1 |
/* |
2 |
CrossFire, A Multiplayer game for X-windows |
3 |
|
4 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 |
Copyright (C) 1992 Frank Tore Johansen |
6 |
|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
10 |
(at your 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 GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail to <crossfire@schmorp.de> |
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*/ |
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#include <assert.h> |
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#include <global.h> |
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#include <living.h> |
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#include <material.h> |
27 |
#include <skills.h> |
28 |
|
29 |
#ifndef __CEXTRACT__ |
30 |
# include <sproto.h> |
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#endif |
32 |
|
33 |
#include <sounds.h> |
34 |
|
35 |
typedef struct att_msg_str |
36 |
{ |
37 |
char *msg1; |
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char *msg2; |
39 |
} att_msg; |
40 |
|
41 |
/*#define ATTACK_DEBUG*/ |
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|
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/* cancels object *op. Cancellation basically means an object loses |
44 |
* its magical benefits. |
45 |
*/ |
46 |
void |
47 |
cancellation (object *op) |
48 |
{ |
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object *tmp; |
50 |
|
51 |
if (op->invisible) |
52 |
return; |
53 |
|
54 |
if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
55 |
{ |
56 |
/* Recur through the inventory */ |
57 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
58 |
if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
59 |
cancellation (tmp); |
60 |
} |
61 |
else if (FABS (op->magic) <= (rndm (0, 5))) |
62 |
{ |
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/* Nullify this object. This code could probably be more complete */ |
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/* in what abilities it should cancel */ |
65 |
op->magic = 0; |
66 |
CLEAR_FLAG (op, FLAG_DAMNED); |
67 |
CLEAR_FLAG (op, FLAG_CURSED); |
68 |
CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
69 |
CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
70 |
if (op->env && op->env->type == PLAYER) |
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{ |
72 |
esrv_send_item (op->env, op); |
73 |
} |
74 |
} |
75 |
} |
76 |
|
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/* did_make_save_item just checks to make sure the item actually |
78 |
* made its saving throw based on the tables. It does not take |
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* any further action (like destroying the item). |
80 |
*/ |
81 |
int |
82 |
did_make_save_item (object *op, int type, object *originator) |
83 |
{ |
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int i, roll, saves = 0, attacks = 0, number; |
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materialtype_t *mt; |
86 |
|
87 |
if (op->materialname == NULL) |
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{ |
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for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
90 |
if (op->material & mt->material) |
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break; |
92 |
} |
93 |
else |
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mt = name_to_material (op->materialname); |
95 |
if (mt == NULL) |
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return TRUE; |
97 |
roll = rndm (1, 20); |
98 |
|
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/* the attacktypes have no meaning for object saves |
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* If the type is only magic, don't adjust type - basically, if |
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* pure magic is hitting an object, it should save. However, if it |
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* is magic teamed with something else, then strip out the |
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* magic type, and instead let the fire, cold, or whatever component |
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* destroy the item. Otherwise, you get the case of poisoncloud |
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* destroying objects because it has magic attacktype. |
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*/ |
107 |
if (type != AT_MAGIC) |
108 |
type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
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AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
110 |
AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
111 |
|
112 |
if (type == 0) |
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return TRUE; |
114 |
if (roll == 20) |
115 |
return TRUE; |
116 |
if (roll == 1) |
117 |
return FALSE; |
118 |
|
119 |
for (number = 0; number < NROFATTACKS; number++) |
120 |
{ |
121 |
i = 1 << number; |
122 |
if (!(i & type)) |
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continue; |
124 |
attacks++; |
125 |
if (op->resist[number] == 100) |
126 |
saves++; |
127 |
else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
128 |
saves++; |
129 |
else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
130 |
saves++; |
131 |
} |
132 |
|
133 |
if (saves == attacks || attacks == 0) |
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return TRUE; |
135 |
if ((saves == 0) || (rndm (1, attacks) > saves)) |
136 |
return FALSE; |
137 |
return TRUE; |
138 |
} |
139 |
|
140 |
/* This function calls did_make_save_item. It then performs the |
141 |
* appropriate actions to the item (such as burning the item up, |
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* calling cancellation, etc.) |
143 |
*/ |
144 |
|
145 |
void |
146 |
save_throw_object (object *op, int type, object *originator) |
147 |
{ |
148 |
if (!did_make_save_item (op, type, originator)) |
149 |
{ |
150 |
object *env = op->env; |
151 |
int x = op->x, y = op->y; |
152 |
maptile *m = op->map; |
153 |
|
154 |
op = stop_item (op); |
155 |
if (op == NULL) |
156 |
return; |
157 |
|
158 |
/* Hacked the following so that type LIGHTER will work. |
159 |
* Also, objects which are potenital "lights" that are hit by |
160 |
* flame/elect attacks will be set to glow. "lights" are any |
161 |
* object with +/- glow_radius and an "other_arch" to change to. |
162 |
* (and please note that we cant fail our save and reach this |
163 |
* function if the object doesnt contain a material that can burn. |
164 |
* So forget lighting magical swords on fire with this!) -b.t. |
165 |
*/ |
166 |
if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
167 |
{ |
168 |
const char *arch = op->other_arch->name; |
169 |
|
170 |
op = decrease_ob_nr (op, 1); |
171 |
|
172 |
if (op) |
173 |
fix_stopped_item (op, m, originator); |
174 |
|
175 |
if ((op = get_archetype (arch)) != NULL) |
176 |
{ |
177 |
if (env) |
178 |
{ |
179 |
op->x = env->x, op->y = env->y; |
180 |
insert_ob_in_ob (op, env); |
181 |
if (env->contr) |
182 |
esrv_send_item (env, op); |
183 |
} |
184 |
else |
185 |
{ |
186 |
op->x = x, op->y = y; |
187 |
insert_ob_in_map (op, m, originator, 0); |
188 |
} |
189 |
} |
190 |
|
191 |
return; |
192 |
} |
193 |
|
194 |
if (type & AT_CANCELLATION) |
195 |
{ /* Cancellation. */ |
196 |
cancellation (op); |
197 |
fix_stopped_item (op, m, originator); |
198 |
return; |
199 |
} |
200 |
|
201 |
if (op->nrof > 1) |
202 |
{ |
203 |
op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
204 |
|
205 |
if (op) |
206 |
fix_stopped_item (op, m, originator); |
207 |
} |
208 |
else |
209 |
{ |
210 |
if (op->env) |
211 |
{ |
212 |
object *tmp = op->in_player (); |
213 |
|
214 |
if (tmp) |
215 |
esrv_del_item (tmp->contr, op->count); |
216 |
} |
217 |
|
218 |
op->destroy (); |
219 |
} |
220 |
|
221 |
if (type & (AT_FIRE | AT_ELECTRICITY)) |
222 |
if (env) |
223 |
{ |
224 |
op = get_archetype ("burnout"); |
225 |
op->x = env->x, op->y = env->y; |
226 |
insert_ob_in_ob (op, env); |
227 |
} |
228 |
else |
229 |
replace_insert_ob_in_map ("burnout", originator); |
230 |
|
231 |
return; |
232 |
} |
233 |
|
234 |
/* The value of 50 is arbitrary. */ |
235 |
if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
236 |
{ |
237 |
object *tmp; |
238 |
archetype *at = archetype::find ("icecube"); |
239 |
|
240 |
if (at == NULL) |
241 |
return; |
242 |
|
243 |
op = stop_item (op); |
244 |
if (op == NULL) |
245 |
return; |
246 |
|
247 |
if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
248 |
{ |
249 |
tmp = arch_to_object (at); |
250 |
tmp->x = op->x, tmp->y = op->y; |
251 |
/* This was in the old (pre new movement code) - |
252 |
* icecubes have slow_move set to 1 - don't want |
253 |
* that for ones we create. |
254 |
*/ |
255 |
tmp->move_slow_penalty = 0; |
256 |
tmp->move_slow = 0; |
257 |
insert_ob_in_map (tmp, op->map, originator, 0); |
258 |
} |
259 |
|
260 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
261 |
op->remove (); |
262 |
|
263 |
insert_ob_in_ob (op, tmp); |
264 |
return; |
265 |
} |
266 |
} |
267 |
|
268 |
/* Object op is hitting the map. |
269 |
* op is going in direction 'dir' |
270 |
* type is the attacktype of the object. |
271 |
* full_hit is set if monster area does not matter. |
272 |
* returns 1 if it hits something, 0 otherwise. |
273 |
*/ |
274 |
|
275 |
int |
276 |
hit_map (object *op, int dir, int type, int full_hit) |
277 |
{ |
278 |
object *tmp, *next; |
279 |
maptile *map; |
280 |
sint16 x, y; |
281 |
int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
282 |
|
283 |
if (QUERY_FLAG (op, FLAG_FREED)) |
284 |
{ |
285 |
LOG (llevError, "BUG: hit_map(): free object\n"); |
286 |
return 0; |
287 |
} |
288 |
|
289 |
if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
290 |
{ |
291 |
LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
292 |
return 0; |
293 |
} |
294 |
|
295 |
if (!op->map) |
296 |
{ |
297 |
LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name); |
298 |
return 0; |
299 |
} |
300 |
|
301 |
if (op->head) |
302 |
op = op->head; |
303 |
|
304 |
map = op->map; |
305 |
x = op->x + freearr_x[dir]; |
306 |
y = op->y + freearr_y[dir]; |
307 |
|
308 |
int mflags = get_map_flags (map, &map, x, y, &x, &y); |
309 |
|
310 |
// elmex: a safe map tile can't be hit! |
311 |
// this should prevent most harmful effects on items and players there. |
312 |
if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
313 |
return 0; |
314 |
|
315 |
/* peterm: a few special cases for special attacktypes --counterspell |
316 |
* must be out here because it strikes things which are not alive |
317 |
*/ |
318 |
|
319 |
if (type & AT_COUNTERSPELL) |
320 |
{ |
321 |
counterspell (op, dir); /* see spell_effect.c */ |
322 |
|
323 |
/* If the only attacktype is counterspell or magic, don't need |
324 |
* to do any further processing. |
325 |
*/ |
326 |
if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
327 |
return 0; |
328 |
|
329 |
type &= ~AT_COUNTERSPELL; |
330 |
} |
331 |
|
332 |
if (type & AT_CHAOS) |
333 |
{ |
334 |
shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
335 |
update_object (op, UP_OBJ_FACE); |
336 |
type &= ~AT_CHAOS; |
337 |
} |
338 |
|
339 |
next = GET_MAP_OB (map, x, y); |
340 |
|
341 |
while (next) |
342 |
{ |
343 |
if (next->destroyed ()) |
344 |
{ |
345 |
/* There may still be objects that were above 'next', but there is no |
346 |
* simple way to find out short of copying all object references and |
347 |
* tags into a temporary array before we start processing the first |
348 |
* object. That's why we just abort. |
349 |
* |
350 |
* This happens whenever attack spells (like fire) hit a pile |
351 |
* of objects. This is not a bug - nor an error. The errormessage |
352 |
* below was spamming the logs for absolutely no reason. |
353 |
*/ |
354 |
/* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
355 |
break; |
356 |
} |
357 |
|
358 |
tmp = next; |
359 |
next = tmp->above; |
360 |
|
361 |
if (tmp->destroyed ()) |
362 |
{ |
363 |
LOG (llevError, "BUG: hit_map(): found freed object\n"); |
364 |
break; |
365 |
} |
366 |
|
367 |
/* Something could have happened to 'tmp' while 'tmp->below' was processed. |
368 |
* For example, 'tmp' was put in an icecube. |
369 |
* This is one of the few cases where on_same_map should not be used. |
370 |
*/ |
371 |
if (tmp->map != map || tmp->x != x || tmp->y != y) |
372 |
continue; |
373 |
|
374 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
375 |
{ |
376 |
hit_player (tmp, op->stats.dam, op, type, full_hit); |
377 |
retflag |= 1; |
378 |
if (op->destroyed ()) |
379 |
break; |
380 |
} |
381 |
|
382 |
/* Here we are potentially destroying an object. If the object has |
383 |
* NO_PASS set, it is also immune - you can't destroy walls. Note |
384 |
* that weak walls have is_alive set, which prevent objects from |
385 |
* passing over/through them. We don't care what type of movement |
386 |
* the wall blocks - if it blocks any type of movement, can't be |
387 |
* destroyed right now. |
388 |
*/ |
389 |
else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
390 |
{ |
391 |
save_throw_object (tmp, type, op); |
392 |
if (op->destroyed ()) |
393 |
break; |
394 |
} |
395 |
} |
396 |
|
397 |
return 0; |
398 |
} |
399 |
|
400 |
void |
401 |
attack_message (int dam, int type, object *op, object *hitter) |
402 |
{ |
403 |
char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
404 |
int i, found = 0; |
405 |
maptile *map; |
406 |
object *next, *tmp; |
407 |
|
408 |
/* put in a few special messages for some of the common attacktypes |
409 |
* a player might have. For example, fire, electric, cold, etc |
410 |
* [garbled 20010919] |
411 |
*/ |
412 |
|
413 |
if (dam == 9998 && op->type == DOOR) |
414 |
{ |
415 |
sprintf (buf1, "unlock %s", &op->name); |
416 |
sprintf (buf2, " unlocks"); |
417 |
found++; |
418 |
} |
419 |
if (dam < 0) |
420 |
{ |
421 |
sprintf (buf1, "hit %s", &op->name); |
422 |
sprintf (buf2, " hits"); |
423 |
found++; |
424 |
} |
425 |
else if (dam == 0) |
426 |
{ |
427 |
sprintf (buf1, "missed %s", &op->name); |
428 |
sprintf (buf2, " misses"); |
429 |
found++; |
430 |
} |
431 |
else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
432 |
hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
433 |
{ |
434 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
435 |
if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
436 |
{ |
437 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
438 |
strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
439 |
found++; |
440 |
break; |
441 |
} |
442 |
} |
443 |
else if (op->type == DOOR && !found) |
444 |
{ |
445 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++) |
446 |
if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1) |
447 |
{ |
448 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2); |
449 |
strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
450 |
found++; |
451 |
break; |
452 |
} |
453 |
} |
454 |
else if (hitter->type == PLAYER && op->is_alive ()) |
455 |
{ |
456 |
if (USING_SKILL (hitter, SK_KARATE)) |
457 |
{ |
458 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
459 |
if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
460 |
{ |
461 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2); |
462 |
strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
463 |
found++; |
464 |
break; |
465 |
} |
466 |
} |
467 |
else if (USING_SKILL (hitter, SK_CLAWING)) |
468 |
{ |
469 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++) |
470 |
if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1) |
471 |
{ |
472 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2); |
473 |
strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
474 |
found++; |
475 |
break; |
476 |
} |
477 |
} |
478 |
else if (USING_SKILL (hitter, SK_PUNCHING)) |
479 |
{ |
480 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++) |
481 |
if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1) |
482 |
{ |
483 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2); |
484 |
strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
485 |
found++; |
486 |
break; |
487 |
} |
488 |
} |
489 |
} |
490 |
|
491 |
if (found) |
492 |
{ |
493 |
/* done */ |
494 |
} |
495 |
else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
496 |
{ |
497 |
sprintf (buf1, "hit"); /* just in case */ |
498 |
for (i = 0; i < MAXATTACKMESS; i++) |
499 |
if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
500 |
{ |
501 |
strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
502 |
found++; |
503 |
break; |
504 |
} |
505 |
} |
506 |
else if (type & AT_DRAIN && op->is_alive ()) |
507 |
{ |
508 |
/* drain is first, because some items have multiple attypes */ |
509 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
510 |
if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
511 |
{ |
512 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2); |
513 |
strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
514 |
found++; |
515 |
break; |
516 |
} |
517 |
} |
518 |
else if (type & AT_ELECTRICITY && op->is_alive ()) |
519 |
{ |
520 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
521 |
if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
522 |
{ |
523 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
524 |
strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
525 |
found++; |
526 |
break; |
527 |
} |
528 |
} |
529 |
else if (type & AT_COLD && op->is_alive ()) |
530 |
{ |
531 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
532 |
if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
533 |
{ |
534 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
535 |
strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
536 |
found++; |
537 |
break; |
538 |
} |
539 |
} |
540 |
else if (type & AT_FIRE) |
541 |
{ |
542 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++) |
543 |
if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1) |
544 |
{ |
545 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2); |
546 |
strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
547 |
found++; |
548 |
break; |
549 |
} |
550 |
} |
551 |
else if (hitter->current_weapon != NULL) |
552 |
{ |
553 |
int mtype; |
554 |
|
555 |
switch (hitter->current_weapon->weapontype) |
556 |
{ |
557 |
case WEAP_HIT: |
558 |
mtype = ATM_BASIC; |
559 |
break; |
560 |
case WEAP_SLASH: |
561 |
mtype = ATM_SLASH; |
562 |
break; |
563 |
case WEAP_PIERCE: |
564 |
mtype = ATM_PIERCE; |
565 |
break; |
566 |
case WEAP_CLEAVE: |
567 |
mtype = ATM_CLEAVE; |
568 |
break; |
569 |
case WEAP_SLICE: |
570 |
mtype = ATM_SLICE; |
571 |
break; |
572 |
case WEAP_STAB: |
573 |
mtype = ATM_STAB; |
574 |
break; |
575 |
case WEAP_WHIP: |
576 |
mtype = ATM_WHIP; |
577 |
break; |
578 |
case WEAP_CRUSH: |
579 |
mtype = ATM_CRUSH; |
580 |
break; |
581 |
case WEAP_BLUD: |
582 |
mtype = ATM_BLUD; |
583 |
break; |
584 |
default: |
585 |
mtype = ATM_BASIC; |
586 |
break; |
587 |
} |
588 |
for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
589 |
if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
590 |
{ |
591 |
sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
592 |
strcpy (buf2, attack_mess[mtype][i].buf3); |
593 |
found++; |
594 |
break; |
595 |
} |
596 |
} |
597 |
else |
598 |
{ |
599 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++) |
600 |
if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1) |
601 |
{ |
602 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2); |
603 |
strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
604 |
found++; |
605 |
break; |
606 |
} |
607 |
} |
608 |
|
609 |
if (!found) |
610 |
{ |
611 |
strcpy (buf1, "hit"); |
612 |
strcpy (buf2, " hits"); |
613 |
} |
614 |
|
615 |
/* bail out if a monster is casting spells */ |
616 |
if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
617 |
return; |
618 |
|
619 |
/* scale down magic considerably. */ |
620 |
if (type & AT_MAGIC && rndm (0, 5)) |
621 |
return; |
622 |
|
623 |
/* Did a player hurt another player? Inform both! */ |
624 |
if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
625 |
{ |
626 |
if (hitter->owner != NULL) |
627 |
sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
628 |
else |
629 |
{ |
630 |
sprintf (buf, "%s%s you.", &hitter->name, buf2); |
631 |
if (dam != 0) |
632 |
{ |
633 |
if (dam < 10) |
634 |
play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
635 |
else if (dam < 20) |
636 |
play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
637 |
else |
638 |
play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
639 |
} |
640 |
} |
641 |
new_draw_info (NDI_BLACK, 0, op, buf); |
642 |
} /* end of player hitting player */ |
643 |
|
644 |
if (hitter->type == PLAYER) |
645 |
{ |
646 |
sprintf (buf, "You %s.", buf1); |
647 |
if (dam != 0) |
648 |
{ |
649 |
if (dam < 10) |
650 |
play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
651 |
else if (dam < 20) |
652 |
play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
653 |
else |
654 |
play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
655 |
} |
656 |
new_draw_info (NDI_BLACK, 0, hitter, buf); |
657 |
} |
658 |
else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
659 |
{ |
660 |
/* look for stacked spells and start reducing the message chances */ |
661 |
if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
662 |
{ |
663 |
i = 4; |
664 |
map = hitter->map; |
665 |
if (out_of_map (map, hitter->x, hitter->y)) |
666 |
return; |
667 |
next = GET_MAP_OB (map, hitter->x, hitter->y); |
668 |
if (next) |
669 |
while (next) |
670 |
{ |
671 |
if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
672 |
i *= 3; |
673 |
tmp = next; |
674 |
next = tmp->above; |
675 |
} |
676 |
if (i < 0) |
677 |
return; |
678 |
if (rndm (0, i) != 0) |
679 |
return; |
680 |
} |
681 |
else if (rndm (0, 5) != 0) |
682 |
return; |
683 |
sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
684 |
play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
685 |
new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
686 |
} |
687 |
} |
688 |
|
689 |
|
690 |
static int |
691 |
get_attack_mode (object **target, object **hitter, int *simple_attack) |
692 |
{ |
693 |
if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
694 |
{ |
695 |
LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
696 |
return 1; |
697 |
} |
698 |
if ((*target)->head) |
699 |
*target = (*target)->head; |
700 |
if ((*hitter)->head) |
701 |
*hitter = (*hitter)->head; |
702 |
if ((*hitter)->env != NULL || (*target)->env != NULL) |
703 |
{ |
704 |
*simple_attack = 1; |
705 |
return 0; |
706 |
} |
707 |
if (QUERY_FLAG (*target, FLAG_REMOVED) |
708 |
|| QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
709 |
{ |
710 |
LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
711 |
return 1; |
712 |
} |
713 |
*simple_attack = 0; |
714 |
return 0; |
715 |
} |
716 |
|
717 |
static int |
718 |
abort_attack (object *target, object *hitter, int simple_attack) |
719 |
{ |
720 |
|
721 |
/* Check if target and hitter are still in a relation similar to the one |
722 |
* determined by get_attack_mode(). Returns true if the relation has changed. |
723 |
*/ |
724 |
int new_mode; |
725 |
|
726 |
if (hitter->env == target || target->env == hitter) |
727 |
new_mode = 1; |
728 |
else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
729 |
return 1; |
730 |
else |
731 |
new_mode = 0; |
732 |
return new_mode != simple_attack; |
733 |
} |
734 |
|
735 |
static void thrown_item_effect (object *, object *); |
736 |
|
737 |
static int |
738 |
attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
739 |
{ |
740 |
int simple_attack, roll, dam = 0; |
741 |
uint32 type; |
742 |
shstr op_name; |
743 |
|
744 |
if (get_attack_mode (&op, &hitter, &simple_attack)) |
745 |
goto error; |
746 |
|
747 |
if (hitter->current_weapon) |
748 |
if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
749 |
return RESULT_INT (0); |
750 |
|
751 |
if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
752 |
return RESULT_INT (0); |
753 |
|
754 |
/* |
755 |
* A little check to make it more difficult to dance forward and back |
756 |
* to avoid ever being hit by monsters. |
757 |
*/ |
758 |
if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
759 |
{ |
760 |
/* Decrease speed BEFORE calling process_object. Otherwise, an |
761 |
* infinite loop occurs, with process_object calling move_monster, |
762 |
* which then gets here again. By decreasing the speed before |
763 |
* we call process_object, the 'if' statement above will fail. |
764 |
*/ |
765 |
op->speed_left--; |
766 |
process_object (op); |
767 |
|
768 |
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
769 |
goto error; |
770 |
} |
771 |
|
772 |
op_name = op->name; |
773 |
|
774 |
roll = random_roll (1, 20, hitter, PREFER_HIGH); |
775 |
|
776 |
/* Adjust roll for various situations. */ |
777 |
if (!simple_attack) |
778 |
roll += adj_attackroll (hitter, op); |
779 |
|
780 |
/* See if we hit the creature */ |
781 |
if (roll == 20 || op->stats.ac >= base_wc - roll) |
782 |
{ |
783 |
int hitdam = base_dam; |
784 |
|
785 |
if (settings.casting_time == TRUE) |
786 |
{ |
787 |
if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
788 |
{ |
789 |
hitter->casting_time = -1; |
790 |
new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
791 |
} |
792 |
if ((op->casting_time > -1) && (hitdam > 0)) |
793 |
{ |
794 |
op->casting_time = -1; |
795 |
if (op->type == PLAYER) |
796 |
{ |
797 |
new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); |
798 |
new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
799 |
} |
800 |
} |
801 |
} |
802 |
if (!simple_attack) |
803 |
{ |
804 |
/* If you hit something, the victim should *always* wake up. |
805 |
* Before, invisible hitters could avoid doing this. |
806 |
* -b.t. */ |
807 |
if (QUERY_FLAG (op, FLAG_SLEEP)) |
808 |
CLEAR_FLAG (op, FLAG_SLEEP); |
809 |
|
810 |
/* If the victim can't see the attacker, it may alert others |
811 |
* for help. */ |
812 |
if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
813 |
npc_call_help (op); |
814 |
|
815 |
/* if you were hidden and hit by a creature, you are discovered */ |
816 |
if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
817 |
{ |
818 |
make_visible (op); |
819 |
if (op->type == PLAYER) |
820 |
new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
821 |
} |
822 |
|
823 |
/* thrown items (hitter) will have various effects |
824 |
* when they hit the victim. For things like thrown daggers, |
825 |
* this sets 'hitter' to the actual dagger, and not the |
826 |
* wrapper object. |
827 |
*/ |
828 |
thrown_item_effect (hitter, op); |
829 |
|
830 |
if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
831 |
goto leave; |
832 |
} |
833 |
|
834 |
/* Need to do at least 1 damage, otherwise there is no point |
835 |
* to go further and it will cause FPE's below. |
836 |
*/ |
837 |
if (hitdam <= 0) |
838 |
hitdam = 1; |
839 |
|
840 |
type = hitter->attacktype; |
841 |
|
842 |
if (!type) |
843 |
type = AT_PHYSICAL; |
844 |
|
845 |
/* Handle monsters that hit back */ |
846 |
if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
847 |
{ |
848 |
if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
849 |
new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
850 |
|
851 |
hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
852 |
|
853 |
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
854 |
goto leave; |
855 |
} |
856 |
|
857 |
/* In the new attack code, it should handle multiple attack |
858 |
* types in its area, so remove it from here. |
859 |
*/ |
860 |
dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
861 |
|
862 |
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
863 |
goto leave; |
864 |
} /* end of if hitter hit op */ |
865 |
/* if we missed, dam=0 */ |
866 |
|
867 |
/*attack_message(dam, type, op, hitter); */ |
868 |
|
869 |
goto leave; |
870 |
|
871 |
error: |
872 |
dam = 1; |
873 |
|
874 |
leave: |
875 |
|
876 |
return dam; |
877 |
} |
878 |
|
879 |
int |
880 |
attack_ob (object *op, object *hitter) |
881 |
{ |
882 |
|
883 |
if (hitter->head) |
884 |
hitter = hitter->head; |
885 |
return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
886 |
} |
887 |
|
888 |
/* op is the arrow, tmp is what is stopping the arrow. |
889 |
* |
890 |
* Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
891 |
*/ |
892 |
static int |
893 |
stick_arrow (object *op, object *tmp) |
894 |
{ |
895 |
/* If the missile hit a player, we insert it in their inventory. |
896 |
* However, if the missile is heavy, we don't do so (assume it falls |
897 |
* to the ground after a hit). What a good value for this is up to |
898 |
* debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
899 |
* stick around. |
900 |
*/ |
901 |
if (op->weight <= 5000 && tmp->stats.hp >= 0) |
902 |
{ |
903 |
if (tmp->head != NULL) |
904 |
tmp = tmp->head; |
905 |
|
906 |
op->remove (); |
907 |
op = insert_ob_in_ob (op, tmp); |
908 |
|
909 |
if (tmp->type == PLAYER) |
910 |
esrv_send_item (tmp, op); |
911 |
|
912 |
return 1; |
913 |
} |
914 |
else |
915 |
return 0; |
916 |
} |
917 |
|
918 |
/* hit_with_arrow() disassembles the missile, attacks the victim and |
919 |
* reassembles the missile. |
920 |
* |
921 |
* It returns a pointer to the reassembled missile, or NULL if the missile |
922 |
* isn't available anymore. |
923 |
*/ |
924 |
object * |
925 |
hit_with_arrow (object *op, object *victim) |
926 |
{ |
927 |
object *container, *hitter; |
928 |
int hit_something = 0; |
929 |
|
930 |
/* Disassemble missile */ |
931 |
if (op->inv) |
932 |
{ |
933 |
container = op; |
934 |
hitter = op->inv; |
935 |
hitter->remove (); |
936 |
insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
937 |
/* Note that we now have an empty THROWN_OBJ on the map. Code that |
938 |
* might be called until this THROWN_OBJ is either reassembled or |
939 |
* removed at the end of this function must be able to deal with empty |
940 |
* THROWN_OBJs. */ |
941 |
} |
942 |
else |
943 |
{ |
944 |
container = 0; |
945 |
hitter = op; |
946 |
} |
947 |
|
948 |
/* Try to hit victim */ |
949 |
hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
950 |
|
951 |
/* Arrow attacks door, rune of summoning is triggered, demon is put on |
952 |
* arrow, move_apply() calls this function, arrow sticks in demon, |
953 |
* attack_ob_simple() returns, and we've got an arrow that still exists |
954 |
* but is no longer on the map. Ugh. (Beware: Such things can happen at |
955 |
* other places as well!) |
956 |
*/ |
957 |
if (hitter->destroyed () || hitter->env != NULL) |
958 |
{ |
959 |
if (container) |
960 |
{ |
961 |
container->remove (); |
962 |
container->destroy (); |
963 |
} |
964 |
|
965 |
return 0; |
966 |
} |
967 |
|
968 |
/* Missile hit victim */ |
969 |
/* if the speed is > 10, then this is a fast moving arrow, we go straight |
970 |
* through the target |
971 |
*/ |
972 |
if (hit_something && op->speed <= 10.0) |
973 |
{ |
974 |
/* Stop arrow */ |
975 |
if (!container) |
976 |
{ |
977 |
hitter = fix_stopped_arrow (hitter); |
978 |
if (!hitter) |
979 |
return 0; |
980 |
} |
981 |
else |
982 |
container->destroy (); |
983 |
|
984 |
/* Try to stick arrow into victim */ |
985 |
if (!victim->destroyed () && stick_arrow (hitter, victim)) |
986 |
return 0; |
987 |
|
988 |
/* Else try to put arrow on victim's map square |
989 |
* remove check for P_WALL here. If the arrow got to this |
990 |
* space, that is good enough - with the new movement code, |
991 |
* there is now the potential for lots of spaces where something |
992 |
* can fly over but not otherwise move over. What is the correct |
993 |
* way to handle those otherwise? |
994 |
*/ |
995 |
if (victim->x != hitter->x || victim->y != hitter->y) |
996 |
{ |
997 |
hitter->remove (); |
998 |
hitter->x = victim->x; |
999 |
hitter->y = victim->y; |
1000 |
insert_ob_in_map (hitter, victim->map, hitter, 0); |
1001 |
} |
1002 |
else |
1003 |
/* Else leave arrow where it is */ |
1004 |
merge_ob (hitter, NULL); |
1005 |
|
1006 |
return 0; |
1007 |
} |
1008 |
|
1009 |
if (hit_something && op->speed >= 10.0) |
1010 |
op->speed -= 1.0; |
1011 |
|
1012 |
/* Missile missed victim - reassemble missile */ |
1013 |
if (container) |
1014 |
{ |
1015 |
hitter->remove (); |
1016 |
insert_ob_in_ob (hitter, container); |
1017 |
} |
1018 |
|
1019 |
return op; |
1020 |
} |
1021 |
|
1022 |
|
1023 |
void |
1024 |
tear_down_wall (object *op) |
1025 |
{ |
1026 |
int perc = 0; |
1027 |
|
1028 |
if (!op->stats.maxhp) |
1029 |
{ |
1030 |
LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1031 |
perc = 1; |
1032 |
} |
1033 |
else if (!GET_ANIM_ID (op)) |
1034 |
{ |
1035 |
/* Object has been called - no animations, so remove it */ |
1036 |
if (op->stats.hp < 0) |
1037 |
op->destroy (); |
1038 |
|
1039 |
return; /* no animations, so nothing more to do */ |
1040 |
} |
1041 |
|
1042 |
perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1043 |
|
1044 |
if (perc >= (int) NUM_ANIMATIONS (op)) |
1045 |
perc = NUM_ANIMATIONS (op) - 1; |
1046 |
else if (perc < 1) |
1047 |
perc = 1; |
1048 |
|
1049 |
SET_ANIMATION (op, perc); |
1050 |
update_object (op, UP_OBJ_FACE); |
1051 |
|
1052 |
if (perc == NUM_ANIMATIONS (op) - 1) |
1053 |
{ /* Reached the last animation */ |
1054 |
if (op->face == blank_face) |
1055 |
/* If the last face is blank, remove the ob */ |
1056 |
op->destroy (); |
1057 |
else |
1058 |
{ /* The last face was not blank, leave an image */ |
1059 |
CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1060 |
update_all_los (op->map, op->x, op->y); |
1061 |
op->move_block = 0; |
1062 |
CLEAR_FLAG (op, FLAG_ALIVE); |
1063 |
} |
1064 |
} |
1065 |
} |
1066 |
|
1067 |
void |
1068 |
scare_creature (object *target, object *hitter) |
1069 |
{ |
1070 |
object *owner = hitter->owner; |
1071 |
|
1072 |
if (!owner) |
1073 |
owner = hitter; |
1074 |
|
1075 |
SET_FLAG (target, FLAG_SCARED); |
1076 |
if (!target->enemy) |
1077 |
target->enemy = owner; |
1078 |
} |
1079 |
|
1080 |
|
1081 |
/* This returns the amount of damage hitter does to op with the |
1082 |
* appropriate attacktype. Only 1 attacktype should be set at a time. |
1083 |
* This doesn't damage the player, but returns how much it should |
1084 |
* take. However, it will do other effects (paralyzation, slow, etc.) |
1085 |
* Note - changed for PR code - we now pass the attack number and not |
1086 |
* the attacktype. Makes it easier for the PR code. */ |
1087 |
|
1088 |
int |
1089 |
hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1090 |
{ |
1091 |
|
1092 |
int doesnt_slay = 1; |
1093 |
|
1094 |
/* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1095 |
if (attacknum >= NROFATTACKS) |
1096 |
{ |
1097 |
LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1098 |
return 0; |
1099 |
} |
1100 |
|
1101 |
if (dam < 0) |
1102 |
{ |
1103 |
LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1104 |
return 0; |
1105 |
} |
1106 |
|
1107 |
/* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1108 |
* people can't mess with that or it otherwise get confused. */ |
1109 |
if (attacknum == ATNR_INTERNAL) |
1110 |
return dam; |
1111 |
|
1112 |
if (hitter->slaying) |
1113 |
{ |
1114 |
if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1115 |
(op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1116 |
{ |
1117 |
doesnt_slay = 0; |
1118 |
dam *= 3; |
1119 |
} |
1120 |
} |
1121 |
|
1122 |
/* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1123 |
if (op->resist[attacknum]) |
1124 |
{ |
1125 |
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
1126 |
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
1127 |
dam *= (100 - op->resist[attacknum]); |
1128 |
if (dam >= 100) |
1129 |
dam /= 100; |
1130 |
else |
1131 |
dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
1132 |
} |
1133 |
|
1134 |
/* Special hack. By default, if immune to something, you |
1135 |
* shouldn't need to worry. However, acid is an exception, since |
1136 |
* it can still damage your items. Only include attacktypes if |
1137 |
* special processing is needed */ |
1138 |
|
1139 |
if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1140 |
return 0; |
1141 |
|
1142 |
/* Keep this in order - makes things easier to find */ |
1143 |
|
1144 |
switch (attacknum) |
1145 |
{ |
1146 |
case ATNR_PHYSICAL: |
1147 |
/* here also check for diseases */ |
1148 |
check_physically_infect (op, hitter); |
1149 |
break; |
1150 |
|
1151 |
/* Don't need to do anything for: |
1152 |
magic, |
1153 |
fire, |
1154 |
electricity, |
1155 |
cold */ |
1156 |
|
1157 |
case ATNR_CONFUSION: |
1158 |
case ATNR_POISON: |
1159 |
case ATNR_SLOW: |
1160 |
case ATNR_PARALYZE: |
1161 |
case ATNR_FEAR: |
1162 |
case ATNR_CANCELLATION: |
1163 |
case ATNR_DEPLETE: |
1164 |
case ATNR_BLIND: |
1165 |
{ |
1166 |
/* chance for inflicting a special attack depends on the |
1167 |
* difference between attacker's and defender's level |
1168 |
*/ |
1169 |
int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1170 |
|
1171 |
/* First, only creatures/players with speed can be affected. |
1172 |
* Second, just getting hit doesn't mean it always affects |
1173 |
* you. Third, you still get a saving through against the |
1174 |
* effect. |
1175 |
*/ |
1176 |
if (op->speed && |
1177 |
(QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1178 |
!(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1179 |
{ |
1180 |
|
1181 |
/* Player has been hit by something */ |
1182 |
if (attacknum == ATNR_CONFUSION) |
1183 |
confuse_player (op, hitter, dam); |
1184 |
else if (attacknum == ATNR_POISON) |
1185 |
poison_player (op, hitter, dam); |
1186 |
else if (attacknum == ATNR_SLOW) |
1187 |
slow_player (op, hitter, dam); |
1188 |
else if (attacknum == ATNR_PARALYZE) |
1189 |
paralyze_player (op, hitter, dam); |
1190 |
else if (attacknum == ATNR_FEAR) |
1191 |
scare_creature (op, hitter); |
1192 |
else if (attacknum == ATNR_CANCELLATION) |
1193 |
cancellation (op); |
1194 |
else if (attacknum == ATNR_DEPLETE) |
1195 |
op->drain_stat (); |
1196 |
else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1197 |
blind_player (op, hitter, dam); |
1198 |
} |
1199 |
dam = 0; /* These are all effects and don't do real damage */ |
1200 |
} |
1201 |
break; |
1202 |
case ATNR_ACID: |
1203 |
{ |
1204 |
int flag = 0; |
1205 |
|
1206 |
/* Items only get corroded if you're not on a battleground and |
1207 |
* if your acid resistance is below 50%. */ |
1208 |
if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1209 |
{ |
1210 |
object *tmp; |
1211 |
|
1212 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1213 |
{ |
1214 |
if (tmp->invisible) |
1215 |
continue; |
1216 |
if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1217 |
/* >= 10% acid res. on itmes will protect these */ |
1218 |
continue; |
1219 |
if (!(tmp->material & M_IRON)) |
1220 |
continue; |
1221 |
if (tmp->magic < -4) /* Let's stop at -5 */ |
1222 |
continue; |
1223 |
if (tmp->type == RING || |
1224 |
/* removed boots and gloves from exclusion list in |
1225 |
PR */ |
1226 |
tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1227 |
continue; /* To avoid some strange effects */ |
1228 |
|
1229 |
/* High damage acid has better chance of corroding |
1230 |
objects */ |
1231 |
if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1232 |
{ |
1233 |
if (op->type == PLAYER) |
1234 |
/* Make this more visible */ |
1235 |
new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1236 |
"The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1237 |
flag = 1; |
1238 |
tmp->magic--; |
1239 |
if (op->type == PLAYER) |
1240 |
esrv_send_item (op, tmp); |
1241 |
} |
1242 |
} |
1243 |
if (flag) |
1244 |
op->update_stats (); /* Something was corroded */ |
1245 |
} |
1246 |
} |
1247 |
break; |
1248 |
case ATNR_DRAIN: |
1249 |
{ |
1250 |
/* rate is the proportion of exp drained. High rate means |
1251 |
* not much is drained, low rate means a lot is drained. |
1252 |
*/ |
1253 |
int rate; |
1254 |
|
1255 |
if (op->resist[ATNR_DRAIN] >= 0) |
1256 |
rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1257 |
else |
1258 |
rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1259 |
|
1260 |
if (op->stats.exp <= rate) |
1261 |
{ |
1262 |
if (op->type == GOLEM) |
1263 |
dam = 999; /* Its force is "sucked" away. 8) */ |
1264 |
else |
1265 |
/* If we can't drain, lets try to do physical damage */ |
1266 |
dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1267 |
} |
1268 |
else |
1269 |
{ |
1270 |
/* Randomly give the hitter some hp */ |
1271 |
if (hitter->stats.hp < hitter->stats.maxhp && |
1272 |
(op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1273 |
hitter->stats.hp++; |
1274 |
|
1275 |
/* Can't do drains on battleground spaces. |
1276 |
* Move the wiz check up here - before, the hitter wouldn't gain exp |
1277 |
* exp, but the wiz would still lose exp! If drainee is a wiz, |
1278 |
* nothing happens. |
1279 |
* Try to credit the owner. We try to display player -> player drain |
1280 |
* attacks, hence all the != PLAYER checks. |
1281 |
*/ |
1282 |
if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1283 |
{ |
1284 |
object *owner = hitter->owner; |
1285 |
|
1286 |
if (owner && owner != hitter) |
1287 |
{ |
1288 |
if (op->type != PLAYER || owner->type != PLAYER) |
1289 |
change_exp (owner, op->stats.exp / (rate * 2), |
1290 |
hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1291 |
} |
1292 |
else if (op->type != PLAYER || hitter->type != PLAYER) |
1293 |
{ |
1294 |
change_exp (hitter, op->stats.exp / (rate * 2), |
1295 |
hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1296 |
} |
1297 |
change_exp (op, -op->stats.exp / rate, NULL, 0); |
1298 |
} |
1299 |
dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1300 |
* drain attack, you won't know that you are actually sucking out EXP, |
1301 |
* as the messages will say you missed |
1302 |
*/ |
1303 |
} |
1304 |
} |
1305 |
break; |
1306 |
case ATNR_TURN_UNDEAD: |
1307 |
{ |
1308 |
if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1309 |
{ |
1310 |
object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1311 |
object *god = find_god (determine_god (owner)); |
1312 |
int div = 1; |
1313 |
|
1314 |
/* if undead are not an enemy of your god, you turn them |
1315 |
* at half strength */ |
1316 |
if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1317 |
div = 2; |
1318 |
/* Give a bonus if you resist turn undead */ |
1319 |
if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1320 |
scare_creature (op, owner); |
1321 |
} |
1322 |
else |
1323 |
dam = 0; /* don't damage non undead - should we damage |
1324 |
undead? */ |
1325 |
} |
1326 |
break; |
1327 |
case ATNR_DEATH: |
1328 |
deathstrike_player (op, hitter, &dam); |
1329 |
break; |
1330 |
case ATNR_CHAOS: |
1331 |
LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
1332 |
dam = 0; |
1333 |
break; |
1334 |
case ATNR_COUNTERSPELL: |
1335 |
LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
1336 |
dam = 0; |
1337 |
/* This should never happen. Counterspell is handled |
1338 |
* seperately and filtered out. If this does happen, |
1339 |
* Counterspell has no effect on anything but spells, so it |
1340 |
* does no damage. */ |
1341 |
break; |
1342 |
case ATNR_HOLYWORD: |
1343 |
{ |
1344 |
/* This has already been handled by hit_player, |
1345 |
* no need to check twice -- DAMN */ |
1346 |
object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1347 |
|
1348 |
/* As with turn undead above, give a bonus on the saving throw */ |
1349 |
if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1350 |
scare_creature (op, owner); |
1351 |
} |
1352 |
break; |
1353 |
case ATNR_LIFE_STEALING: |
1354 |
{ |
1355 |
int new_hp; |
1356 |
|
1357 |
/* this is replacement to drain for players, instead of taking |
1358 |
* exp it takes hp. It is geared for players, probably not |
1359 |
* much use giving it to monsters |
1360 |
* |
1361 |
* life stealing doesn't do a lot of damage, but it gives the |
1362 |
* damage it does do to the player. Given that, |
1363 |
* it only does 1/10'th normal damage (hence the divide by |
1364 |
* 1000). |
1365 |
*/ |
1366 |
/* You can't steal life from something undead */ |
1367 |
if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1368 |
return 0; |
1369 |
/* If drain protection is higher than life stealing, use that */ |
1370 |
if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1371 |
dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1372 |
else |
1373 |
dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1374 |
/* You die at -1 hp, not zero. */ |
1375 |
if (dam > (op->stats.hp + 1)) |
1376 |
dam = op->stats.hp + 1; |
1377 |
new_hp = hitter->stats.hp + dam; |
1378 |
if (new_hp > hitter->stats.maxhp) |
1379 |
new_hp = hitter->stats.maxhp; |
1380 |
if (new_hp > hitter->stats.hp) |
1381 |
hitter->stats.hp = new_hp; |
1382 |
} |
1383 |
} |
1384 |
return dam; |
1385 |
} |
1386 |
|
1387 |
|
1388 |
/* GROS: This code comes from hit_player. It has been made external to |
1389 |
* allow script procedures to "kill" objects in a combat-like fashion. |
1390 |
* It was initially used by (kill-object) developed for the Collector's |
1391 |
* Sword. Note that nothing has been changed from the original version |
1392 |
* of the following code. |
1393 |
* op is what is being killed. |
1394 |
* dam is the damage done to it. |
1395 |
* hitter is what is hitting it. |
1396 |
* type is the attacktype. |
1397 |
* |
1398 |
* This function was a bit of a mess with hitter getting changed, |
1399 |
* values being stored away but not used, etc. I've cleaned it up |
1400 |
* a bit - I think it should be functionally equivalant. |
1401 |
* MSW 2002-07-17 |
1402 |
*/ |
1403 |
int |
1404 |
kill_object (object *op, int dam, object *hitter, int type) |
1405 |
{ |
1406 |
char buf[MAX_BUF]; |
1407 |
const char *skill; |
1408 |
int maxdam = 0; |
1409 |
int battleg = 0; /* true if op standing on battleground */ |
1410 |
int pk = 0; /* true if op and what controls hitter are both players */ |
1411 |
object *owner = NULL; |
1412 |
object *skop = NULL; |
1413 |
|
1414 |
if (op->stats.hp >= 0) |
1415 |
return -1; |
1416 |
|
1417 |
if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1418 |
return 0; |
1419 |
|
1420 |
/* maxdam needs to be the amount of damage it took to kill |
1421 |
* this creature. The function(s) that call us have already |
1422 |
* adjusted the creatures HP total, so that is negative. |
1423 |
*/ |
1424 |
maxdam = dam + op->stats.hp + 1; |
1425 |
|
1426 |
if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1427 |
update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1428 |
|
1429 |
if (op->type == DOOR) |
1430 |
{ |
1431 |
op->speed = 0.1; |
1432 |
update_ob_speed (op); |
1433 |
op->speed_left = -0.05; |
1434 |
return maxdam; |
1435 |
} |
1436 |
|
1437 |
if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1438 |
{ |
1439 |
remove_friendly_object (op); |
1440 |
|
1441 |
if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
1442 |
op->owner->contr->ranges[range_golem] = 0; |
1443 |
|
1444 |
op->destroy (); |
1445 |
return maxdam; |
1446 |
} |
1447 |
|
1448 |
/* Now lets start dealing with experience we get for killing something */ |
1449 |
|
1450 |
owner = hitter->owner; |
1451 |
if (!owner) |
1452 |
owner = hitter; |
1453 |
|
1454 |
/* is the victim (op) standing on battleground? */ |
1455 |
if (op_on_battleground (op, NULL, NULL)) |
1456 |
battleg = 1; |
1457 |
|
1458 |
/* is this player killing? */ |
1459 |
if (op->type == PLAYER && owner->type == PLAYER) |
1460 |
pk = 1; |
1461 |
|
1462 |
/* Player killed something */ |
1463 |
if (owner->type == PLAYER) |
1464 |
{ |
1465 |
Log_Kill (owner->name, |
1466 |
query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
1467 |
|
1468 |
/* Log players killing other players - makes it easier to detect |
1469 |
* and filter out malicious player killers - that is why the |
1470 |
* ip address is included. |
1471 |
*/ |
1472 |
if (op->type == PLAYER && !battleg) |
1473 |
{ |
1474 |
time_t t = time (NULL); |
1475 |
struct tm *tmv; |
1476 |
char buf[256]; |
1477 |
|
1478 |
tmv = localtime (&t); |
1479 |
strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1480 |
|
1481 |
LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1482 |
} |
1483 |
|
1484 |
/* try to filter some things out - basically, if you are |
1485 |
* killing a level 1 creature and your level 20, you |
1486 |
* probably don't want to see that. |
1487 |
*/ |
1488 |
if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1489 |
{ |
1490 |
if (owner != hitter) |
1491 |
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1492 |
else |
1493 |
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1494 |
|
1495 |
/* Only play sounds for melee kills */ |
1496 |
if (hitter->type == PLAYER) |
1497 |
play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1498 |
} |
1499 |
|
1500 |
/* If a player kills another player, not on |
1501 |
* battleground, the "killer" looses 1 luck. Since this is |
1502 |
* not reversible, it's actually quite a pain IMHO. -AV |
1503 |
* Fix bug in that we were changing the luck of the hitter, not |
1504 |
* player that the object belonged to - so if you killed another player |
1505 |
* with spells, pets, whatever, there was no penalty. |
1506 |
* Changed to make luck penalty configurable in settings. |
1507 |
*/ |
1508 |
if (op->type == PLAYER && owner != op && !battleg) |
1509 |
owner->change_luck (-settings.pk_luck_penalty); |
1510 |
|
1511 |
/* This code below deals with finding the appropriate skill |
1512 |
* to credit exp to. This is a bit problematic - we should |
1513 |
* probably never really have to look at current_weapon->skill |
1514 |
*/ |
1515 |
skill = 0; |
1516 |
|
1517 |
if (hitter->skill && hitter->type != PLAYER) |
1518 |
skill = hitter->skill; |
1519 |
else if (owner->chosen_skill) |
1520 |
{ |
1521 |
skill = owner->chosen_skill->skill; |
1522 |
skop = owner->chosen_skill; |
1523 |
} |
1524 |
else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1525 |
skill = owner->current_weapon->skill; |
1526 |
else |
1527 |
LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1528 |
|
1529 |
/* We have the skill we want to credit to - now find the object this goes |
1530 |
* to. Make sure skop is an actual skill, and not a skill tool! |
1531 |
*/ |
1532 |
if ((!skop || skop->type != SKILL) && skill) |
1533 |
{ |
1534 |
int i; |
1535 |
|
1536 |
for (i = 0; i < NUM_SKILLS; i++) |
1537 |
if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
1538 |
{ |
1539 |
skop = owner->contr->last_skill_ob[i]; |
1540 |
break; |
1541 |
} |
1542 |
} |
1543 |
} /* Was it a player that hit somethign */ |
1544 |
else |
1545 |
skill = 0; |
1546 |
|
1547 |
/* Pet (or spell) killed something. */ |
1548 |
if (owner != hitter) |
1549 |
sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
1550 |
query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1551 |
else |
1552 |
sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
1553 |
(QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
1554 |
" in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1555 |
|
1556 |
/* These may have been set in the player code section above */ |
1557 |
if (!skop) |
1558 |
skop = hitter->chosen_skill; |
1559 |
|
1560 |
if (!skill && skop) |
1561 |
skill = skop->skill; |
1562 |
|
1563 |
new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1564 |
|
1565 |
/* If you didn't kill yourself, and your not the wizard */ |
1566 |
if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1567 |
{ |
1568 |
int exp; |
1569 |
|
1570 |
/* Really don't give much experience for killing other players */ |
1571 |
// schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1572 |
if (op->type == PLAYER) |
1573 |
{ |
1574 |
if (battleg) |
1575 |
{ |
1576 |
new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1577 |
new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1578 |
} |
1579 |
else |
1580 |
exp = op->stats.exp / 1000; |
1581 |
} |
1582 |
else |
1583 |
exp = calc_skill_exp (owner, op, skop); |
1584 |
|
1585 |
/* if op is standing on "battleground" (arena), no way to gain |
1586 |
* exp by killing him |
1587 |
*/ |
1588 |
if (battleg) |
1589 |
exp = 0; |
1590 |
|
1591 |
/* Don't know why this is set this way - doesn't make |
1592 |
* sense to just divide everything by two for no reason. |
1593 |
*/ |
1594 |
|
1595 |
if (!settings.simple_exp) |
1596 |
exp = exp / 2; |
1597 |
|
1598 |
if (owner->type != PLAYER || owner->contr->party == NULL) |
1599 |
change_exp (owner, exp, skill, 0); |
1600 |
else |
1601 |
{ |
1602 |
int shares = 0, count = 0; |
1603 |
player *pl; |
1604 |
partylist *party = owner->contr->party; |
1605 |
|
1606 |
#ifdef PARTY_KILL_LOG |
1607 |
add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1608 |
#endif |
1609 |
for_all_players (pl) |
1610 |
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1611 |
{ |
1612 |
count++; |
1613 |
shares += (pl->ob->level + 4); |
1614 |
} |
1615 |
|
1616 |
if (count == 1 || shares > exp || !shares) |
1617 |
change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1618 |
else |
1619 |
{ |
1620 |
int share = exp / shares, given = 0, nexp; |
1621 |
|
1622 |
for_all_players (pl) |
1623 |
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1624 |
{ |
1625 |
nexp = (pl->ob->level + 4) * share; |
1626 |
change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1627 |
given += nexp; |
1628 |
} |
1629 |
|
1630 |
exp -= given; |
1631 |
/* give any remainder to the player */ |
1632 |
change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1633 |
} |
1634 |
} /* else part of a party */ |
1635 |
} /* end if person didn't kill himself */ |
1636 |
|
1637 |
if (op->type != PLAYER) |
1638 |
{ |
1639 |
if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1640 |
{ |
1641 |
object *owner1 = op->owner; |
1642 |
|
1643 |
if (owner1 && owner1->type == PLAYER) |
1644 |
{ |
1645 |
play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1646 |
/* Maybe we should include the owner that killed this, maybe not */ |
1647 |
new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1648 |
} |
1649 |
|
1650 |
remove_friendly_object (op); |
1651 |
} |
1652 |
|
1653 |
op->destroy (); |
1654 |
} |
1655 |
else |
1656 |
{ |
1657 |
/* Player has been killed! */ |
1658 |
if (owner->type == PLAYER) |
1659 |
snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
1660 |
else |
1661 |
assign (op->contr->killer, hitter->name); |
1662 |
} |
1663 |
|
1664 |
/* This was return -1 - that doesn't seem correct - if we return -1, process |
1665 |
* continues in the calling function. |
1666 |
*/ |
1667 |
return maxdam; |
1668 |
} |
1669 |
|
1670 |
/* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1671 |
* Returns 0 this is not friendly fire |
1672 |
*/ |
1673 |
|
1674 |
int |
1675 |
friendly_fire (object *op, object *hitter) |
1676 |
{ |
1677 |
object *owner; |
1678 |
int friendlyfire; |
1679 |
|
1680 |
if (hitter->head) |
1681 |
hitter = hitter->head; |
1682 |
|
1683 |
friendlyfire = 0; |
1684 |
|
1685 |
if (op->type == PLAYER) |
1686 |
{ |
1687 |
if (op_on_battleground (hitter, 0, 0)) |
1688 |
return 0; |
1689 |
|
1690 |
if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1691 |
return 1; |
1692 |
|
1693 |
if ((owner = hitter->owner) != NULL) |
1694 |
{ |
1695 |
if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1696 |
friendlyfire = 2; |
1697 |
} |
1698 |
|
1699 |
if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1700 |
friendlyfire = 0; |
1701 |
} |
1702 |
return friendlyfire; |
1703 |
} |
1704 |
|
1705 |
|
1706 |
/* This isn't used just for players, but in fact most objects. |
1707 |
* op is the object to be hit, dam is the amount of damage, hitter |
1708 |
* is what is hitting the object, type is the attacktype, and |
1709 |
* full_hit is set if monster area does not matter. |
1710 |
* dam is base damage - protections/vulnerabilities/slaying matches can |
1711 |
* modify it. |
1712 |
*/ |
1713 |
|
1714 |
/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1715 |
* which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1716 |
|
1717 |
int |
1718 |
hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1719 |
{ |
1720 |
int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1721 |
int maxattacktype, attacknum; |
1722 |
int body_attack = op && op->head; /* Did we hit op's head? */ |
1723 |
int simple_attack; |
1724 |
int rtn_kill = 0; |
1725 |
int friendlyfire; |
1726 |
|
1727 |
if (get_attack_mode (&op, &hitter, &simple_attack)) |
1728 |
return 0; |
1729 |
|
1730 |
/* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1731 |
if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1732 |
return 0; |
1733 |
|
1734 |
#ifdef PROHIBIT_PLAYERKILL |
1735 |
if (op->type == PLAYER) |
1736 |
{ |
1737 |
object *owner = hitter->owner; |
1738 |
|
1739 |
if (!owner) |
1740 |
owner = hitter; |
1741 |
|
1742 |
if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1743 |
return 0; |
1744 |
} |
1745 |
#endif |
1746 |
|
1747 |
if (body_attack) |
1748 |
{ |
1749 |
/* slow and paralyze must hit the head. But we don't want to just |
1750 |
* return - we still need to process other attacks the spell still |
1751 |
* might have. So just remove the paralyze and slow attacktypes, |
1752 |
* and keep on processing if we have other attacktypes. |
1753 |
* return if only magic or nothing is left - under normal code |
1754 |
* we don't attack with pure magic if there is another attacktype. |
1755 |
* Only do processing if the initial attacktype includes one of those |
1756 |
* attack so we don't cancel out things like magic bullet. |
1757 |
*/ |
1758 |
if (type & (AT_PARALYZE | AT_SLOW)) |
1759 |
{ |
1760 |
type &= ~(AT_PARALYZE | AT_SLOW); |
1761 |
|
1762 |
if (!type || type == AT_MAGIC) |
1763 |
return 0; |
1764 |
} |
1765 |
} |
1766 |
|
1767 |
if (!simple_attack && op->type == DOOR) |
1768 |
{ |
1769 |
object *tmp; |
1770 |
|
1771 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1772 |
if (tmp->type == RUNE || tmp->type == TRAP) |
1773 |
{ |
1774 |
spring_trap (tmp, hitter); |
1775 |
|
1776 |
if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1777 |
return 0; |
1778 |
|
1779 |
break; |
1780 |
} |
1781 |
} |
1782 |
|
1783 |
if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1784 |
{ |
1785 |
/* FIXME: If a player is killed by a rune in a door, the |
1786 |
* destroyed() check above doesn't return, and might get here. |
1787 |
*/ |
1788 |
LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1789 |
return 0; |
1790 |
} |
1791 |
|
1792 |
#ifdef ATTACK_DEBUG |
1793 |
LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1794 |
#endif |
1795 |
|
1796 |
if (magic) |
1797 |
{ |
1798 |
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
1799 |
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
1800 |
dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1801 |
if (dam >= 100) |
1802 |
dam /= 100; |
1803 |
else |
1804 |
dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1805 |
} |
1806 |
|
1807 |
/* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1808 |
* If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1809 |
*/ |
1810 |
if (type & AT_CHAOS) |
1811 |
{ |
1812 |
shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
1813 |
update_object (op, UP_OBJ_FACE); |
1814 |
type &= ~AT_CHAOS; |
1815 |
} |
1816 |
|
1817 |
/* Holyword is really an attacktype modifier (like magic is). If |
1818 |
* holyword is part of an attacktype, then make sure the creature is |
1819 |
* a proper match, otherwise no damage. |
1820 |
*/ |
1821 |
if (type & AT_HOLYWORD) |
1822 |
{ |
1823 |
object *god; |
1824 |
|
1825 |
if ((!hitter->slaying || |
1826 |
(!(op->race && strstr (hitter->slaying, op->race)) && |
1827 |
!(op->name && strstr (hitter->slaying, op->name)))) && |
1828 |
(!QUERY_FLAG (op, FLAG_UNDEAD) || |
1829 |
(hitter->title != NULL |
1830 |
&& (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1831 |
return 0; |
1832 |
} |
1833 |
|
1834 |
maxattacktype = type; /* initialize this to something */ |
1835 |
for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1836 |
{ |
1837 |
/* Magic isn't really a true attack type - it gets combined with other |
1838 |
* attack types. As such, skip it over. However, if magic is |
1839 |
* the only attacktype in the group, then still attack with it |
1840 |
*/ |
1841 |
if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
1842 |
continue; |
1843 |
|
1844 |
/* Go through and hit the player with each attacktype, one by one. |
1845 |
* hit_player_attacktype only figures out the damage, doesn't inflict |
1846 |
* it. It will do the appropriate action for attacktypes with |
1847 |
* effects (slow, paralization, etc. |
1848 |
*/ |
1849 |
if (type & attacktype) |
1850 |
{ |
1851 |
ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1852 |
/* the >= causes us to prefer messages from special attacks, if |
1853 |
* the damage is equal. |
1854 |
*/ |
1855 |
if (ndam >= maxdam) |
1856 |
{ |
1857 |
maxdam = ndam; |
1858 |
maxattacktype = 1 << attacknum; |
1859 |
} |
1860 |
} |
1861 |
} |
1862 |
|
1863 |
/* if this is friendly fire then do a set % of damage only |
1864 |
* Note - put a check in to make sure this attack is actually |
1865 |
* doing damage - otherwise, the +1 in the code below will make |
1866 |
* an attack do damage before when it otherwise didn't |
1867 |
*/ |
1868 |
friendlyfire = friendly_fire (op, hitter); |
1869 |
if (friendlyfire && maxdam) |
1870 |
{ |
1871 |
maxdam = ((dam * settings.set_friendly_fire) / 100); |
1872 |
#ifndef COZY_SERVER |
1873 |
maxdam++; |
1874 |
#endif |
1875 |
|
1876 |
#ifdef ATTACK_DEBUG |
1877 |
LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1878 |
friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1879 |
#endif |
1880 |
} |
1881 |
|
1882 |
if (!full_hit) |
1883 |
{ |
1884 |
archetype *at; |
1885 |
int area; |
1886 |
int remainder; |
1887 |
|
1888 |
area = 0; |
1889 |
for (at = op->arch; at != NULL; at = at->more) |
1890 |
area++; |
1891 |
assert (area > 0); |
1892 |
|
1893 |
/* basically: maxdam /= area; we try to "simulate" a float |
1894 |
value-effect */ |
1895 |
remainder = 100 * (maxdam % area) / area; |
1896 |
maxdam /= area; |
1897 |
if (RANDOM () % 100 < remainder) |
1898 |
maxdam++; |
1899 |
} |
1900 |
|
1901 |
#ifdef ATTACK_DEBUG |
1902 |
LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1903 |
#endif |
1904 |
|
1905 |
if (hitter->owner) |
1906 |
op->enemy = hitter->owner; |
1907 |
else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1908 |
op->enemy = hitter; |
1909 |
|
1910 |
if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1911 |
{ |
1912 |
/* The unaggressives look after themselves 8) */ |
1913 |
CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1914 |
npc_call_help (op); |
1915 |
} |
1916 |
|
1917 |
if (magic && did_make_save (op, op->level, 0)) |
1918 |
maxdam = maxdam / 2; |
1919 |
|
1920 |
attack_message (maxdam, maxattacktype, op, hitter); |
1921 |
|
1922 |
op->stats.hp -= maxdam; |
1923 |
|
1924 |
/* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1925 |
if ((op->stats.hp >= 0) && |
1926 |
(QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1927 |
op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
1928 |
{ |
1929 |
|
1930 |
if (QUERY_FLAG (op, FLAG_MONSTER)) |
1931 |
SET_FLAG (op, FLAG_RUN_AWAY); |
1932 |
else |
1933 |
scare_creature (op, hitter); |
1934 |
} |
1935 |
|
1936 |
if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1937 |
{ |
1938 |
if (maxdam) |
1939 |
tear_down_wall (op); |
1940 |
|
1941 |
return maxdam; /* nothing more to do for wall */ |
1942 |
} |
1943 |
|
1944 |
/* See if the creature has been killed */ |
1945 |
rtn_kill = kill_object (op, maxdam, hitter, type); |
1946 |
if (rtn_kill != -1) |
1947 |
return rtn_kill; |
1948 |
|
1949 |
|
1950 |
/* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1951 |
* that before if the player was immune to ghosthit, the monster |
1952 |
* remained - that is no longer the case. |
1953 |
*/ |
1954 |
if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1955 |
{ |
1956 |
if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
1957 |
remove_friendly_object (hitter); |
1958 |
|
1959 |
hitter->destroy (); |
1960 |
} |
1961 |
/* Lets handle creatures that are splitting now */ |
1962 |
else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1963 |
{ |
1964 |
int i; |
1965 |
int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1966 |
int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1967 |
object *owner = op->owner; |
1968 |
|
1969 |
if (!op->other_arch) |
1970 |
{ |
1971 |
LOG (llevError, "SPLITTING without other_arch error.\n"); |
1972 |
return maxdam; |
1973 |
} |
1974 |
|
1975 |
op->remove (); |
1976 |
|
1977 |
for (i = 0; i < NROFNEWOBJS (op); i++) |
1978 |
{ /* This doesn't handle op->more yet */ |
1979 |
object *tmp = arch_to_object (op->other_arch); |
1980 |
int j; |
1981 |
|
1982 |
tmp->stats.hp = op->stats.hp; |
1983 |
|
1984 |
if (friendly) |
1985 |
{ |
1986 |
SET_FLAG (tmp, FLAG_FRIENDLY); |
1987 |
add_friendly_object (tmp); |
1988 |
tmp->attack_movement = PETMOVE; |
1989 |
if (owner != NULL) |
1990 |
tmp->set_owner (owner); |
1991 |
} |
1992 |
|
1993 |
if (unaggressive) |
1994 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1995 |
|
1996 |
j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1997 |
|
1998 |
if (j == -1) /* No spot to put this monster */ |
1999 |
tmp->destroy (); |
2000 |
else |
2001 |
{ |
2002 |
tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
2003 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
2004 |
} |
2005 |
} |
2006 |
|
2007 |
op->destroy (); |
2008 |
} |
2009 |
else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2010 |
hitter->destroy (); |
2011 |
|
2012 |
return maxdam; |
2013 |
} |
2014 |
|
2015 |
|
2016 |
void |
2017 |
poison_player (object *op, object *hitter, int dam) |
2018 |
{ |
2019 |
archetype *at = archetype::find ("poisoning"); |
2020 |
object *tmp = present_arch_in_ob (at, op); |
2021 |
|
2022 |
if (tmp == NULL) |
2023 |
{ |
2024 |
if ((tmp = arch_to_object (at)) == NULL) |
2025 |
LOG (llevError, "Failed to clone arch poisoning.\n"); |
2026 |
else |
2027 |
{ |
2028 |
tmp = insert_ob_in_ob (tmp, op); |
2029 |
/* peterm: give poisoning some teeth. It should |
2030 |
* be able to kill things better than it does: |
2031 |
* damage should be dependent something--I choose to |
2032 |
* do this: if it's a monster, the damage from the |
2033 |
* poisoning goes as the level of the monster/2. |
2034 |
* If anything else, goes as damage. |
2035 |
*/ |
2036 |
|
2037 |
if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
2038 |
tmp->stats.dam += hitter->level / 2; |
2039 |
else |
2040 |
tmp->stats.dam = dam; |
2041 |
|
2042 |
tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
2043 |
if (hitter->skill && hitter->skill != tmp->skill) |
2044 |
{ |
2045 |
tmp->skill = hitter->skill; |
2046 |
} |
2047 |
|
2048 |
tmp->stats.food += dam; /* more damage, longer poisoning */ |
2049 |
|
2050 |
if (op->type == PLAYER) |
2051 |
{ |
2052 |
/* player looses stats, maximum is -10 of each */ |
2053 |
tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2054 |
tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2055 |
tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2056 |
tmp->stats.Int = MAX (-dam / 7, -10); |
2057 |
SET_FLAG (tmp, FLAG_APPLIED); |
2058 |
op->update_stats (); |
2059 |
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2060 |
} |
2061 |
if (hitter->type == PLAYER) |
2062 |
new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2063 |
else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2064 |
new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2065 |
} |
2066 |
tmp->speed_left = 0; |
2067 |
} |
2068 |
else |
2069 |
tmp->stats.food++; |
2070 |
} |
2071 |
|
2072 |
void |
2073 |
slow_player (object *op, object *hitter, int dam) |
2074 |
{ |
2075 |
archetype *at = archetype::find ("slowness"); |
2076 |
object *tmp; |
2077 |
|
2078 |
if (at == NULL) |
2079 |
{ |
2080 |
LOG (llevError, "Can't find slowness archetype.\n"); |
2081 |
} |
2082 |
if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2083 |
{ |
2084 |
tmp = arch_to_object (at); |
2085 |
tmp = insert_ob_in_ob (tmp, op); |
2086 |
new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2087 |
} |
2088 |
else |
2089 |
tmp->stats.food++; |
2090 |
SET_FLAG (tmp, FLAG_APPLIED); |
2091 |
tmp->speed_left = 0; |
2092 |
op->update_stats (); |
2093 |
} |
2094 |
|
2095 |
void |
2096 |
confuse_player (object *op, object *hitter, int dam) |
2097 |
{ |
2098 |
object *tmp; |
2099 |
int maxduration; |
2100 |
|
2101 |
tmp = present_in_ob_by_name (FORCE, "confusion", op); |
2102 |
if (!tmp) |
2103 |
{ |
2104 |
tmp = get_archetype (FORCE_NAME); |
2105 |
tmp = insert_ob_in_ob (tmp, op); |
2106 |
} |
2107 |
|
2108 |
/* Duration added per hit and max. duration of confusion both depend |
2109 |
* on the player's resistance |
2110 |
*/ |
2111 |
tmp->speed = 0.05; |
2112 |
tmp->subtype = FORCE_CONFUSION; |
2113 |
tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2114 |
tmp->name = "confusion"; |
2115 |
maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2116 |
if (tmp->duration > maxduration) |
2117 |
tmp->duration = maxduration; |
2118 |
|
2119 |
if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2120 |
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2121 |
SET_FLAG (op, FLAG_CONFUSED); |
2122 |
} |
2123 |
|
2124 |
void |
2125 |
blind_player (object *op, object *hitter, int dam) |
2126 |
{ |
2127 |
object *tmp, *owner; |
2128 |
|
2129 |
/* Save some work if we know it isn't going to affect the player */ |
2130 |
if (op->resist[ATNR_BLIND] == 100) |
2131 |
return; |
2132 |
|
2133 |
tmp = present_in_ob (BLINDNESS, op); |
2134 |
if (!tmp) |
2135 |
{ |
2136 |
tmp = get_archetype ("blindness"); |
2137 |
SET_FLAG (tmp, FLAG_BLIND); |
2138 |
SET_FLAG (tmp, FLAG_APPLIED); |
2139 |
/* use floats so we don't lose too much precision due to rounding errors. |
2140 |
* speed is a float anyways. |
2141 |
*/ |
2142 |
tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2143 |
|
2144 |
tmp = insert_ob_in_ob (tmp, op); |
2145 |
change_abil (op, tmp); /* Mostly to display any messages */ |
2146 |
op->update_stats (); /* This takes care of some other stuff */ |
2147 |
|
2148 |
if (hitter->owner) |
2149 |
owner = hitter->owner; |
2150 |
else |
2151 |
owner = hitter; |
2152 |
|
2153 |
new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2154 |
} |
2155 |
tmp->stats.food += dam; |
2156 |
if (tmp->stats.food > 10) |
2157 |
tmp->stats.food = 10; |
2158 |
} |
2159 |
|
2160 |
void |
2161 |
paralyze_player (object *op, object *hitter, int dam) |
2162 |
{ |
2163 |
float effect, max; |
2164 |
|
2165 |
/* object *tmp; */ |
2166 |
|
2167 |
/* This is strange stuff... someone knows for what this is |
2168 |
* written? Well, i think this can and should be removed |
2169 |
*/ |
2170 |
|
2171 |
/* |
2172 |
if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2173 |
tmp=clone_arch(PARAIMAGE); |
2174 |
tmp->x=op->x,tmp->y=op->y; |
2175 |
insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2176 |
} |
2177 |
*/ |
2178 |
|
2179 |
/* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2180 |
effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
2181 |
|
2182 |
if (effect == 0) |
2183 |
return; |
2184 |
|
2185 |
op->speed_left -= FABS (op->speed) * effect; |
2186 |
/* tmp->stats.food+=(signed short) effect/op->speed; */ |
2187 |
|
2188 |
/* max number of ticks to be affected for. */ |
2189 |
max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
2190 |
if (op->speed_left < -(FABS (op->speed) * max)) |
2191 |
op->speed_left = (float) -(FABS (op->speed) * max); |
2192 |
|
2193 |
/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2194 |
} |
2195 |
|
2196 |
|
2197 |
/* Attempts to kill 'op'. hitter is the attack object, dam is |
2198 |
* the computed damaged. |
2199 |
*/ |
2200 |
void |
2201 |
deathstrike_player (object *op, object *hitter, int *dam) |
2202 |
{ |
2203 |
/* The intention of a death attack is to kill outright things |
2204 |
** that are a lot weaker than the attacker, have a chance of killing |
2205 |
** things somewhat weaker than the caster, and no chance of |
2206 |
** killing something equal or stronger than the attacker. |
2207 |
** Also, if a deathstrike attack has a slaying, any monster |
2208 |
** whose name or race matches a comma-delimited list in the slaying |
2209 |
** field of the deathstriking object */ |
2210 |
|
2211 |
int atk_lev, def_lev, kill_lev; |
2212 |
|
2213 |
if (hitter->slaying) |
2214 |
if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
2215 |
return; |
2216 |
|
2217 |
def_lev = op->level; |
2218 |
if (def_lev < 1) |
2219 |
{ |
2220 |
LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2221 |
def_lev = 1; |
2222 |
} |
2223 |
atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2224 |
/* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2225 |
atk_lev, def_lev); */ |
2226 |
|
2227 |
if (atk_lev >= def_lev) |
2228 |
{ |
2229 |
kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
2230 |
|
2231 |
/* Note that the below effectively means the ratio of the atk vs |
2232 |
* defener level is important - if level 52 character has very little |
2233 |
* chance of killing a level 50 monster. This should probably be |
2234 |
* redone. |
2235 |
*/ |
2236 |
if (kill_lev >= def_lev) |
2237 |
{ |
2238 |
*dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
2239 |
/* I think this doesn't really do much. Because of |
2240 |
* integer rounding, this only makes any difference if the |
2241 |
* attack level is double the defender level. |
2242 |
*/ |
2243 |
*dam *= kill_lev / def_lev; |
2244 |
} |
2245 |
} |
2246 |
else |
2247 |
{ |
2248 |
*dam = 0; /* no harm done */ |
2249 |
} |
2250 |
} |
2251 |
|
2252 |
/* thrown_item_effect() - handles any special effects of thrown |
2253 |
* items (like attacking living creatures--a potion thrown at a |
2254 |
* monster). |
2255 |
*/ |
2256 |
static void |
2257 |
thrown_item_effect (object *hitter, object *victim) |
2258 |
{ |
2259 |
if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
2260 |
{ |
2261 |
/* May not need a switch for just 2 types, but this makes it |
2262 |
* easier for expansion. |
2263 |
*/ |
2264 |
switch (hitter->type) |
2265 |
{ |
2266 |
case POTION: |
2267 |
/* should player get a save throw instead of checking magic protection? */ |
2268 |
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
2269 |
(void) apply_potion (victim, hitter); |
2270 |
break; |
2271 |
|
2272 |
case POISON: /* poison drinks */ |
2273 |
/* As with potions, should monster get a save? */ |
2274 |
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2275 |
apply_poison (victim, hitter); |
2276 |
break; |
2277 |
|
2278 |
/* Removed case statements that did nothing. |
2279 |
* food may be poisonous, but monster must be willing to eat it, |
2280 |
* so we don't handle it here. |
2281 |
* Containers should perhaps break open, but that code was disabled. |
2282 |
*/ |
2283 |
} |
2284 |
} |
2285 |
} |
2286 |
|
2287 |
/* adj_attackroll() - adjustments to attacks by various conditions */ |
2288 |
|
2289 |
int |
2290 |
adj_attackroll (object *hitter, object *target) |
2291 |
{ |
2292 |
object *attacker = hitter; |
2293 |
int adjust = 0; |
2294 |
|
2295 |
/* safety */ |
2296 |
if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
2297 |
{ |
2298 |
LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
2299 |
return 0; |
2300 |
} |
2301 |
|
2302 |
/* aimed missiles use the owning object's sight */ |
2303 |
if (is_aimed_missile (hitter)) |
2304 |
{ |
2305 |
if ((attacker = hitter->owner) == NULL) |
2306 |
attacker = hitter; |
2307 |
/* A player who saves but hasn't quit still could have objects |
2308 |
* owned by him - need to handle that case to avoid crashes. |
2309 |
*/ |
2310 |
if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2311 |
attacker = hitter; |
2312 |
} |
2313 |
else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
2314 |
return 0; |
2315 |
|
2316 |
/* determine the condtions under which we make an attack. |
2317 |
* Add more cases, as the need occurs. */ |
2318 |
|
2319 |
if (!can_see_enemy (attacker, target)) |
2320 |
{ |
2321 |
/* target is unseen */ |
2322 |
if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2323 |
adjust -= 10; |
2324 |
/* dark map penalty for the hitter (lacks infravision if we got here). */ |
2325 |
else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
2326 |
adjust -= target->map->darkness; |
2327 |
} |
2328 |
|
2329 |
if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2330 |
adjust -= 3; |
2331 |
|
2332 |
if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
2333 |
adjust += 1; |
2334 |
|
2335 |
if (QUERY_FLAG (target, FLAG_SCARED)) |
2336 |
adjust += 1; |
2337 |
|
2338 |
if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
2339 |
adjust -= 3; |
2340 |
|
2341 |
/* if we attack at a different 'altitude' its harder */ |
2342 |
if ((attacker->move_type & target->move_type) == 0) |
2343 |
adjust -= 2; |
2344 |
|
2345 |
#if 0 |
2346 |
/* slower attacks are less likely to succeed. We should use a |
2347 |
* comparison between attacker/target speeds BUT, players have |
2348 |
* a generally faster speed, so this will wind up being a HUGE |
2349 |
* disadantage for the monsters! Too bad, because missiles which |
2350 |
* fly fast should have a better chance of hitting a slower target. |
2351 |
*/ |
2352 |
if (hitter->speed < target->speed) |
2353 |
adjust += ((float) hitter->speed - target->speed); |
2354 |
#endif |
2355 |
|
2356 |
#if 0 |
2357 |
LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
2358 |
#endif |
2359 |
|
2360 |
return adjust; |
2361 |
} |
2362 |
|
2363 |
|
2364 |
/* determine if the object is an 'aimed' missile */ |
2365 |
int |
2366 |
is_aimed_missile (object *op) |
2367 |
{ |
2368 |
|
2369 |
/* I broke what used to be one big if into a few nested |
2370 |
* ones so that figuring out the logic is at least possible. |
2371 |
*/ |
2372 |
if (op && (op->move_type & MOVE_FLYING)) |
2373 |
{ |
2374 |
if (op->type == ARROW || op->type == THROWN_OBJ) |
2375 |
return 1; |
2376 |
else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2377 |
return 1; |
2378 |
} |
2379 |
return 0; |
2380 |
} |