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