1 |
/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra 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 3 of the License, or |
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* (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, see <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> |
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#include <global.h> |
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#include <living.h> |
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#include <material.h> |
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#include <skills.h> |
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#include <sounds.h> |
30 |
#include <sproto.h> |
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|
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typedef struct att_msg_str |
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{ |
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char *msg1; |
35 |
char *msg2; |
36 |
} att_msg; |
37 |
|
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/*#define ATTACK_DEBUG*/ |
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|
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/* cancels object *op. Cancellation basically means an object loses |
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* its magical benefits. |
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*/ |
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void |
44 |
cancellation (object *op) |
45 |
{ |
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if (op->invisible) |
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return; |
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|
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if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
50 |
{ |
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/* Recurse through the inventory */ |
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for (object *tmp = op->inv; tmp; tmp = tmp->below) |
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if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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cancellation (tmp); |
55 |
} |
56 |
else if (FABS (op->magic) <= rndm (0, 5)) |
57 |
{ |
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/* Nullify this object. This code could probably be more complete */ |
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/* in what abilities it should cancel */ |
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op->magic = 0; |
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|
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CLEAR_FLAG (op, FLAG_DAMNED); |
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CLEAR_FLAG (op, FLAG_CURSED); |
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CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
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CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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|
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if (object *pl = op->visible_to ()) |
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esrv_update_item (UPD_FLAGS, pl, op); |
69 |
} |
70 |
} |
71 |
|
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/* did_make_save_item just checks to make sure the item actually |
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* made its saving throw based on the tables. It does not take |
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* any further action (like destroying the item). |
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*/ |
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int |
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did_make_save_item (object *op, int type, object *originator) |
78 |
{ |
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int i, roll, saves = 0, attacks = 0, number; |
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materialtype_t *mt; |
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|
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if (!op->materialname) |
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{ |
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for (mt = materialt; mt && mt->next; mt = mt->next) |
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if (op->materials & mt->material) |
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break; |
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} |
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else |
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mt = name_to_material (op->materialname); |
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|
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if (!mt) |
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return TRUE; |
93 |
|
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roll = rndm (1, 20); |
95 |
|
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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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*/ |
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if (type != AT_MAGIC) |
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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 | |
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AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
108 |
|
109 |
if (type == 0) return TRUE; |
110 |
|
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if (roll == 20) return TRUE; |
112 |
if (roll == 1) return FALSE; |
113 |
|
114 |
for (number = 0; number < NROFATTACKS; number++) |
115 |
{ |
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i = 1 << number; |
117 |
|
118 |
if (!(i & type)) |
119 |
continue; |
120 |
|
121 |
attacks++; |
122 |
if (op->resist[number] == 100) |
123 |
saves++; |
124 |
else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
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saves++; |
126 |
else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
127 |
saves++; |
128 |
} |
129 |
|
130 |
if (saves == attacks || attacks == 0) |
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return TRUE; |
132 |
|
133 |
if (saves == 0 || (rndm (1, attacks) > saves)) |
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return FALSE; |
135 |
|
136 |
return TRUE; |
137 |
} |
138 |
|
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/* This function calls did_make_save_item. It then performs the |
140 |
* appropriate actions to the item (such as burning the item up, |
141 |
* calling cancellation, etc.) |
142 |
*/ |
143 |
void |
144 |
save_throw_object (object *op, int type, object *originator) |
145 |
{ |
146 |
if (!did_make_save_item (op, type, originator)) |
147 |
{ |
148 |
object *env = op->env; |
149 |
int x = op->x, y = op->y; |
150 |
maptile *m = op->map; |
151 |
|
152 |
op = stop_item (op); |
153 |
if (!op) |
154 |
return; |
155 |
|
156 |
/* Hacked the following so that type LIGHTER will work. |
157 |
* Also, objects which are potential "lights" that are hit by |
158 |
* flame/elect attacks will be set to glow. "lights" are any |
159 |
* object with +/- glow_radius and an "other_arch" to change to. |
160 |
* (and please note that we cant fail our save and reach this |
161 |
* function if the object doesnt contain a material that can burn. |
162 |
* So forget lighting magical swords on fire with this!) -b.t. |
163 |
*/ |
164 |
if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
165 |
{ |
166 |
const char *arch = op->other_arch->archname; |
167 |
|
168 |
if (op->decrease ()) |
169 |
fix_stopped_item (op, m, originator); |
170 |
|
171 |
if ((op = archetype::get (arch))) |
172 |
{ |
173 |
if (env) |
174 |
env->insert (op); |
175 |
else |
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m->insert (op, x, y, originator); |
177 |
} |
178 |
|
179 |
return; |
180 |
} |
181 |
|
182 |
if (type & AT_CANCELLATION) |
183 |
{ /* Cancellation. */ |
184 |
cancellation (op); |
185 |
fix_stopped_item (op, m, originator); |
186 |
return; |
187 |
} |
188 |
|
189 |
if (op->nrof > 1) |
190 |
{ |
191 |
if (op->decrease (rndm (0, op->nrof - 1))) |
192 |
fix_stopped_item (op, m, originator); |
193 |
} |
194 |
else |
195 |
{ |
196 |
// drop everything to the ground, if possible |
197 |
op->insert_at (originator); |
198 |
op->destroy (); |
199 |
} |
200 |
|
201 |
if (type & (AT_FIRE | AT_ELECTRICITY)) |
202 |
if (env) |
203 |
{ |
204 |
op = archetype::get (shstr_burnout); |
205 |
op->x = env->x, op->y = env->y; |
206 |
env->insert (op); |
207 |
} |
208 |
else |
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replace_insert_ob_in_map (shstr_burnout, originator); |
210 |
|
211 |
return; |
212 |
} |
213 |
|
214 |
/* The value of 50 is arbitrary. */ |
215 |
if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, 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 = arch_to_object (at); |
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, int type, int full_hit) |
253 |
{ |
254 |
maptile *map; |
255 |
sint16 x, y; |
256 |
int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
257 |
|
258 |
if (QUERY_FLAG (op, FLAG_FREED)) |
259 |
{ |
260 |
LOG (llevError, "BUG: hit_map(): free object\n"); |
261 |
return 0; |
262 |
} |
263 |
|
264 |
if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
265 |
{ |
266 |
LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
267 |
return 0; |
268 |
} |
269 |
|
270 |
if (!op->map) |
271 |
{ |
272 |
LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name); |
273 |
return 0; |
274 |
} |
275 |
|
276 |
if (op->head) |
277 |
op = op->head; |
278 |
|
279 |
mapxy pos (op); |
280 |
pos.move (dir); |
281 |
|
282 |
if (!pos.normalise ()) |
283 |
return 0; |
284 |
|
285 |
// elmex: a safe map tile can't be hit! |
286 |
// this should prevent most harmful effects on items and players there. |
287 |
mapspace &ms = pos.ms (); |
288 |
|
289 |
if (ms.flags () & P_SAFE) |
290 |
return 0; |
291 |
|
292 |
/* peterm: a few special cases for special attacktypes --counterspell |
293 |
* must be out here because it strikes things which are not alive |
294 |
*/ |
295 |
if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
296 |
{ |
297 |
if (type & AT_COUNTERSPELL) |
298 |
{ |
299 |
counterspell (op, dir); /* see spell_effect.c */ |
300 |
|
301 |
/* If the only attacktype is counterspell or magic, don't need |
302 |
* to do any further processing. |
303 |
*/ |
304 |
if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
305 |
return 0; |
306 |
|
307 |
type &= ~AT_COUNTERSPELL; |
308 |
} |
309 |
|
310 |
if (type & AT_CHAOS) |
311 |
{ |
312 |
shuffle_attack (op, 1); /* flag tells it to change the face */ |
313 |
update_object (op, UP_OBJ_FACE); |
314 |
type &= ~AT_CHAOS; |
315 |
} |
316 |
} |
317 |
|
318 |
/* There may still be objects that were above 'next', but there is no |
319 |
* simple way to find out short of copying all object references and |
320 |
* tags into a temporary array before we start processing the first |
321 |
* object. That's why we just abort on destroy. |
322 |
* |
323 |
* This happens whenever attack spells (like fire) hit a pile |
324 |
* of objects. This is not a bug - nor an error. |
325 |
*/ |
326 |
for (object *next = ms.bot; next && !next->destroyed (); ) |
327 |
{ |
328 |
object *tmp = next; |
329 |
next = tmp->above; |
330 |
|
331 |
/* Something could have happened to 'tmp' while 'tmp->below' was processed. |
332 |
* For example, 'tmp' was put in an icecube. |
333 |
* This is one of the few cases where on_same_map should not be used. |
334 |
*/ |
335 |
if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
336 |
continue; |
337 |
|
338 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
339 |
{ |
340 |
hit_player (tmp, op->stats.dam, op, type, full_hit); |
341 |
retflag |= 1; |
342 |
|
343 |
if (op->destroyed ()) |
344 |
break; |
345 |
} |
346 |
/* Here we are potentially destroying an object. If the object has |
347 |
* NO_PASS set, it is also immune - you can't destroy walls. Note |
348 |
* that weak walls have is_alive set, which prevent objects from |
349 |
* passing over/through them. We don't care what type of movement |
350 |
* the wall blocks - if it blocks any type of movement, can't be |
351 |
* destroyed right now. |
352 |
*/ |
353 |
else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
354 |
{ |
355 |
save_throw_object (tmp, type, op); |
356 |
|
357 |
if (op->destroyed ()) |
358 |
break; |
359 |
} |
360 |
} |
361 |
|
362 |
return 0; |
363 |
} |
364 |
|
365 |
void |
366 |
attack_message (int dam, int type, object *op, object *hitter) |
367 |
{ |
368 |
char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
369 |
int i, found = 0; |
370 |
maptile *map; |
371 |
object *next, *tmp; |
372 |
|
373 |
/* put in a few special messages for some of the common attacktypes |
374 |
* a player might have. For example, fire, electric, cold, etc |
375 |
* [garbled 20010919] |
376 |
*/ |
377 |
|
378 |
if (dam == 9998 && op->type == DOOR) |
379 |
{ |
380 |
sprintf (buf1, "unlock %s", &op->name); |
381 |
sprintf (buf2, " unlocks"); |
382 |
found++; |
383 |
} |
384 |
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 != NULL) |
517 |
{ |
518 |
int mtype; |
519 |
|
520 |
switch (hitter->current_weapon->weapontype) |
521 |
{ |
522 |
case WEAP_HIT: |
523 |
mtype = ATM_BASIC; |
524 |
break; |
525 |
case WEAP_SLASH: |
526 |
mtype = ATM_SLASH; |
527 |
break; |
528 |
case WEAP_PIERCE: |
529 |
mtype = ATM_PIERCE; |
530 |
break; |
531 |
case WEAP_CLEAVE: |
532 |
mtype = ATM_CLEAVE; |
533 |
break; |
534 |
case WEAP_SLICE: |
535 |
mtype = ATM_SLICE; |
536 |
break; |
537 |
case WEAP_STAB: |
538 |
mtype = ATM_STAB; |
539 |
break; |
540 |
case WEAP_WHIP: |
541 |
mtype = ATM_WHIP; |
542 |
break; |
543 |
case WEAP_CRUSH: |
544 |
mtype = ATM_CRUSH; |
545 |
break; |
546 |
case WEAP_BLUD: |
547 |
mtype = ATM_BLUD; |
548 |
break; |
549 |
default: |
550 |
mtype = ATM_BASIC; |
551 |
break; |
552 |
} |
553 |
|
554 |
for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
555 |
if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
556 |
{ |
557 |
sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
558 |
strcpy (buf2, attack_mess[mtype][i].buf3); |
559 |
found++; |
560 |
break; |
561 |
} |
562 |
} |
563 |
else |
564 |
{ |
565 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++) |
566 |
if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1) |
567 |
{ |
568 |
sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2); |
569 |
strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
570 |
found++; |
571 |
break; |
572 |
} |
573 |
} |
574 |
|
575 |
if (!found) |
576 |
{ |
577 |
strcpy (buf1, "hit"); |
578 |
strcpy (buf2, " hits"); |
579 |
} |
580 |
|
581 |
/* bail out if a monster is casting spells */ |
582 |
if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
583 |
return; |
584 |
|
585 |
/* scale down magic considerably. */ |
586 |
if (type & AT_MAGIC && rndm (0, 5)) |
587 |
return; |
588 |
|
589 |
/* Did a player hurt another player? Inform both! */ |
590 |
if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
591 |
{ |
592 |
if (hitter->owner != NULL) |
593 |
sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
594 |
else |
595 |
{ |
596 |
sprintf (buf, "%s%s you.", &hitter->name, buf2); |
597 |
|
598 |
if (dam != 0) |
599 |
{ |
600 |
if (dam < 10) |
601 |
op->contr->play_sound (sound_find ("player_is_hit1")); |
602 |
else if (dam < 20) |
603 |
op->contr->play_sound (sound_find ("player_is_hit2")); |
604 |
else |
605 |
op->contr->play_sound (sound_find ("player_is_hit3")); |
606 |
} |
607 |
} |
608 |
|
609 |
new_draw_info (NDI_BLACK, 0, op, buf); |
610 |
} /* end of player hitting player */ |
611 |
|
612 |
if (hitter->type == PLAYER) |
613 |
{ |
614 |
sprintf (buf, "You %s.", buf1); |
615 |
|
616 |
if (dam != 0) |
617 |
{ |
618 |
if (dam < 10) |
619 |
op->play_sound (sound_find ("player_hits1")); |
620 |
else if (dam < 20) |
621 |
op->play_sound (sound_find ("player_hits2")); |
622 |
else |
623 |
op->play_sound (sound_find ("player_hits3")); |
624 |
} |
625 |
|
626 |
new_draw_info (NDI_BLACK, 0, hitter, buf); |
627 |
} |
628 |
else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
629 |
{ |
630 |
/* look for stacked spells and start reducing the message chances */ |
631 |
if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
632 |
{ |
633 |
i = 4; |
634 |
map = hitter->map; |
635 |
if (out_of_map (map, hitter->x, hitter->y)) |
636 |
return; |
637 |
|
638 |
next = GET_MAP_OB (map, hitter->x, hitter->y); |
639 |
if (next) |
640 |
while (next) |
641 |
{ |
642 |
if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
643 |
i *= 3; |
644 |
|
645 |
tmp = next; |
646 |
next = tmp->above; |
647 |
} |
648 |
|
649 |
if (i < 0) |
650 |
return; |
651 |
|
652 |
if (rndm (0, i) != 0) |
653 |
return; |
654 |
} |
655 |
else if (rndm (0, 5) != 0) |
656 |
return; |
657 |
|
658 |
sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
659 |
op->play_sound (sound_find ("player_hits4")); |
660 |
new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
661 |
} |
662 |
} |
663 |
|
664 |
|
665 |
static int |
666 |
get_attack_mode (object **target, object **hitter, int *simple_attack) |
667 |
{ |
668 |
if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
669 |
{ |
670 |
LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
671 |
return 1; |
672 |
} |
673 |
|
674 |
if ((*target)->head) |
675 |
*target = (*target)->head; |
676 |
|
677 |
if ((*hitter)->head) |
678 |
*hitter = (*hitter)->head; |
679 |
|
680 |
if ((*target)->type == LOCKED_DOOR) |
681 |
return 1; // locked doors cannot be hit |
682 |
|
683 |
if ((*hitter)->env || (*target)->env) |
684 |
{ |
685 |
*simple_attack = 1; |
686 |
return 0; |
687 |
} |
688 |
|
689 |
if (QUERY_FLAG (*target, FLAG_REMOVED) |
690 |
|| QUERY_FLAG (*hitter, FLAG_REMOVED) |
691 |
|| !(*hitter)->map |
692 |
|| !on_same_map (*hitter, *target)) |
693 |
{ |
694 |
LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
695 |
(*hitter)->debug_desc (), (*target)->debug_desc ()); |
696 |
return 1; |
697 |
} |
698 |
|
699 |
*simple_attack = 0; |
700 |
return 0; |
701 |
} |
702 |
|
703 |
static int |
704 |
abort_attack (object *target, object *hitter, int simple_attack) |
705 |
{ |
706 |
|
707 |
/* Check if target and hitter are still in a relation similar to the one |
708 |
* determined by get_attack_mode(). Returns true if the relation has changed. |
709 |
*/ |
710 |
int new_mode; |
711 |
|
712 |
if (hitter->env == target || target->env == hitter) |
713 |
new_mode = 1; |
714 |
else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
715 |
return 1; |
716 |
else |
717 |
new_mode = 0; |
718 |
return new_mode != simple_attack; |
719 |
} |
720 |
|
721 |
static void thrown_item_effect (object *, object *); |
722 |
|
723 |
static int |
724 |
attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
725 |
{ |
726 |
int simple_attack, roll, dam = 0; |
727 |
uint32 type; |
728 |
shstr op_name; |
729 |
|
730 |
if (get_attack_mode (&op, &hitter, &simple_attack)) |
731 |
goto error; |
732 |
|
733 |
if (hitter->current_weapon) |
734 |
if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
735 |
return RESULT_INT (0); |
736 |
|
737 |
if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
738 |
return RESULT_INT (0); |
739 |
|
740 |
/* |
741 |
* A little check to make it more difficult to dance forward and back |
742 |
* to avoid ever being hit by monsters. |
743 |
*/ |
744 |
if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
745 |
{ |
746 |
/* Decrease speed BEFORE calling process_object. Otherwise, an |
747 |
* infinite loop occurs, with process_object calling move_monster, |
748 |
* which then gets here again. By decreasing the speed before |
749 |
* we call process_object, the 'if' statement above will fail. |
750 |
*/ |
751 |
--op->speed_left; |
752 |
process_object (op); |
753 |
|
754 |
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
755 |
goto error; |
756 |
} |
757 |
|
758 |
op_name = op->name; |
759 |
|
760 |
roll = random_roll (1, 20, hitter, PREFER_HIGH); |
761 |
|
762 |
/* Adjust roll for various situations. */ |
763 |
if (!simple_attack) |
764 |
roll += adj_attackroll (hitter, op); |
765 |
|
766 |
/* See if we hit the creature */ |
767 |
if (roll == 20 || op->stats.ac >= base_wc - roll) |
768 |
{ |
769 |
int hitdam = base_dam; |
770 |
|
771 |
if (!simple_attack) |
772 |
{ |
773 |
/* If you hit something, the victim should *always* wake up. |
774 |
* Before, invisible hitters could avoid doing this. |
775 |
* -b.t. */ |
776 |
if (QUERY_FLAG (op, FLAG_SLEEP)) |
777 |
CLEAR_FLAG (op, FLAG_SLEEP); |
778 |
|
779 |
/* If the victim can't see the attacker, it may alert others |
780 |
* for help. */ |
781 |
if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
782 |
npc_call_help (op); |
783 |
|
784 |
/* if you were hidden and hit by a creature, you are discovered */ |
785 |
if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
786 |
{ |
787 |
make_visible (op); |
788 |
|
789 |
if (op->type == PLAYER) |
790 |
new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
791 |
} |
792 |
|
793 |
/* thrown items (hitter) will have various effects |
794 |
* when they hit the victim. For things like thrown daggers, |
795 |
* this sets 'hitter' to the actual dagger, and not the |
796 |
* wrapper object. |
797 |
*/ |
798 |
thrown_item_effect (hitter, op); |
799 |
|
800 |
if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
801 |
goto leave; |
802 |
} |
803 |
|
804 |
/* Need to do at least 1 damage, otherwise there is no point |
805 |
* to go further and it will cause FPE's below. |
806 |
*/ |
807 |
if (hitdam <= 0) |
808 |
hitdam = 1; |
809 |
|
810 |
type = hitter->attacktype; |
811 |
|
812 |
if (!type) |
813 |
type = AT_PHYSICAL; |
814 |
|
815 |
/* Handle monsters that hit back */ |
816 |
if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
817 |
{ |
818 |
if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
819 |
new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
820 |
|
821 |
hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
822 |
|
823 |
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
824 |
goto leave; |
825 |
} |
826 |
|
827 |
/* In the new attack code, it should handle multiple attack |
828 |
* types in its area, so remove it from here. |
829 |
*/ |
830 |
dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
831 |
|
832 |
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
833 |
goto leave; |
834 |
} /* end of if hitter hit op */ |
835 |
/* if we missed, dam=0 */ |
836 |
|
837 |
/*attack_message(dam, type, op, hitter); */ |
838 |
|
839 |
goto leave; |
840 |
|
841 |
error: |
842 |
dam = 1; |
843 |
|
844 |
leave: |
845 |
|
846 |
return dam; |
847 |
} |
848 |
|
849 |
int |
850 |
attack_ob (object *op, object *hitter) |
851 |
{ |
852 |
hitter = hitter->head_ (); |
853 |
|
854 |
return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
855 |
} |
856 |
|
857 |
/* op is the arrow, tmp is what is stopping the arrow. |
858 |
* |
859 |
* Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
860 |
*/ |
861 |
static int |
862 |
stick_arrow (object *op, object *tmp) |
863 |
{ |
864 |
/* If the missile hit a player, we insert it in their inventory. |
865 |
* However, if the missile is heavy, we don't do so (assume it falls |
866 |
* to the ground after a hit). What a good value for this is up to |
867 |
* debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
868 |
* stick around. |
869 |
*/ |
870 |
if (op->weight <= 5000 && tmp->stats.hp >= 0) |
871 |
{ |
872 |
tmp->head_ ()->insert (op); |
873 |
return 1; |
874 |
} |
875 |
else |
876 |
return 0; |
877 |
} |
878 |
|
879 |
/* hit_with_arrow() disassembles the missile, attacks the victim and |
880 |
* reassembles the missile. |
881 |
* |
882 |
* It returns a pointer to the reassembled missile, or NULL if the missile |
883 |
* isn't available anymore. |
884 |
*/ |
885 |
object * |
886 |
hit_with_arrow (object *op, object *victim) |
887 |
{ |
888 |
object *container, *hitter; |
889 |
int hit_something = 0; |
890 |
|
891 |
/* Disassemble missile */ |
892 |
if (op->inv) |
893 |
{ |
894 |
container = op; |
895 |
hitter = op->inv; |
896 |
hitter->remove (); |
897 |
insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
898 |
/* Note that we now have an empty THROWN_OBJ on the map. Code that |
899 |
* might be called until this THROWN_OBJ is either reassembled or |
900 |
* removed at the end of this function must be able to deal with empty |
901 |
* THROWN_OBJs. */ |
902 |
} |
903 |
else |
904 |
{ |
905 |
container = 0; |
906 |
hitter = op; |
907 |
} |
908 |
|
909 |
/* Try to hit victim */ |
910 |
hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
911 |
|
912 |
/* Arrow attacks door, rune of summoning is triggered, demon is put on |
913 |
* arrow, move_apply() calls this function, arrow sticks in demon, |
914 |
* attack_ob_simple() returns, and we've got an arrow that still exists |
915 |
* but is no longer on the map. Ugh. (Beware: Such things can happen at |
916 |
* other places as well!) |
917 |
*/ |
918 |
if (hitter->destroyed () || hitter->env != NULL) |
919 |
{ |
920 |
if (container) |
921 |
{ |
922 |
container->remove (); |
923 |
container->destroy (); |
924 |
} |
925 |
|
926 |
return 0; |
927 |
} |
928 |
|
929 |
/* Missile hit victim */ |
930 |
/* if the speed is > 10, then this is a fast moving arrow, we go straight |
931 |
* through the target |
932 |
*/ |
933 |
if (hit_something && op->speed <= 10.0) |
934 |
{ |
935 |
/* Stop arrow */ |
936 |
if (!container) |
937 |
{ |
938 |
hitter = fix_stopped_arrow (hitter); |
939 |
if (!hitter) |
940 |
return 0; |
941 |
} |
942 |
else |
943 |
container->destroy (); |
944 |
|
945 |
/* Try to stick arrow into victim */ |
946 |
if (!victim->destroyed () && stick_arrow (hitter, victim)) |
947 |
return 0; |
948 |
|
949 |
/* Else try to put arrow on victim's map square |
950 |
* remove check for P_WALL here. If the arrow got to this |
951 |
* space, that is good enough - with the new movement code, |
952 |
* there is now the potential for lots of spaces where something |
953 |
* can fly over but not otherwise move over. What is the correct |
954 |
* way to handle those otherwise? |
955 |
*/ |
956 |
if (victim->x != hitter->x || victim->y != hitter->y) |
957 |
{ |
958 |
hitter->remove (); |
959 |
hitter->x = victim->x; |
960 |
hitter->y = victim->y; |
961 |
insert_ob_in_map (hitter, victim->map, hitter, 0); |
962 |
} |
963 |
else |
964 |
/* Else leave arrow where it is */ |
965 |
merge_ob (hitter, NULL); |
966 |
|
967 |
return 0; |
968 |
} |
969 |
|
970 |
if (hit_something && op->speed >= 10.0) |
971 |
op->speed -= 1.0; |
972 |
|
973 |
/* Missile missed victim - reassemble missile */ |
974 |
if (container) |
975 |
{ |
976 |
hitter->remove (); |
977 |
insert_ob_in_ob (hitter, container); |
978 |
} |
979 |
|
980 |
return op; |
981 |
} |
982 |
|
983 |
void |
984 |
tear_down_wall (object *op) |
985 |
{ |
986 |
int perc = 0; |
987 |
|
988 |
if (!op->stats.maxhp) |
989 |
{ |
990 |
LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
991 |
perc = 1; |
992 |
} |
993 |
else if (!GET_ANIM_ID (op)) |
994 |
{ |
995 |
/* Object has been called - no animations, so remove it */ |
996 |
if (op->stats.hp < 0) |
997 |
op->destroy (); |
998 |
|
999 |
return; /* no animations, so nothing more to do */ |
1000 |
} |
1001 |
|
1002 |
perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1003 |
|
1004 |
if (perc >= (int) NUM_ANIMATIONS (op)) |
1005 |
perc = NUM_ANIMATIONS (op) - 1; |
1006 |
else if (perc < 1) |
1007 |
perc = 1; |
1008 |
|
1009 |
SET_ANIMATION (op, perc); |
1010 |
update_object (op, UP_OBJ_FACE); |
1011 |
|
1012 |
if (perc == NUM_ANIMATIONS (op) - 1) |
1013 |
{ /* Reached the last animation */ |
1014 |
if (op->face == blank_face) |
1015 |
/* If the last face is blank, remove the ob */ |
1016 |
op->destroy (); |
1017 |
else |
1018 |
{ /* The last face was not blank, leave an image */ |
1019 |
CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1020 |
update_all_los (op->map, op->x, op->y); |
1021 |
op->move_block = 0; |
1022 |
CLEAR_FLAG (op, FLAG_ALIVE); |
1023 |
} |
1024 |
} |
1025 |
} |
1026 |
|
1027 |
void |
1028 |
scare_creature (object *target, object *hitter) |
1029 |
{ |
1030 |
object *owner = hitter->owner; |
1031 |
|
1032 |
if (!owner) |
1033 |
owner = hitter; |
1034 |
|
1035 |
SET_FLAG (target, FLAG_SCARED); |
1036 |
if (!target->enemy) |
1037 |
target->enemy = owner; |
1038 |
} |
1039 |
|
1040 |
/* This returns the amount of damage hitter does to op with the |
1041 |
* appropriate attacktype. Only 1 attacktype should be set at a time. |
1042 |
* This doesn't damage the player, but returns how much it should |
1043 |
* take. However, it will do other effects (paralyzation, slow, etc.) |
1044 |
* Note - changed for PR code - we now pass the attack number and not |
1045 |
* the attacktype. Makes it easier for the PR code. */ |
1046 |
int |
1047 |
hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1048 |
{ |
1049 |
int doesnt_slay = 1; |
1050 |
|
1051 |
/* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1052 |
if (attacknum >= NROFATTACKS) |
1053 |
{ |
1054 |
LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1055 |
return 0; |
1056 |
} |
1057 |
|
1058 |
if (dam < 0) |
1059 |
{ |
1060 |
LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
1061 |
dam, hitter->debug_desc (), op->debug_desc ()); |
1062 |
return 0; |
1063 |
} |
1064 |
|
1065 |
/* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1066 |
* people can't mess with that or it otherwise get confused. */ |
1067 |
if (attacknum == ATNR_INTERNAL) |
1068 |
return dam; |
1069 |
|
1070 |
if (hitter->slaying) |
1071 |
{ |
1072 |
if ((op->race && strstr (hitter->slaying, op->race)) |
1073 |
|| (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
1074 |
{ |
1075 |
doesnt_slay = 0; |
1076 |
dam *= 3; |
1077 |
} |
1078 |
} |
1079 |
|
1080 |
/* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1081 |
if (op->resist[attacknum]) |
1082 |
{ |
1083 |
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
1084 |
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
1085 |
dam *= (100 - op->resist[attacknum]); |
1086 |
if (dam >= 100) |
1087 |
dam /= 100; |
1088 |
else |
1089 |
dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
1090 |
} |
1091 |
|
1092 |
/* Special hack. By default, if immune to something, you |
1093 |
* shouldn't need to worry. However, acid is an exception, since |
1094 |
* it can still damage your items. Only include attacktypes if |
1095 |
* special processing is needed */ |
1096 |
|
1097 |
if (op->resist[attacknum] >= 100 |
1098 |
&& doesnt_slay |
1099 |
&& attacknum != ATNR_ACID) |
1100 |
return 0; |
1101 |
|
1102 |
/* Keep this in order - makes things easier to find */ |
1103 |
|
1104 |
switch (attacknum) |
1105 |
{ |
1106 |
case ATNR_PHYSICAL: |
1107 |
/* here also check for diseases */ |
1108 |
check_physically_infect (op, hitter); |
1109 |
break; |
1110 |
|
1111 |
/* Don't need to do anything for: |
1112 |
magic, |
1113 |
fire, |
1114 |
electricity, |
1115 |
cold */ |
1116 |
|
1117 |
case ATNR_CONFUSION: |
1118 |
case ATNR_POISON: |
1119 |
case ATNR_SLOW: |
1120 |
case ATNR_PARALYZE: |
1121 |
case ATNR_FEAR: |
1122 |
case ATNR_CANCELLATION: |
1123 |
case ATNR_DEPLETE: |
1124 |
case ATNR_BLIND: |
1125 |
{ |
1126 |
/* chance for inflicting a special attack depends on the |
1127 |
* difference between attacker's and defender's level |
1128 |
*/ |
1129 |
int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1130 |
|
1131 |
/* First, only creatures/players with speed can be affected. |
1132 |
* Second, just getting hit doesn't mean it always affects |
1133 |
* you. Third, you still get a saving through against the |
1134 |
* effect. |
1135 |
*/ |
1136 |
if (op->speed && |
1137 |
(QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1138 |
!(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1139 |
{ |
1140 |
|
1141 |
/* Player has been hit by something */ |
1142 |
if (attacknum == ATNR_CONFUSION) |
1143 |
confuse_player (op, hitter, dam); |
1144 |
else if (attacknum == ATNR_POISON) |
1145 |
poison_player (op, hitter, dam); |
1146 |
else if (attacknum == ATNR_SLOW) |
1147 |
slow_player (op, hitter, dam); |
1148 |
else if (attacknum == ATNR_PARALYZE) |
1149 |
paralyze_player (op, hitter, dam); |
1150 |
else if (attacknum == ATNR_FEAR) |
1151 |
scare_creature (op, hitter); |
1152 |
else if (attacknum == ATNR_CANCELLATION) |
1153 |
cancellation (op); |
1154 |
else if (attacknum == ATNR_DEPLETE) |
1155 |
op->drain_stat (); |
1156 |
else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1157 |
blind_player (op, hitter, dam); |
1158 |
} |
1159 |
|
1160 |
dam = 0; /* These are all effects and don't do real damage */ |
1161 |
} |
1162 |
break; |
1163 |
|
1164 |
case ATNR_ACID: |
1165 |
{ |
1166 |
int flag = 0; |
1167 |
|
1168 |
/* Items only get corroded if you're not on a battleground and |
1169 |
* if your acid resistance is below 50%. */ |
1170 |
if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1171 |
{ |
1172 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1173 |
{ |
1174 |
if (tmp->invisible) |
1175 |
continue; |
1176 |
if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1177 |
/* >= 10% acid res. on items will protect these */ |
1178 |
continue; |
1179 |
if (!(tmp->materials & M_IRON)) |
1180 |
continue; |
1181 |
if (tmp->magic < -4) /* Let's stop at -5 */ |
1182 |
continue; |
1183 |
if (tmp->type == RING |
1184 |
/* removed boots and gloves from exclusion list in PR */ |
1185 |
|| tmp->type == GIRDLE |
1186 |
|| tmp->type == AMULET |
1187 |
|| tmp->type == WAND |
1188 |
|| tmp->type == ROD |
1189 |
|| tmp->type == HORN) |
1190 |
continue; /* To avoid some strange effects */ |
1191 |
|
1192 |
/* High damage acid has better chance of corroding |
1193 |
objects */ |
1194 |
if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1195 |
{ |
1196 |
flag = 1; |
1197 |
tmp->magic--; |
1198 |
|
1199 |
if (object *pl = tmp->visible_to ()) |
1200 |
{ |
1201 |
/* Make this more visible */ |
1202 |
new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
1203 |
"The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1204 |
|
1205 |
esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
1206 |
} |
1207 |
} |
1208 |
} |
1209 |
|
1210 |
if (flag) |
1211 |
op->update_stats (); /* Something was corroded */ |
1212 |
} |
1213 |
} |
1214 |
break; |
1215 |
|
1216 |
case ATNR_DRAIN: |
1217 |
{ |
1218 |
/* rate is the proportion of exp drained. High rate means |
1219 |
* not much is drained, low rate means a lot is drained. |
1220 |
*/ |
1221 |
int rate; |
1222 |
|
1223 |
if (op->resist[ATNR_DRAIN] >= 0) |
1224 |
rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1225 |
else |
1226 |
rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1227 |
|
1228 |
if (op->stats.exp <= rate) |
1229 |
{ |
1230 |
if (op->type == GOLEM) |
1231 |
dam = 999; /* Its force is "sucked" away. 8) */ |
1232 |
else |
1233 |
/* If we can't drain, lets try to do physical damage */ |
1234 |
dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1235 |
} |
1236 |
else |
1237 |
{ |
1238 |
/* Randomly give the hitter some hp */ |
1239 |
if (hitter->stats.hp < hitter->stats.maxhp && |
1240 |
(op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1241 |
hitter->stats.hp++; |
1242 |
|
1243 |
/* Can't do drains on battleground spaces. |
1244 |
* Move the wiz check up here - before, the hitter wouldn't gain exp |
1245 |
* exp, but the wiz would still lose exp! If drainee is a wiz, |
1246 |
* nothing happens. |
1247 |
* Try to credit the owner. We try to display player -> player drain |
1248 |
* attacks, hence all the != PLAYER checks. |
1249 |
*/ |
1250 |
if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1251 |
{ |
1252 |
object *owner = hitter->owner; |
1253 |
|
1254 |
if (owner && owner != hitter) |
1255 |
{ |
1256 |
if (op->type != PLAYER || owner->type != PLAYER) |
1257 |
change_exp (owner, op->stats.exp / (rate * 2), |
1258 |
hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1259 |
} |
1260 |
else if (op->type != PLAYER || hitter->type != PLAYER) |
1261 |
change_exp (hitter, op->stats.exp / (rate * 2), |
1262 |
hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1263 |
|
1264 |
change_exp (op, -op->stats.exp / rate, NULL, 0); |
1265 |
} |
1266 |
|
1267 |
dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1268 |
* drain attack, you won't know that you are actually sucking out EXP, |
1269 |
* as the messages will say you missed |
1270 |
*/ |
1271 |
} |
1272 |
} |
1273 |
break; |
1274 |
|
1275 |
case ATNR_TURN_UNDEAD: |
1276 |
{ |
1277 |
if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1278 |
{ |
1279 |
object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1280 |
object *god = find_god (determine_god (owner)); |
1281 |
int div = 1; |
1282 |
|
1283 |
/* if undead are not an enemy of your god, you turn them |
1284 |
* at half strength */ |
1285 |
if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) |
1286 |
div = 2; |
1287 |
|
1288 |
/* Give a bonus if you resist turn undead */ |
1289 |
if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1290 |
scare_creature (op, owner); |
1291 |
} |
1292 |
else |
1293 |
dam = 0; /* don't damage non undead - should we damage |
1294 |
undead? */ |
1295 |
} |
1296 |
break; |
1297 |
|
1298 |
case ATNR_DEATH: |
1299 |
deathstrike_player (op, hitter, &dam); |
1300 |
break; |
1301 |
|
1302 |
case ATNR_CHAOS: |
1303 |
LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1304 |
dam = 0; |
1305 |
break; |
1306 |
|
1307 |
case ATNR_COUNTERSPELL: |
1308 |
LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1309 |
dam = 0; |
1310 |
/* This should never happen. Counterspell is handled |
1311 |
* seperately and filtered out. If this does happen, |
1312 |
* Counterspell has no effect on anything but spells, so it |
1313 |
* does no damage. */ |
1314 |
break; |
1315 |
|
1316 |
case ATNR_HOLYWORD: |
1317 |
{ |
1318 |
/* This has already been handled by hit_player, |
1319 |
* no need to check twice -- DAMN */ |
1320 |
object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1321 |
|
1322 |
/* As with turn undead above, give a bonus on the saving throw */ |
1323 |
if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1324 |
scare_creature (op, owner); |
1325 |
} |
1326 |
break; |
1327 |
|
1328 |
case ATNR_LIFE_STEALING: |
1329 |
{ |
1330 |
int new_hp; |
1331 |
|
1332 |
/* this is replacement to drain for players, instead of taking |
1333 |
* exp it takes hp. It is geared for players, probably not |
1334 |
* much use giving it to monsters |
1335 |
* |
1336 |
* life stealing doesn't do a lot of damage, but it gives the |
1337 |
* damage it does do to the player. Given that, |
1338 |
* it only does 1/10'th normal damage (hence the divide by |
1339 |
* 1000). |
1340 |
*/ |
1341 |
/* You can't steal life from something undead */ |
1342 |
if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1343 |
return 0; |
1344 |
|
1345 |
/* If drain protection is higher than life stealing, use that */ |
1346 |
if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1347 |
dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1348 |
else |
1349 |
dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1350 |
|
1351 |
/* You die at -1 hp, not zero. */ |
1352 |
if (dam > (op->stats.hp + 1)) |
1353 |
dam = op->stats.hp + 1; |
1354 |
|
1355 |
new_hp = hitter->stats.hp + dam; |
1356 |
if (new_hp > hitter->stats.maxhp) |
1357 |
new_hp = hitter->stats.maxhp; |
1358 |
|
1359 |
if (new_hp > hitter->stats.hp) |
1360 |
hitter->stats.hp = new_hp; |
1361 |
} |
1362 |
} |
1363 |
|
1364 |
return dam; |
1365 |
} |
1366 |
|
1367 |
/* GROS: This code comes from hit_player. It has been made external to |
1368 |
* allow script procedures to "kill" objects in a combat-like fashion. |
1369 |
* It was initially used by (kill-object) developed for the Collector's |
1370 |
* Sword. Note that nothing has been changed from the original version |
1371 |
* of the following code. |
1372 |
* op is what is being killed. |
1373 |
* dam is the damage done to it. |
1374 |
* hitter is what is hitting it. |
1375 |
* type is the attacktype. |
1376 |
* |
1377 |
* This function was a bit of a mess with hitter getting changed, |
1378 |
* values being stored away but not used, etc. I've cleaned it up |
1379 |
* a bit - I think it should be functionally equivalant. |
1380 |
* MSW 2002-07-17 |
1381 |
*/ |
1382 |
int |
1383 |
kill_object (object *op, int dam, object *hitter, int type) |
1384 |
{ |
1385 |
char buf[MAX_BUF]; |
1386 |
shstr skill; |
1387 |
int maxdam = 0; |
1388 |
int battleg = 0; /* true if op standing on battleground */ |
1389 |
int pk = 0; /* true if op and what controls hitter are both players */ |
1390 |
object *owner = 0; |
1391 |
object *skop = 0; |
1392 |
|
1393 |
if (op->stats.hp >= 0) |
1394 |
return -1; |
1395 |
|
1396 |
if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1397 |
return 0; |
1398 |
|
1399 |
/* maxdam needs to be the amount of damage it took to kill |
1400 |
* this creature. The function(s) that call us have already |
1401 |
* adjusted the creatures HP total, so that is negative. |
1402 |
*/ |
1403 |
maxdam = dam + op->stats.hp + 1; |
1404 |
|
1405 |
if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1406 |
update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1407 |
|
1408 |
if (op->type == DOOR) |
1409 |
{ |
1410 |
op->set_speed (0.1f); |
1411 |
op->speed_left = -0.05f; |
1412 |
return maxdam; |
1413 |
} |
1414 |
|
1415 |
if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1416 |
{ |
1417 |
op->destroy (); |
1418 |
return maxdam; |
1419 |
} |
1420 |
|
1421 |
/* Now lets start dealing with experience we get for killing something */ |
1422 |
|
1423 |
owner = hitter->outer_owner (); |
1424 |
if (!owner) |
1425 |
owner = hitter; |
1426 |
|
1427 |
/* is the victim (op) standing on battleground? */ |
1428 |
if (op_on_battleground (op, NULL, NULL)) |
1429 |
battleg = 1; |
1430 |
|
1431 |
/* is this player killing? */ |
1432 |
if (op->type == PLAYER && owner->type == PLAYER) |
1433 |
pk = 1; |
1434 |
|
1435 |
/* Player killed something */ |
1436 |
if (owner->type == PLAYER) |
1437 |
{ |
1438 |
/* Log players killing other players - makes it easier to detect |
1439 |
* and filter out malicious player killers - that is why the |
1440 |
* ip address is included. |
1441 |
*/ |
1442 |
if (op->type == PLAYER && !battleg) |
1443 |
{ |
1444 |
time_t t = time (NULL); |
1445 |
struct tm *tmv; |
1446 |
char buf[256]; |
1447 |
|
1448 |
tmv = localtime (&t); |
1449 |
strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1450 |
|
1451 |
LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1452 |
} |
1453 |
|
1454 |
/* try to filter some things out - basically, if you are |
1455 |
* killing a level 1 creature and your level 20, you |
1456 |
* probably don't want to see that. |
1457 |
*/ |
1458 |
if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1459 |
{ |
1460 |
if (owner != hitter) |
1461 |
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1462 |
else |
1463 |
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1464 |
|
1465 |
/* Only play sounds for melee kills */ |
1466 |
if (hitter->type == PLAYER) |
1467 |
owner->play_sound (sound_find ("player_kills")); |
1468 |
} |
1469 |
|
1470 |
/* If a player kills another player, not on |
1471 |
* battleground, the "killer" looses 1 luck. Since this is |
1472 |
* not reversible, it's actually quite a pain IMHO. -AV |
1473 |
* Fix bug in that we were changing the luck of the hitter, not |
1474 |
* player that the object belonged to - so if you killed another player |
1475 |
* with spells, pets, whatever, there was no penalty. |
1476 |
* Changed to make luck penalty configurable in settings. |
1477 |
*/ |
1478 |
if (op->type == PLAYER && owner != op && !battleg) |
1479 |
owner->change_luck (-settings.pk_luck_penalty); |
1480 |
|
1481 |
/* This code below deals with finding the appropriate skill |
1482 |
* to credit exp to. This is a bit problematic - we should |
1483 |
* probably never really have to look at current_weapon->skill |
1484 |
*/ |
1485 |
if (hitter->skill && hitter->type != PLAYER) |
1486 |
skill = hitter->skill; |
1487 |
else if (owner->chosen_skill) |
1488 |
{ |
1489 |
skop = owner->chosen_skill; |
1490 |
skill = skop->skill; |
1491 |
} |
1492 |
else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1493 |
skill = owner->current_weapon->skill; |
1494 |
else |
1495 |
{ |
1496 |
LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1497 |
skill = 0; |
1498 |
} |
1499 |
|
1500 |
/* We have the skill we want to credit to - now find the object this goes |
1501 |
* to. Make sure skop is an actual skill, and not a skill tool! |
1502 |
*/ |
1503 |
skop = owner->contr->find_skill (skill); |
1504 |
} /* Was it a player that hit somethign */ |
1505 |
else |
1506 |
skill = 0; |
1507 |
|
1508 |
/* These may have been set in the player code section above */ |
1509 |
if (!skop) |
1510 |
skop = hitter->chosen_skill; |
1511 |
|
1512 |
if (!skill && skop) |
1513 |
skill = skop->skill; |
1514 |
|
1515 |
/* If you didn't kill yourself, and your not the wizard */ |
1516 |
if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1517 |
{ |
1518 |
int exp; |
1519 |
|
1520 |
/* Really don't give much experience for killing other players */ |
1521 |
// schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1522 |
if (op->type == PLAYER) |
1523 |
{ |
1524 |
if (battleg) |
1525 |
{ |
1526 |
new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1527 |
new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1528 |
} |
1529 |
else |
1530 |
exp = op->stats.exp / 1000; |
1531 |
} |
1532 |
else |
1533 |
exp = calc_skill_exp (owner, op, skop); |
1534 |
|
1535 |
/* if op is standing on "battleground" (arena), no way to gain |
1536 |
* exp by killing him |
1537 |
*/ |
1538 |
if (battleg) |
1539 |
exp = 0; |
1540 |
|
1541 |
/* Don't know why this is set this way - doesn't make |
1542 |
* sense to just divide everything by two for no reason. |
1543 |
*/ |
1544 |
|
1545 |
if (!settings.simple_exp) |
1546 |
exp = exp / 2; |
1547 |
|
1548 |
if (owner->type != PLAYER || owner->contr->party == NULL) |
1549 |
change_exp (owner, exp, skill, 0); |
1550 |
else |
1551 |
{ |
1552 |
int shares = 0, count = 0; |
1553 |
partylist *party = owner->contr->party; |
1554 |
|
1555 |
add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1556 |
|
1557 |
for_all_players (pl) |
1558 |
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1559 |
{ |
1560 |
count++; |
1561 |
shares += (pl->ob->level + 4); |
1562 |
} |
1563 |
|
1564 |
if (count == 1 || shares > exp || !shares) |
1565 |
change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1566 |
else |
1567 |
{ |
1568 |
int share = exp / shares, given = 0, nexp; |
1569 |
|
1570 |
for_all_players (pl) |
1571 |
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1572 |
{ |
1573 |
nexp = (pl->ob->level + 4) * share; |
1574 |
change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1575 |
given += nexp; |
1576 |
} |
1577 |
|
1578 |
exp -= given; |
1579 |
/* give any remainder to the player */ |
1580 |
change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1581 |
} |
1582 |
} /* else part of a party */ |
1583 |
} /* end if person didn't kill himself */ |
1584 |
|
1585 |
if (op->type != PLAYER) |
1586 |
{ |
1587 |
if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1588 |
{ |
1589 |
object *owner1 = op->owner; |
1590 |
|
1591 |
if (owner1 && owner1->type == PLAYER) |
1592 |
{ |
1593 |
owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1594 |
/* Maybe we should include the owner that killed this, maybe not */ |
1595 |
new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1596 |
} |
1597 |
|
1598 |
remove_friendly_object (op); |
1599 |
} |
1600 |
|
1601 |
op->destroy (); |
1602 |
} |
1603 |
else |
1604 |
/* Player has been killed! */ |
1605 |
op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1606 |
|
1607 |
/* This was return -1 - that doesn't seem correct - if we return -1, process |
1608 |
* continues in the calling function. |
1609 |
*/ |
1610 |
return maxdam; |
1611 |
} |
1612 |
|
1613 |
/* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1614 |
* Returns 0 this is not friendly fire |
1615 |
*/ |
1616 |
int |
1617 |
friendly_fire (object *op, object *hitter) |
1618 |
{ |
1619 |
object *owner; |
1620 |
int friendlyfire; |
1621 |
|
1622 |
if (hitter->head) |
1623 |
hitter = hitter->head; |
1624 |
|
1625 |
friendlyfire = 0; |
1626 |
|
1627 |
if (op->type == PLAYER) |
1628 |
{ |
1629 |
if (op_on_battleground (hitter, 0, 0)) |
1630 |
return 0; |
1631 |
|
1632 |
if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1633 |
return 1; |
1634 |
|
1635 |
if ((owner = hitter->owner) != NULL) |
1636 |
{ |
1637 |
if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1638 |
friendlyfire = 2; |
1639 |
} |
1640 |
|
1641 |
if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1642 |
friendlyfire = 0; |
1643 |
} |
1644 |
|
1645 |
return friendlyfire; |
1646 |
} |
1647 |
|
1648 |
/* This isn't used just for players, but in fact most objects. |
1649 |
* op is the object to be hit, dam is the amount of damage, hitter |
1650 |
* is what is hitting the object, type is the attacktype, and |
1651 |
* full_hit is set if monster area does not matter. |
1652 |
* dam is base damage - protections/vulnerabilities/slaying matches can |
1653 |
* modify it. |
1654 |
*/ |
1655 |
/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1656 |
* which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1657 |
int |
1658 |
hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1659 |
{ |
1660 |
int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1661 |
int maxattacktype, attacknum; |
1662 |
int body_attack = op && op->head; /* Did we hit op's head? */ |
1663 |
int simple_attack; |
1664 |
int rtn_kill = 0; |
1665 |
int friendlyfire; |
1666 |
|
1667 |
if (get_attack_mode (&op, &hitter, &simple_attack)) |
1668 |
return 0; |
1669 |
|
1670 |
/* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1671 |
if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1672 |
return 0; |
1673 |
|
1674 |
// only allow pk for hostile players |
1675 |
if (op->type == PLAYER) |
1676 |
{ |
1677 |
object *owner = hitter->owner; |
1678 |
|
1679 |
if (!owner) |
1680 |
owner = hitter; |
1681 |
|
1682 |
if (owner->type == PLAYER |
1683 |
&& (!op_on_battleground (op, 0, 0) |
1684 |
&& (op->contr->peaceful || owner->contr->peaceful)) |
1685 |
&& op != owner) |
1686 |
return 0; |
1687 |
} |
1688 |
|
1689 |
if (body_attack) |
1690 |
{ |
1691 |
/* slow and paralyze must hit the head. But we don't want to just |
1692 |
* return - we still need to process other attacks the spell still |
1693 |
* might have. So just remove the paralyze and slow attacktypes, |
1694 |
* and keep on processing if we have other attacktypes. |
1695 |
* return if only magic or nothing is left - under normal code |
1696 |
* we don't attack with pure magic if there is another attacktype. |
1697 |
* Only do processing if the initial attacktype includes one of those |
1698 |
* attack so we don't cancel out things like magic bullet. |
1699 |
*/ |
1700 |
if (type & (AT_PARALYZE | AT_SLOW)) |
1701 |
{ |
1702 |
type &= ~(AT_PARALYZE | AT_SLOW); |
1703 |
|
1704 |
if (!type || type == AT_MAGIC) |
1705 |
return 0; |
1706 |
} |
1707 |
} |
1708 |
|
1709 |
if (!simple_attack && op->type == DOOR) |
1710 |
{ |
1711 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1712 |
if (tmp->type == RUNE || tmp->type == TRAP) |
1713 |
{ |
1714 |
spring_trap (tmp, hitter); |
1715 |
|
1716 |
if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1717 |
return 0; |
1718 |
|
1719 |
break; |
1720 |
} |
1721 |
} |
1722 |
|
1723 |
if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1724 |
{ |
1725 |
/* FIXME: If a player is killed by a rune in a door, the |
1726 |
* destroyed() check above doesn't return, and might get here. |
1727 |
*/ |
1728 |
|
1729 |
/* FIXME: This for example happens when a dead door is on a mover and |
1730 |
gets it's speed_left raised on each mover-tick. |
1731 |
Doors are removed in a kinda funny way by giving them speed and speed_left |
1732 |
and waiting for that to run out. |
1733 |
*/ |
1734 |
LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1735 |
return 0; |
1736 |
} |
1737 |
|
1738 |
#ifdef ATTACK_DEBUG |
1739 |
LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1740 |
#endif |
1741 |
|
1742 |
if (magic) |
1743 |
{ |
1744 |
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
1745 |
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
1746 |
dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1747 |
if (dam >= 100) |
1748 |
dam /= 100; |
1749 |
else |
1750 |
dam = (dam > rndm (0, 99)) ? 1 : 0; |
1751 |
} |
1752 |
|
1753 |
/* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1754 |
* If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1755 |
*/ |
1756 |
if (type & AT_CHAOS) |
1757 |
{ |
1758 |
shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
1759 |
update_object (op, UP_OBJ_FACE); |
1760 |
type &= ~AT_CHAOS; |
1761 |
} |
1762 |
|
1763 |
/* Holyword is really an attacktype modifier (like magic is). If |
1764 |
* holyword is part of an attacktype, then make sure the creature is |
1765 |
* a proper match, otherwise no damage. |
1766 |
*/ |
1767 |
if (type & AT_HOLYWORD) |
1768 |
{ |
1769 |
object *god; |
1770 |
|
1771 |
if ((!hitter->slaying || |
1772 |
(!(op->race && strstr (hitter->slaying, op->race)) && |
1773 |
!(op->name && strstr (hitter->slaying, op->name)))) && |
1774 |
(!QUERY_FLAG (op, FLAG_UNDEAD) || |
1775 |
(hitter->title != NULL |
1776 |
&& (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) |
1777 |
return 0; |
1778 |
} |
1779 |
|
1780 |
maxattacktype = type; /* initialise this to something */ |
1781 |
for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1782 |
{ |
1783 |
/* Magic isn't really a true attack type - it gets combined with other |
1784 |
* attack types. As such, skip it over. However, if magic is |
1785 |
* the only attacktype in the group, then still attack with it |
1786 |
*/ |
1787 |
if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
1788 |
continue; |
1789 |
|
1790 |
/* Go through and hit the player with each attacktype, one by one. |
1791 |
* hit_player_attacktype only figures out the damage, doesn't inflict |
1792 |
* it. It will do the appropriate action for attacktypes with |
1793 |
* effects (slow, paralization, etc. |
1794 |
*/ |
1795 |
if (type & attacktype) |
1796 |
{ |
1797 |
ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1798 |
/* the >= causes us to prefer messages from special attacks, if |
1799 |
* the damage is equal. |
1800 |
*/ |
1801 |
if (ndam >= maxdam) |
1802 |
{ |
1803 |
maxdam = ndam; |
1804 |
maxattacktype = 1 << attacknum; |
1805 |
} |
1806 |
} |
1807 |
} |
1808 |
|
1809 |
/* if this is friendly fire then do a set % of damage only |
1810 |
* Note - put a check in to make sure this attack is actually |
1811 |
* doing damage - otherwise, the +1 in the code below will make |
1812 |
* an attack do damage before when it otherwise didn't |
1813 |
*/ |
1814 |
friendlyfire = friendly_fire (op, hitter); |
1815 |
if (friendlyfire && maxdam) |
1816 |
{ |
1817 |
maxdam = ((dam * settings.set_friendly_fire) / 100); |
1818 |
|
1819 |
#ifdef ATTACK_DEBUG |
1820 |
LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1821 |
friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1822 |
#endif |
1823 |
} |
1824 |
|
1825 |
if (!full_hit) |
1826 |
{ |
1827 |
int area; |
1828 |
int remainder; |
1829 |
|
1830 |
area = 0; |
1831 |
|
1832 |
for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1833 |
area++; |
1834 |
|
1835 |
assert (area > 0); |
1836 |
|
1837 |
/* basically: maxdam /= area; we try to "simulate" a float |
1838 |
value-effect */ |
1839 |
remainder = 100 * (maxdam % area) / area; |
1840 |
maxdam /= area; |
1841 |
if (rndm (100) < remainder) |
1842 |
maxdam++; |
1843 |
} |
1844 |
|
1845 |
#ifdef ATTACK_DEBUG |
1846 |
LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1847 |
#endif |
1848 |
|
1849 |
// for now, only do this for active objects, otherwise they |
1850 |
// keep a refcount for a long time and I see no usefulness |
1851 |
// for an non-active objetc to know its enemy. |
1852 |
if (op->active) |
1853 |
if (hitter->owner) |
1854 |
op->enemy = hitter->owner; |
1855 |
else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1856 |
op->enemy = hitter; |
1857 |
|
1858 |
if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1859 |
{ |
1860 |
/* The unaggressives look after themselves 8) */ |
1861 |
CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1862 |
npc_call_help (op); |
1863 |
} |
1864 |
|
1865 |
if (magic && did_make_save (op, op->level, 0)) |
1866 |
maxdam = maxdam / 2; |
1867 |
|
1868 |
attack_message (maxdam, maxattacktype, op, hitter); |
1869 |
|
1870 |
op->stats.hp -= maxdam; |
1871 |
|
1872 |
/* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1873 |
if ((op->stats.hp >= 0) && |
1874 |
(QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1875 |
op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
1876 |
{ |
1877 |
|
1878 |
if (QUERY_FLAG (op, FLAG_MONSTER)) |
1879 |
SET_FLAG (op, FLAG_RUN_AWAY); |
1880 |
else |
1881 |
scare_creature (op, hitter); |
1882 |
} |
1883 |
|
1884 |
if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1885 |
{ |
1886 |
if (maxdam) |
1887 |
tear_down_wall (op); |
1888 |
|
1889 |
return maxdam; /* nothing more to do for wall */ |
1890 |
} |
1891 |
|
1892 |
/* See if the creature has been killed */ |
1893 |
rtn_kill = kill_object (op, maxdam, hitter, type); |
1894 |
if (rtn_kill != -1) |
1895 |
return rtn_kill; |
1896 |
|
1897 |
|
1898 |
/* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1899 |
* that before if the player was immune to ghosthit, the monster |
1900 |
* remained - that is no longer the case. |
1901 |
*/ |
1902 |
if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1903 |
hitter->destroy (); |
1904 |
|
1905 |
/* Lets handle creatures that are splitting now */ |
1906 |
else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1907 |
{ |
1908 |
int i; |
1909 |
int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1910 |
int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1911 |
object *owner = op->owner; |
1912 |
|
1913 |
if (!op->other_arch) |
1914 |
{ |
1915 |
LOG (llevError, "SPLITTING without other_arch error.\n"); |
1916 |
return maxdam; |
1917 |
} |
1918 |
|
1919 |
op->remove (); |
1920 |
|
1921 |
for (i = 0; i < op->stats.food; i++) |
1922 |
{ /* This doesn't handle op->more yet */ |
1923 |
object *tmp = arch_to_object (op->other_arch); |
1924 |
int j; |
1925 |
|
1926 |
tmp->stats.hp = op->stats.hp; |
1927 |
|
1928 |
if (friendly) |
1929 |
{ |
1930 |
add_friendly_object (tmp); |
1931 |
tmp->attack_movement = PETMOVE; |
1932 |
|
1933 |
if (owner) |
1934 |
tmp->set_owner (owner); |
1935 |
} |
1936 |
|
1937 |
if (unaggressive) |
1938 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1939 |
|
1940 |
j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1941 |
|
1942 |
if (j == -1) /* No spot to put this monster */ |
1943 |
tmp->destroy (); |
1944 |
else |
1945 |
{ |
1946 |
tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
1947 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
1948 |
} |
1949 |
} |
1950 |
|
1951 |
op->destroy (); |
1952 |
} |
1953 |
else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1954 |
hitter->destroy (); |
1955 |
|
1956 |
return maxdam; |
1957 |
} |
1958 |
|
1959 |
void |
1960 |
poison_player (object *op, object *hitter, int dam) |
1961 |
{ |
1962 |
archetype *at = archetype::find ("poisoning"); |
1963 |
object *tmp = present_arch_in_ob (at, op); |
1964 |
|
1965 |
if (tmp == NULL) |
1966 |
{ |
1967 |
if ((tmp = arch_to_object (at)) == NULL) |
1968 |
LOG (llevError, "Failed to clone arch poisoning.\n"); |
1969 |
else |
1970 |
{ |
1971 |
tmp = insert_ob_in_ob (tmp, op); |
1972 |
/* peterm: give poisoning some teeth. It should |
1973 |
* be able to kill things better than it does: |
1974 |
* damage should be dependent something--I choose to |
1975 |
* do this: if it's a monster, the damage from the |
1976 |
* poisoning goes as the level of the monster/2. |
1977 |
* If anything else, goes as damage. |
1978 |
*/ |
1979 |
|
1980 |
if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1981 |
tmp->stats.dam += hitter->level / 2; |
1982 |
else |
1983 |
tmp->stats.dam = dam; |
1984 |
|
1985 |
tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
1986 |
if (hitter->skill && hitter->skill != tmp->skill) |
1987 |
{ |
1988 |
tmp->skill = hitter->skill; |
1989 |
} |
1990 |
|
1991 |
tmp->stats.food += dam; /* more damage, longer poisoning */ |
1992 |
|
1993 |
if (op->type == PLAYER) |
1994 |
{ |
1995 |
/* player looses stats, maximum is -10 of each */ |
1996 |
tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
1997 |
tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
1998 |
tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
1999 |
tmp->stats.Int = MAX (-dam / 7, -10); |
2000 |
SET_FLAG (tmp, FLAG_APPLIED); |
2001 |
op->update_stats (); |
2002 |
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2003 |
op->play_sound (tmp->sound); |
2004 |
} |
2005 |
|
2006 |
if (hitter->type == PLAYER) |
2007 |
new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2008 |
else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2009 |
new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2010 |
} |
2011 |
|
2012 |
tmp->speed_left = 0; |
2013 |
} |
2014 |
else |
2015 |
tmp->stats.food++; |
2016 |
} |
2017 |
|
2018 |
void |
2019 |
slow_player (object *op, object *hitter, int dam) |
2020 |
{ |
2021 |
archetype *at = archetype::find ("slowness"); |
2022 |
object *tmp; |
2023 |
|
2024 |
if (at == NULL) |
2025 |
LOG (llevError, "Can't find slowness archetype.\n"); |
2026 |
|
2027 |
if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2028 |
{ |
2029 |
tmp = arch_to_object (at); |
2030 |
tmp = insert_ob_in_ob (tmp, op); |
2031 |
new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2032 |
} |
2033 |
else |
2034 |
tmp->stats.food++; |
2035 |
|
2036 |
SET_FLAG (tmp, FLAG_APPLIED); |
2037 |
tmp->speed_left = 0; |
2038 |
op->update_stats (); |
2039 |
} |
2040 |
|
2041 |
void |
2042 |
confuse_player (object *op, object *hitter, int dam) |
2043 |
{ |
2044 |
object *tmp; |
2045 |
int maxduration; |
2046 |
|
2047 |
tmp = present_in_ob_by_name (FORCE, "confusion", op); |
2048 |
if (!tmp) |
2049 |
{ |
2050 |
tmp = get_archetype (FORCE_NAME); |
2051 |
tmp = insert_ob_in_ob (tmp, op); |
2052 |
} |
2053 |
|
2054 |
/* Duration added per hit and max. duration of confusion both depend |
2055 |
* on the player's resistance |
2056 |
*/ |
2057 |
tmp->speed = 0.05; |
2058 |
tmp->subtype = FORCE_CONFUSION; |
2059 |
tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2060 |
tmp->name = "confusion"; |
2061 |
maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2062 |
|
2063 |
if (tmp->duration > maxduration) |
2064 |
tmp->duration = maxduration; |
2065 |
|
2066 |
if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2067 |
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2068 |
|
2069 |
SET_FLAG (op, FLAG_CONFUSED); |
2070 |
} |
2071 |
|
2072 |
void |
2073 |
blind_player (object *op, object *hitter, int dam) |
2074 |
{ |
2075 |
object *tmp, *owner; |
2076 |
|
2077 |
/* Save some work if we know it isn't going to affect the player */ |
2078 |
if (op->resist[ATNR_BLIND] == 100) |
2079 |
return; |
2080 |
|
2081 |
tmp = present_in_ob (BLINDNESS, op); |
2082 |
if (!tmp) |
2083 |
{ |
2084 |
tmp = get_archetype ("blindness"); |
2085 |
SET_FLAG (tmp, FLAG_BLIND); |
2086 |
SET_FLAG (tmp, FLAG_APPLIED); |
2087 |
/* use floats so we don't lose too much precision due to rounding errors. |
2088 |
* speed is a float anyways. |
2089 |
*/ |
2090 |
tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2091 |
|
2092 |
tmp = insert_ob_in_ob (tmp, op); |
2093 |
change_abil (op, tmp); /* Mostly to display any messages */ |
2094 |
op->update_stats (); /* This takes care of some other stuff */ |
2095 |
|
2096 |
if (hitter->owner) |
2097 |
owner = hitter->owner; |
2098 |
else |
2099 |
owner = hitter; |
2100 |
|
2101 |
new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2102 |
} |
2103 |
tmp->stats.food += dam; |
2104 |
if (tmp->stats.food > 10) |
2105 |
tmp->stats.food = 10; |
2106 |
} |
2107 |
|
2108 |
void |
2109 |
paralyze_player (object *op, object *hitter, int dam) |
2110 |
{ |
2111 |
float effect, max; |
2112 |
|
2113 |
/* object *tmp; */ |
2114 |
|
2115 |
/* This is strange stuff... someone knows for what this is |
2116 |
* written? Well, i think this can and should be removed |
2117 |
*/ |
2118 |
|
2119 |
/* |
2120 |
if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2121 |
tmp=clone_arch(PARAIMAGE); |
2122 |
tmp->x=op->x,tmp->y=op->y; |
2123 |
insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2124 |
} |
2125 |
*/ |
2126 |
|
2127 |
/* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2128 |
effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
2129 |
|
2130 |
if (effect == 0) |
2131 |
return; |
2132 |
|
2133 |
op->speed_left -= FABS (op->speed) * effect; |
2134 |
/* tmp->stats.food+=(signed short) effect/op->speed; */ |
2135 |
|
2136 |
/* max number of ticks to be affected for. */ |
2137 |
max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
2138 |
if (op->speed_left < -(FABS (op->speed) * max)) |
2139 |
op->speed_left = (float) -(FABS (op->speed) * max); |
2140 |
|
2141 |
/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2142 |
} |
2143 |
|
2144 |
/* Attempts to kill 'op'. hitter is the attack object, dam is |
2145 |
* the computed damaged. |
2146 |
*/ |
2147 |
void |
2148 |
deathstrike_player (object *op, object *hitter, int *dam) |
2149 |
{ |
2150 |
/* The intention of a death attack is to kill outright things |
2151 |
** that are a lot weaker than the attacker, have a chance of killing |
2152 |
** things somewhat weaker than the caster, and no chance of |
2153 |
** killing something equal or stronger than the attacker. |
2154 |
** Also, if a deathstrike attack has a slaying, any monster |
2155 |
** whose name or race matches a comma-delimited list in the slaying |
2156 |
** field of the deathstriking object */ |
2157 |
|
2158 |
int atk_lev, def_lev, kill_lev; |
2159 |
|
2160 |
if (hitter->slaying) |
2161 |
if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) |
2162 |
return; |
2163 |
|
2164 |
def_lev = op->level; |
2165 |
if (def_lev < 1) |
2166 |
{ |
2167 |
LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
2168 |
def_lev = 1; |
2169 |
} |
2170 |
|
2171 |
atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2172 |
/* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2173 |
atk_lev, def_lev); */ |
2174 |
|
2175 |
if (atk_lev >= def_lev) |
2176 |
{ |
2177 |
kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
2178 |
|
2179 |
/* Note that the below effectively means the ratio of the atk vs |
2180 |
* defener level is important - if level 52 character has very little |
2181 |
* chance of killing a level 50 monster. This should probably be |
2182 |
* redone. |
2183 |
*/ |
2184 |
if (kill_lev >= def_lev) |
2185 |
{ |
2186 |
*dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
2187 |
/* I think this doesn't really do much. Because of |
2188 |
* integer rounding, this only makes any difference if the |
2189 |
* attack level is double the defender level. |
2190 |
*/ |
2191 |
*dam *= kill_lev / def_lev; |
2192 |
} |
2193 |
} |
2194 |
else |
2195 |
*dam = 0; /* no harm done */ |
2196 |
} |
2197 |
|
2198 |
/* thrown_item_effect() - handles any special effects of thrown |
2199 |
* items (like attacking living creatures--a potion thrown at a |
2200 |
* monster). |
2201 |
*/ |
2202 |
static void |
2203 |
thrown_item_effect (object *hitter, object *victim) |
2204 |
{ |
2205 |
if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
2206 |
{ |
2207 |
/* May not need a switch for just 2 types, but this makes it |
2208 |
* easier for expansion. |
2209 |
*/ |
2210 |
switch (hitter->type) |
2211 |
{ |
2212 |
case POTION: |
2213 |
/* should player get a save throw instead of checking magic protection? */ |
2214 |
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
2215 |
(void) apply_potion (victim, hitter); |
2216 |
break; |
2217 |
|
2218 |
case POISON: /* poison drinks */ |
2219 |
/* As with potions, should monster get a save? */ |
2220 |
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2221 |
apply_poison (victim, hitter); |
2222 |
break; |
2223 |
|
2224 |
/* Removed case statements that did nothing. |
2225 |
* food may be poisonous, but monster must be willing to eat it, |
2226 |
* so we don't handle it here. |
2227 |
* Containers should perhaps break open, but that code was disabled. |
2228 |
*/ |
2229 |
} |
2230 |
} |
2231 |
} |
2232 |
|
2233 |
/* adj_attackroll() - adjustments to attacks by various conditions */ |
2234 |
int |
2235 |
adj_attackroll (object *hitter, object *target) |
2236 |
{ |
2237 |
object *attacker = hitter; |
2238 |
int adjust = 0; |
2239 |
|
2240 |
/* safety */ |
2241 |
if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
2242 |
{ |
2243 |
LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
2244 |
return 0; |
2245 |
} |
2246 |
|
2247 |
/* aimed missiles use the owning object's sight */ |
2248 |
if (is_aimed_missile (hitter)) |
2249 |
{ |
2250 |
if ((attacker = hitter->owner) == NULL) |
2251 |
attacker = hitter; |
2252 |
/* A player who saves but hasn't quit still could have objects |
2253 |
* owned by him - need to handle that case to avoid crashes. |
2254 |
*/ |
2255 |
if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2256 |
attacker = hitter; |
2257 |
} |
2258 |
else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
2259 |
return 0; |
2260 |
|
2261 |
/* determine the condtions under which we make an attack. |
2262 |
* Add more cases, as the need occurs. */ |
2263 |
|
2264 |
if (!can_see_enemy (attacker, target)) |
2265 |
{ |
2266 |
/* target is unseen */ |
2267 |
if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2268 |
adjust -= 10; |
2269 |
/* dark map penalty for the hitter (lacks infravision if we got here). */ |
2270 |
else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
2271 |
adjust -= target->map->darkness; |
2272 |
} |
2273 |
|
2274 |
if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2275 |
adjust -= 3; |
2276 |
|
2277 |
if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
2278 |
adjust += 1; |
2279 |
|
2280 |
if (QUERY_FLAG (target, FLAG_SCARED)) |
2281 |
adjust += 1; |
2282 |
|
2283 |
if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
2284 |
adjust -= 3; |
2285 |
|
2286 |
/* if we attack at a different 'altitude' its harder */ |
2287 |
if ((attacker->move_type & target->move_type) == 0) |
2288 |
adjust -= 2; |
2289 |
|
2290 |
#if 0 |
2291 |
/* slower attacks are less likely to succeed. We should use a |
2292 |
* comparison between attacker/target speeds BUT, players have |
2293 |
* a generally faster speed, so this will wind up being a HUGE |
2294 |
* disadantage for the monsters! Too bad, because missiles which |
2295 |
* fly fast should have a better chance of hitting a slower target. |
2296 |
*/ |
2297 |
if (hitter->speed < target->speed) |
2298 |
adjust += ((float) hitter->speed - target->speed); |
2299 |
#endif |
2300 |
|
2301 |
#if 0 |
2302 |
LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
2303 |
#endif |
2304 |
|
2305 |
return adjust; |
2306 |
} |
2307 |
|
2308 |
/* determine if the object is an 'aimed' missile */ |
2309 |
int |
2310 |
is_aimed_missile (object *op) |
2311 |
{ |
2312 |
|
2313 |
/* I broke what used to be one big if into a few nested |
2314 |
* ones so that figuring out the logic is at least possible. |
2315 |
*/ |
2316 |
if (op && (op->move_type & MOVE_FLYING)) |
2317 |
if (op->type == ARROW || op->type == THROWN_OBJ) |
2318 |
return 1; |
2319 |
else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2320 |
return 1; |
2321 |
|
2322 |
return 0; |
2323 |
} |