nexp; |
1375 |
} |
1376 |
|
1377 |
exp -= given; |
1378 |
/* give any remainder to the player */ |
1379 |
change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1380 |
} |
1381 |
} /* else part of a party */ |
1382 |
} /* end if person didn't kill himself */ |
1383 |
|
1384 |
if (op->type != PLAYER) |
1385 |
{ |
1386 |
if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1387 |
{ |
1388 |
object *owner1 = op->owner; |
1389 |
|
1390 |
if (owner1 && owner1->type == PLAYER) |
1391 |
{ |
1392 |
owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1393 |
/* Maybe we should include the owner that killed this, maybe not */ |
1394 |
new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1395 |
} |
1396 |
|
1397 |
remove_friendly_object (op); |
1398 |
} |
1399 |
|
1400 |
op->drop_and_destroy (); |
1401 |
} |
1402 |
else |
1403 |
/* Player has been killed! */ |
1404 |
op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1405 |
|
1406 |
/* This was return -1 - that doesn't seem correct - if we return -1, process |
1407 |
* continues in the calling function. |
1408 |
*/ |
1409 |
return maxdam; |
1410 |
} |
1411 |
|
1412 |
/* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1413 |
* Returns 0 this is not friendly fire |
1414 |
*/ |
1415 |
int |
1416 |
friendly_fire (object *op, object *hitter) |
1417 |
{ |
1418 |
object *owner; |
1419 |
int friendlyfire; |
1420 |
|
1421 |
if (hitter->head) |
1422 |
hitter = hitter->head; |
1423 |
|
1424 |
friendlyfire = 0; |
1425 |
|
1426 |
if (op->type == PLAYER) |
1427 |
{ |
1428 |
if (op_on_battleground (hitter, 0, 0)) |
1429 |
return 0; |
1430 |
|
1431 |
if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1432 |
return 1; |
1433 |
|
1434 |
if ((owner = hitter->owner) != NULL) |
1435 |
{ |
1436 |
if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1437 |
friendlyfire = 2; |
1438 |
} |
1439 |
|
1440 |
if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1441 |
friendlyfire = 0; |
1442 |
} |
1443 |
|
1444 |
return friendlyfire; |
1445 |
} |
1446 |
|
1447 |
/* This isn't used just for players, but in fact most objects. |
1448 |
* op is the object to be hit, dam is the amount of damage, hitter |
1449 |
* is what is hitting the object, type is the attacktype, and |
1450 |
* full_hit is set if monster area does not matter. |
1451 |
* dam is base damage - protections/vulnerabilities/slaying matches can |
1452 |
* modify it. |
1453 |
*/ |
1454 |
/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1455 |
* which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1456 |
int |
1457 |
hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1458 |
{ |
1459 |
int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1460 |
int maxattacktype, attacknum; |
1461 |
int body_attack = op && op->head; /* Did we hit op's head? */ |
1462 |
int simple_attack; |
1463 |
int rtn_kill = 0; |
1464 |
int friendlyfire; |
1465 |
|
1466 |
if (get_attack_mode (&op, &hitter, &simple_attack)) |
1467 |
return 0; |
1468 |
|
1469 |
/* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1470 |
if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1471 |
return 0; |
1472 |
|
1473 |
// only allow pk for hostile players |
1474 |
if (op->type == PLAYER) |
1475 |
{ |
1476 |
object *owner = hitter->owner; |
1477 |
|
1478 |
if (!owner) |
1479 |
owner = hitter; |
1480 |
|
1481 |
if (owner->type == PLAYER |
1482 |
&& (!op_on_battleground (op, 0, 0) |
1483 |
&& (op->contr->peaceful || owner->contr->peaceful)) |
1484 |
&& op != owner) |
1485 |
return 0; |
1486 |
} |
1487 |
|
1488 |
if (body_attack) |
1489 |
{ |
1490 |
/* slow and paralyze must hit the head. But we don't want to just |
1491 |
* return - we still need to process other attacks the spell still |
1492 |
* might have. So just remove the paralyze and slow attacktypes, |
1493 |
* and keep on processing if we have other attacktypes. |
1494 |
* return if only magic or nothing is left - under normal code |
1495 |
* we don't attack with pure magic if there is another attacktype. |
1496 |
* Only do processing if the initial attacktype includes one of those |
1497 |
* attack so we don't cancel out things like magic bullet. |
1498 |
*/ |
1499 |
if (type & (AT_PARALYZE | AT_SLOW)) |
1500 |
{ |
1501 |
type &= ~(AT_PARALYZE | AT_SLOW); |
1502 |
|
1503 |
if (!type || type == AT_MAGIC) |
1504 |
return 0; |
1505 |
} |
1506 |
} |
1507 |
|
1508 |
if (!simple_attack && op->type == DOOR) |
1509 |
{ |
1510 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1511 |
if (tmp->type == RUNE || tmp->type == TRAP) |
1512 |
{ |
1513 |
spring_trap (tmp, hitter); |
1514 |
|
1515 |
if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1516 |
return 0; |
1517 |
|
1518 |
break; |
1519 |
} |
1520 |
} |
1521 |
|
1522 |
if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1523 |
{ |
1524 |
/* FIXME: If a player is killed by a rune in a door, the |
1525 |
* destroyed() check above doesn't return, and might get here. |
1526 |
*/ |
1527 |
|
1528 |
/* FIXME: This for example happens when a dead door is on a mover and |
1529 |
gets it's speed_left raised on each mover-tick. |
1530 |
Doors are removed in a kinda funny way by giving them speed and speed_left |
1531 |
and waiting for that to run out. |
1532 |
*/ |
1533 |
LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1534 |
return 0; |
1535 |
} |
1536 |
|
1537 |
#ifdef ATTACK_DEBUG |
1538 |
LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1539 |
#endif |
1540 |
|
1541 |
if (magic) |
1542 |
{ |
1543 |
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
1544 |
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
1545 |
dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1546 |
if (dam >= 100) |
1547 |
dam /= 100; |
1548 |
else |
1549 |
dam = (dam > rndm (0, 99)) ? 1 : 0; |
1550 |
} |
1551 |
|
1552 |
/* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1553 |
* If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1554 |
*/ |
1555 |
if (type & AT_CHAOS) |
1556 |
{ |
1557 |
shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
1558 |
update_object (op, UP_OBJ_FACE); |
1559 |
type &= ~AT_CHAOS; |
1560 |
} |
1561 |
|
1562 |
/* Holyword is really an attacktype modifier (like magic is). If |
1563 |
* holyword is part of an attacktype, then make sure the creature is |
1564 |
* a proper match, otherwise no damage. |
1565 |
*/ |
1566 |
if (type & AT_HOLYWORD) |
1567 |
{ |
1568 |
object *god; |
1569 |
|
1570 |
if ((!hitter->slaying |
1571 |
|| (!(op->race && hitter->slaying.contains (op->race)) |
1572 |
&& !(op->name && hitter->slaying.contains (op->name)))) |
1573 |
&& (!QUERY_FLAG (op, FLAG_UNDEAD) |
1574 |
|| (hitter->title |
1575 |
&& (god = find_god (determine_god (hitter))) != NULL |
1576 |
&& god->race.contains (shstr_undead)))) |
1577 |
return 0; |
1578 |
} |
1579 |
|
1580 |
maxattacktype = type; /* initialise this to something */ |
1581 |
for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1582 |
{ |
1583 |
/* Magic isn't really a true attack type - it gets combined with other |
1584 |
* attack types. As such, skip it over. However, if magic is |
1585 |
* the only attacktype in the group, then still attack with it |
1586 |
*/ |
1587 |
if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
1588 |
continue; |
1589 |
|
1590 |
/* Go through and hit the player with each attacktype, one by one. |
1591 |
* hit_player_attacktype only figures out the damage, doesn't inflict |
1592 |
* it. It will do the appropriate action for attacktypes with |
1593 |
* effects (slow, paralization, etc. |
1594 |
*/ |
1595 |
if (type & attacktype) |
1596 |
{ |
1597 |
ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1598 |
/* the >= causes us to prefer messages from special attacks, if |
1599 |
* the damage is equal. |
1600 |
*/ |
1601 |
if (ndam >= maxdam) |
1602 |
{ |
1603 |
maxdam = ndam; |
1604 |
maxattacktype = 1 << attacknum; |
1605 |
} |
1606 |
} |
1607 |
} |
1608 |
|
1609 |
/* if this is friendly fire then do a set % of damage only |
1610 |
* Note - put a check in to make sure this attack is actually |
1611 |
* doing damage - otherwise, the +1 in the code below will make |
1612 |
* an attack do damage before when it otherwise didn't |
1613 |
*/ |
1614 |
friendlyfire = friendly_fire (op, hitter); |
1615 |
if (friendlyfire && maxdam) |
1616 |
{ |
1617 |
maxdam = ((dam * settings.set_friendly_fire) / 100); |
1618 |
|
1619 |
#ifdef ATTACK_DEBUG |
1620 |
LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1621 |
friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1622 |
#endif |
1623 |
} |
1624 |
|
1625 |
if (!full_hit) |
1626 |
{ |
1627 |
int area; |
1628 |
int remainder; |
1629 |
|
1630 |
area = 0; |
1631 |
|
1632 |
for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1633 |
area++; |
1634 |
|
1635 |
assert (area > 0); |
1636 |
|
1637 |
/* basically: maxdam /= area; we try to "simulate" a float |
1638 |
value-effect */ |
1639 |
remainder = 100 * (maxdam % area) / area; |
1640 |
maxdam /= area; |
1641 |
if (rndm (100) < remainder) |
1642 |
maxdam++; |
1643 |
} |
1644 |
|
1645 |
#ifdef ATTACK_DEBUG |
1646 |
LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1647 |
#endif |
1648 |
|
1649 |
// for now, only do this for active objects, otherwise they |
1650 |
// keep a refcount for a long time and I see no usefulness |
1651 |
// for an non-active objetc to know its enemy. |
1652 |
if (op->active) |
1653 |
if (hitter->owner) |
1654 |
op->enemy = hitter->owner; |
1655 |
else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1656 |
op->enemy = hitter; |
1657 |
|
1658 |
if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1659 |
{ |
1660 |
/* The unaggressives look after themselves 8) */ |
1661 |
CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1662 |
npc_call_help (op); |
1663 |
} |
1664 |
|
1665 |
if (magic && did_make_save (op, op->level, 0)) |
1666 |
maxdam = maxdam / 2; |
1667 |
|
1668 |
attack_message (maxdam, maxattacktype, op, hitter); |
1669 |
|
1670 |
op->stats.hp -= maxdam; |
1671 |
|
1672 |
/* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1673 |
if ((op->stats.hp >= 0) && |
1674 |
(QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1675 |
op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
1676 |
{ |
1677 |
|
1678 |
if (QUERY_FLAG (op, FLAG_MONSTER)) |
1679 |
SET_FLAG (op, FLAG_RUN_AWAY); |
1680 |
else |
1681 |
scare_creature (op, hitter); |
1682 |
} |
1683 |
|
1684 |
if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1685 |
{ |
1686 |
if (maxdam) |
1687 |
tear_down_wall (op); |
1688 |
|
1689 |
return maxdam; /* nothing more to do for wall */ |
1690 |
} |
1691 |
|
1692 |
/* See if the creature has been killed */ |
1693 |
rtn_kill = kill_object (op, maxdam, hitter, type); |
1694 |
if (rtn_kill != -1) |
1695 |
return rtn_kill; |
1696 |
|
1697 |
/* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1698 |
* that before if the player was immune to ghosthit, the monster |
1699 |
* remained - that is no longer the case. |
1700 |
*/ |
1701 |
if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1702 |
hitter->drop_and_destroy (); |
1703 |
/* Lets handle creatures that are splitting now */ |
1704 |
else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1705 |
{ |
1706 |
int i; |
1707 |
int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1708 |
int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1709 |
object *owner = op->owner; |
1710 |
|
1711 |
if (!op->other_arch) |
1712 |
{ |
1713 |
LOG (llevError, "SPLITTING without other_arch error.\n"); |
1714 |
return maxdam; |
1715 |
} |
1716 |
|
1717 |
op->remove (); |
1718 |
|
1719 |
for (i = 0; i < op->stats.food; i++) |
1720 |
{ /* This doesn't handle op->more yet */ |
1721 |
object *tmp = arch_to_object (op->other_arch); |
1722 |
int j; |
1723 |
|
1724 |
tmp->stats.hp = op->stats.hp; |
1725 |
|
1726 |
if (friendly) |
1727 |
{ |
1728 |
add_friendly_object (tmp); |
1729 |
tmp->attack_movement = PETMOVE; |
1730 |
|
1731 |
if (owner) |
1732 |
tmp->set_owner (owner); |
1733 |
} |
1734 |
|
1735 |
if (unaggressive) |
1736 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1737 |
|
1738 |
j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1739 |
|
1740 |
if (j == -1) /* No spot to put this monster */ |
1741 |
tmp->destroy (); |
1742 |
else |
1743 |
{ |
1744 |
tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
1745 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
1746 |
} |
1747 |
} |
1748 |
|
1749 |
op->destroy (); |
1750 |
} |
1751 |
else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1752 |
hitter->drop_and_destroy (); |
1753 |
|
1754 |
return maxdam; |
1755 |
} |
1756 |
|
1757 |
static void |
1758 |
poison_player (object *op, object *hitter, int dam) |
1759 |
{ |
1760 |
archetype *at = archetype::find (shstr_poisoning); |
1761 |
object *tmp = present_arch_in_ob (at, op); |
1762 |
|
1763 |
if (tmp == NULL) |
1764 |
{ |
1765 |
if ((tmp = arch_to_object (at)) == NULL) |
1766 |
LOG (llevError, "Failed to clone arch poisoning.\n"); |
1767 |
else |
1768 |
{ |
1769 |
tmp = insert_ob_in_ob (tmp, op); |
1770 |
/* peterm: give poisoning some teeth. It should |
1771 |
* be able to kill things better than it does: |
1772 |
* damage should be dependent something--I choose to |
1773 |
* do this: if it's a monster, the damage from the |
1774 |
* poisoning goes as the level of the monster/2. |
1775 |
* If anything else, goes as damage. |
1776 |
*/ |
1777 |
|
1778 |
if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1779 |
tmp->stats.dam += hitter->level / 2; |
1780 |
else |
1781 |
tmp->stats.dam = dam; |
1782 |
|
1783 |
tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
1784 |
if (hitter->skill && hitter->skill != tmp->skill) |
1785 |
{ |
1786 |
tmp->skill = hitter->skill; |
1787 |
} |
1788 |
|
1789 |
tmp->stats.food += dam; /* more damage, longer poisoning */ |
1790 |
|
1791 |
if (op->type == PLAYER) |
1792 |
{ |
1793 |
/* player looses stats, maximum is -10 of each */ |
1794 |
tmp->stats.Con = max (-(dam / 4 + 1), -10); |
1795 |
tmp->stats.Str = max (-(dam / 3 + 2), -10); |
1796 |
tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
1797 |
tmp->stats.Int = max (-(dam / 7 ), -10); |
1798 |
SET_FLAG (tmp, FLAG_APPLIED); |
1799 |
op->update_stats (); |
1800 |
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
1801 |
op->play_sound (tmp->sound); |
1802 |
} |
1803 |
|
1804 |
if (hitter->type == PLAYER) |
1805 |
new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
1806 |
else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
1807 |
new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
1808 |
} |
1809 |
|
1810 |
tmp->speed_left = 0; |
1811 |
} |
1812 |
else |
1813 |
tmp->stats.food++; |
1814 |
} |
1815 |
|
1816 |
static void |
1817 |
slow_player (object *op, object *hitter, int dam) |
1818 |
{ |
1819 |
archetype *at = archetype::find (shstr_slowness); |
1820 |
object *tmp; |
1821 |
|
1822 |
if (at == NULL) |
1823 |
LOG (llevError, "Can't find slowness archetype.\n"); |
1824 |
|
1825 |
if ((tmp = present_arch_in_ob (at, op)) == NULL) |
1826 |
{ |
1827 |
tmp = arch_to_object (at); |
1828 |
tmp = insert_ob_in_ob (tmp, op); |
1829 |
new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
1830 |
} |
1831 |
else |
1832 |
tmp->stats.food++; |
1833 |
|
1834 |
SET_FLAG (tmp, FLAG_APPLIED); |
1835 |
tmp->speed_left = 0; |
1836 |
op->update_stats (); |
1837 |
} |
1838 |
|
1839 |
void |
1840 |
confuse_player (object *op, object *hitter, int dam) |
1841 |
{ |
1842 |
object *tmp; |
1843 |
int maxduration; |
1844 |
|
1845 |
tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
1846 |
if (!tmp) |
1847 |
{ |
1848 |
tmp = get_archetype (FORCE_NAME); |
1849 |
tmp = insert_ob_in_ob (tmp, op); |
1850 |
} |
1851 |
|
1852 |
/* Duration added per hit and max. duration of confusion both depend |
1853 |
* on the player's resistance |
1854 |
*/ |
1855 |
tmp->speed = 0.05; |
1856 |
tmp->subtype = FORCE_CONFUSION; |
1857 |
tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1858 |
tmp->name = shstr_confusion; |
1859 |
maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1860 |
|
1861 |
if (tmp->duration > maxduration) |
1862 |
tmp->duration = maxduration; |
1863 |
|
1864 |
if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
1865 |
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
1866 |
|
1867 |
SET_FLAG (op, FLAG_CONFUSED); |
1868 |
} |
1869 |
|
1870 |
void |
1871 |
blind_player (object *op, object *hitter, int dam) |
1872 |
{ |
1873 |
object *tmp, *owner; |
1874 |
|
1875 |
/* Save some work if we know it isn't going to affect the player */ |
1876 |
if (op->resist[ATNR_BLIND] == 100) |
1877 |
return; |
1878 |
|
1879 |
tmp = present_in_ob (BLINDNESS, op); |
1880 |
if (!tmp) |
1881 |
{ |
1882 |
tmp = get_archetype (shstr_blindness); |
1883 |
SET_FLAG (tmp, FLAG_BLIND); |
1884 |
SET_FLAG (tmp, FLAG_APPLIED); |
1885 |
/* use floats so we don't lose too much precision due to rounding errors. |
1886 |
* speed is a float anyways. |
1887 |
*/ |
1888 |
tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
1889 |
|
1890 |
tmp = insert_ob_in_ob (tmp, op); |
1891 |
change_abil (op, tmp); /* Mostly to display any messages */ |
1892 |
op->update_stats (); /* This takes care of some other stuff */ |
1893 |
|
1894 |
if (hitter->owner) |
1895 |
owner = hitter->owner; |
1896 |
else |
1897 |
owner = hitter; |
1898 |
|
1899 |
new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
1900 |
} |
1901 |
tmp->stats.food += dam; |
1902 |
if (tmp->stats.food > 10) |
1903 |
tmp->stats.food = 10; |
1904 |
} |
1905 |
|
1906 |
void |
1907 |
paralyze_player (object *op, object *hitter, int dam) |
1908 |
{ |
1909 |
/* This is strange stuff... someone knows for what this is |
1910 |
* written? Well, i think this can and should be removed |
1911 |
*/ |
1912 |
|
1913 |
/* |
1914 |
if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
1915 |
tmp=clone_arch(PARAIMAGE); |
1916 |
tmp->x=op->x,tmp->y=op->y; |
1917 |
insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
1918 |
} |
1919 |
*/ |
1920 |
|
1921 |
/* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
1922 |
float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; |
1923 |
|
1924 |
op->speed_left -= fabs (op->speed) * effect; |
1925 |
/* tmp->stats.food+=(signed short) effect/op->speed; */ |
1926 |
|
1927 |
/* max number of ticks to be affected for. */ |
1928 |
float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
1929 |
|
1930 |
if (op->speed_left < -(fabs (op->speed) * max)) |
1931 |
op->speed_left = -(fabs (op->speed) * max); |
1932 |
|
1933 |
/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */ |
1934 |
} |
1935 |
|
1936 |
/* Attempts to kill 'op'. hitter is the attack object, dam is |
1937 |
* the computed damaged. |
1938 |
*/ |
1939 |
static void |
1940 |
deathstrike_player (object *op, object *hitter, int *dam) |
1941 |
{ |
1942 |
/* The intention of a death attack is to kill outright things |
1943 |
** that are a lot weaker than the attacker, have a chance of killing |
1944 |
** things somewhat weaker than the caster, and no chance of |
1945 |
** killing something equal or stronger than the attacker. |
1946 |
** Also, if a deathstrike attack has a slaying, any monster |
1947 |
** whose name or race matches a comma-delimited list in the slaying |
1948 |
** field of the deathstriking object */ |
1949 |
|
1950 |
int atk_lev, def_lev, kill_lev; |
1951 |
|
1952 |
if (hitter->slaying) |
1953 |
if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) |
1954 |
|| (op->race && hitter->slaying.contains (op->race)))) |
1955 |
return; |
1956 |
|
1957 |
def_lev = op->level; |
1958 |
if (def_lev < 1) |
1959 |
{ |
1960 |
LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
1961 |
def_lev = 1; |
1962 |
} |
1963 |
|
1964 |
atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
1965 |
/* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
1966 |
atk_lev, def_lev); */ |
1967 |
|
1968 |
if (atk_lev >= def_lev) |
1969 |
{ |
1970 |
kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
1971 |
|
1972 |
/* Note that the below effectively means the ratio of the atk vs |
1973 |
* defener level is important - if level 52 character has very little |
1974 |
* chance of killing a level 50 monster. This should probably be |
1975 |
* redone. |
1976 |
*/ |
1977 |
if (kill_lev >= def_lev) |
1978 |
{ |
1979 |
*dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
1980 |
/* I think this doesn't really do much. Because of |
1981 |
* integer rounding, this only makes any difference if the |
1982 |
* attack level is double the defender level. |
1983 |
*/ |
1984 |
*dam *= kill_lev / def_lev; |
1985 |
} |
1986 |
} |
1987 |
else |
1988 |
*dam = 0; /* no harm done */ |
1989 |
} |
1990 |
|
1991 |
/* This returns the amount of damage hitter does to op with the |
1992 |
* appropriate attacktype. Only 1 attacktype should be set at a time. |
1993 |
* This doesn't damage the player, but returns how much it should |
1994 |
* take. However, it will do other effects (paralyzation, slow, etc.) |
1995 |
* Note - changed for PR code - we now pass the attack number and not |
1996 |
* the attacktype. Makes it easier for the PR code. */ |
1997 |
int |
1998 |
hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1999 |
{ |
2000 |
int doesnt_slay = 1; |
2001 |
|
2002 |
/* Catch anyone that may be trying to send us a bitmask instead of the number */ |
2003 |
if (attacknum >= NROFATTACKS) |
2004 |
{ |
2005 |
LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
2006 |
return 0; |
2007 |
} |
2008 |
|
2009 |
if (dam < 0) |
2010 |
{ |
2011 |
LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
2012 |
dam, hitter->debug_desc (), op->debug_desc ()); |
2013 |
return 0; |
2014 |
} |
2015 |
|
2016 |
/* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
2017 |
* people can't mess with that or it otherwise get confused. */ |
2018 |
if (attacknum == ATNR_INTERNAL) |
2019 |
return dam; |
2020 |
|
2021 |
if (hitter->slaying) |
2022 |
{ |
2023 |
if ((op->race && hitter->slaying.contains (op->race)) |
2024 |
|| (op->arch && op->arch->archname.contains (hitter->slaying))) |
2025 |
{ |
2026 |
doesnt_slay = 0; |
2027 |
dam *= 3; |
2028 |
} |
2029 |
} |
2030 |
|
2031 |
/* Adjust the damage for resistance. Note that neg. values increase damage. */ |
2032 |
if (op->resist[attacknum]) |
2033 |
{ |
2034 |
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
2035 |
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
2036 |
dam *= (100 - op->resist[attacknum]); |
2037 |
if (dam >= 100) |
2038 |
dam /= 100; |
2039 |
else |
2040 |
dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
2041 |
} |
2042 |
|
2043 |
/* Special hack. By default, if immune to something, you |
2044 |
* shouldn't need to worry. However, acid is an exception, since |
2045 |
* it can still damage your items. Only include attacktypes if |
2046 |
* special processing is needed */ |
2047 |
|
2048 |
if (op->resist[attacknum] >= 100 |
2049 |
&& doesnt_slay |
2050 |
&& attacknum != ATNR_ACID) |
2051 |
return 0; |
2052 |
|
2053 |
/* Keep this in order - makes things easier to find */ |
2054 |
|
2055 |
switch (attacknum) |
2056 |
{ |
2057 |
case ATNR_PHYSICAL: |
2058 |
/* here also check for diseases */ |
2059 |
check_physically_infect (op, hitter); |
2060 |
break; |
2061 |
|
2062 |
/* Don't need to do anything for: |
2063 |
magic, |
2064 |
fire, |
2065 |
electricity, |
2066 |
cold */ |
2067 |
|
2068 |
case ATNR_CONFUSION: |
2069 |
case ATNR_POISON: |
2070 |
case ATNR_SLOW: |
2071 |
case ATNR_PARALYZE: |
2072 |
case ATNR_FEAR: |
2073 |
case ATNR_CANCELLATION: |
2074 |
case ATNR_DEPLETE: |
2075 |
case ATNR_BLIND: |
2076 |
{ |
2077 |
/* chance for inflicting a special attack depends on the |
2078 |
* difference between attacker's and defender's level |
2079 |
*/ |
2080 |
int level_diff = min (110, max (0, op->level - hitter->level)); |
2081 |
|
2082 |
/* First, only creatures/players with speed can be affected. |
2083 |
* Second, just getting hit doesn't mean it always affects |
2084 |
* you. Third, you still get a saving through against the |
2085 |
* effect. |
2086 |
*/ |
2087 |
if (op->has_active_speed () |
2088 |
&& (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
2089 |
&& !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) |
2090 |
&& !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
2091 |
{ |
2092 |
|
2093 |
/* Player has been hit by something */ |
2094 |
if (attacknum == ATNR_CONFUSION) |
2095 |
confuse_player (op, hitter, dam); |
2096 |
else if (attacknum == ATNR_POISON) |
2097 |
poison_player (op, hitter, dam); |
2098 |
else if (attacknum == ATNR_SLOW) |
2099 |
slow_player (op, hitter, dam); |
2100 |
else if (attacknum == ATNR_PARALYZE) |
2101 |
paralyze_player (op, hitter, dam); |
2102 |
else if (attacknum == ATNR_FEAR) |
2103 |
scare_creature (op, hitter); |
2104 |
else if (attacknum == ATNR_CANCELLATION) |
2105 |
cancellation (op); |
2106 |
else if (attacknum == ATNR_DEPLETE) |
2107 |
op->drain_stat (); |
2108 |
else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
2109 |
blind_player (op, hitter, dam); |
2110 |
} |
2111 |
|
2112 |
dam = 0; /* These are all effects and don't do real damage */ |
2113 |
} |
2114 |
break; |
2115 |
|
2116 |
case ATNR_ACID: |
2117 |
{ |
2118 |
int flag = 0; |
2119 |
|
2120 |
/* Items only get corroded if you're not on a battleground and |
2121 |
* if your acid resistance is below 50%. */ |
2122 |
if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
2123 |
{ |
2124 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2125 |
{ |
2126 |
if (tmp->invisible) |
2127 |
continue; |
2128 |
if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
2129 |
/* >= 10% acid res. on items will protect these */ |
2130 |
continue; |
2131 |
if (!(tmp->materials & M_IRON)) |
2132 |
continue; |
2133 |
if (tmp->magic < -4) /* Let's stop at -5 */ |
2134 |
continue; |
2135 |
if (tmp->type == RING |
2136 |
/* removed boots and gloves from exclusion list in PR */ |
2137 |
|| tmp->type == GIRDLE |
2138 |
|| tmp->type == AMULET |
2139 |
|| tmp->type == WAND |
2140 |
|| tmp->type == ROD |
2141 |
|| tmp->type == HORN) |
2142 |
continue; /* To avoid some strange effects */ |
2143 |
|
2144 |
/* High damage acid has better chance of corroding |
2145 |
objects */ |
2146 |
if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
2147 |
{ |
2148 |
flag = 1; |
2149 |
tmp->magic--; |
2150 |
|
2151 |
if (object *pl = tmp->visible_to ()) |
2152 |
{ |
2153 |
/* Make this more visible */ |
2154 |
new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
2155 |
"The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
2156 |
|
2157 |
esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
2158 |
} |
2159 |
} |
2160 |
} |
2161 |
|
2162 |
if (flag) |
2163 |
op->update_stats (); /* Something was corroded */ |
2164 |
} |
2165 |
} |
2166 |
break; |
2167 |
|
2168 |
case ATNR_DRAIN: |
2169 |
{ |
2170 |
/* rate is the proportion of exp drained. High rate means |
2171 |
* not much is drained, low rate means a lot is drained. |
2172 |
*/ |
2173 |
int rate; |
2174 |
|
2175 |
if (op->resist[ATNR_DRAIN] >= 0) |
2176 |
rate = 400 + op->resist[ATNR_DRAIN] * 3; |
2177 |
else |
2178 |
rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
2179 |
|
2180 |
if (op->stats.exp <= rate) |
2181 |
{ |
2182 |
if (op->type == GOLEM) |
2183 |
dam = 999; /* Its force is "sucked" away. 8) */ |
2184 |
else |
2185 |
/* If we can't drain, lets try to do physical damage */ |
2186 |
dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
2187 |
} |
2188 |
else |
2189 |
{ |
2190 |
/* Randomly give the hitter some hp */ |
2191 |
if (hitter->stats.hp < hitter->stats.maxhp && |
2192 |
(op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
2193 |
hitter->stats.hp++; |
2194 |
|
2195 |
/* Can't do drains on battleground spaces. |
2196 |
* Move the wiz check up here - before, the hitter wouldn't gain exp |
2197 |
* exp, but the wiz would still lose exp! If drainee is a wiz, |
2198 |
* nothing happens. |
2199 |
* Try to credit the owner. We try to display player -> player drain |
2200 |
* attacks, hence all the != PLAYER checks. |
2201 |
*/ |
2202 |
if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
2203 |
{ |
2204 |
object *owner = hitter->owner; |
2205 |
|
2206 |
if (owner && owner != hitter) |
2207 |
{ |
2208 |
if (op->type != PLAYER || owner->type != PLAYER) |
2209 |
change_exp (owner, op->stats.exp / (rate * 2), |
2210 |
hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
2211 |
} |
2212 |
else if (op->type != PLAYER || hitter->type != PLAYER) |
2213 |
change_exp (hitter, op->stats.exp / (rate * 2), |
2214 |
hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
2215 |
|
2216 |
change_exp (op, -op->stats.exp / rate, NULL, 0); |
2217 |
} |
2218 |
|
2219 |
dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
2220 |
* drain attack, you won't know that you are actually sucking out EXP, |
2221 |
* as the messages will say you missed |
2222 |
*/ |
2223 |
} |
2224 |
} |
2225 |
break; |
2226 |
|
2227 |
case ATNR_TURN_UNDEAD: |
2228 |
{ |
2229 |
if (QUERY_FLAG (op, FLAG_UNDEAD)) |
2230 |
{ |
2231 |
object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
2232 |
object *god = find_god (determine_god (owner)); |
2233 |
int div = 1; |
2234 |
|
2235 |
/* if undead are not an enemy of your god, you turn them |
2236 |
* at half strength */ |
2237 |
if (!god || !god->slaying.contains (shstr_undead)) |
2238 |
div = 2; |
2239 |
|
2240 |
/* Give a bonus if you resist turn undead */ |
2241 |
if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2242 |
scare_creature (op, owner); |
2243 |
} |
2244 |
else |
2245 |
dam = 0; /* don't damage non undead - should we damage |
2246 |
undead? */ |
2247 |
} |
2248 |
break; |
2249 |
|
2250 |
case ATNR_DEATH: |
2251 |
deathstrike_player (op, hitter, &dam); |
2252 |
break; |
2253 |
|
2254 |
case ATNR_CHAOS: |
2255 |
LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
2256 |
dam = 0; |
2257 |
break; |
2258 |
|
2259 |
case ATNR_COUNTERSPELL: |
2260 |
LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
2261 |
dam = 0; |
2262 |
/* This should never happen. Counterspell is handled |
2263 |
* seperately and filtered out. If this does happen, |
2264 |
* Counterspell has no effect on anything but spells, so it |
2265 |
* does no damage. */ |
2266 |
break; |
2267 |
|
2268 |
case ATNR_HOLYWORD: |
2269 |
{ |
2270 |
/* This has already been handled by hit_player, |
2271 |
* no need to check twice -- DAMN */ |
2272 |
object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
2273 |
|
2274 |
/* As with turn undead above, give a bonus on the saving throw */ |
2275 |
if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
2276 |
scare_creature (op, owner); |
2277 |
} |
2278 |
break; |
2279 |
|
2280 |
case ATNR_LIFE_STEALING: |
2281 |
{ |
2282 |
int new_hp; |
2283 |
|
2284 |
/* this is replacement to drain for players, instead of taking |
2285 |
* exp it takes hp. It is geared for players, probably not |
2286 |
* much use giving it to monsters |
2287 |
* |
2288 |
* life stealing doesn't do a lot of damage, but it gives the |
2289 |
* damage it does do to the player. Given that, |
2290 |
* it only does 1/10'th normal damage (hence the divide by |
2291 |
* 1000). |
2292 |
*/ |
2293 |
/* You can't steal life from something undead */ |
2294 |
if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
2295 |
return 0; |
2296 |
|
2297 |
/* If drain protection is higher than life stealing, use that */ |
2298 |
if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
2299 |
dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
2300 |
else |
2301 |
dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
2302 |
|
2303 |
/* You die at -1 hp, not zero. */ |
2304 |
if (dam > (op->stats.hp + 1)) |
2305 |
dam = op->stats.hp + 1; |
2306 |
|
2307 |
new_hp = hitter->stats.hp + dam; |
2308 |
if (new_hp > hitter->stats.maxhp) |
2309 |
new_hp = hitter->stats.maxhp; |
2310 |
|
2311 |
if (new_hp > hitter->stats.hp) |
2312 |
hitter->stats.hp = new_hp; |
2313 |
} |
2314 |
} |
2315 |
|
2316 |
return dam; |
2317 |
} |
2318 |
|