1 |
/* |
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* static char *rcsid_attack_c = |
3 |
* "$Id$"; |
4 |
*/ |
5 |
/* |
6 |
CrossFire, A Multiplayer game for X-windows |
7 |
|
8 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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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 |
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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, 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-devel@real-time.com |
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*/ |
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#include <assert.h> |
28 |
#include <global.h> |
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#include <living.h> |
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#include <material.h> |
31 |
#include <skills.h> |
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|
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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|
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#include <sounds.h> |
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|
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typedef struct att_msg_str { |
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char *msg1; |
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char *msg2; |
42 |
} att_msg; |
43 |
|
44 |
/*#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 cancellation(object *op) |
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{ |
51 |
object *tmp; |
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|
53 |
if (op->invisible) |
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return; |
55 |
|
56 |
if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { |
57 |
/* Recur through the inventory */ |
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for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
59 |
if (!did_make_save_item(tmp, AT_CANCELLATION,op)) |
60 |
cancellation(tmp); |
61 |
} |
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else if(FABS(op->magic)<=(rndm(0, 5))) { |
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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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CLEAR_FLAG(op, FLAG_DAMNED); |
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CLEAR_FLAG(op, FLAG_CURSED); |
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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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esrv_send_item (op->env, op); |
72 |
} |
73 |
} |
74 |
} |
75 |
|
76 |
|
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|
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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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|
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int did_make_save_item(object *op, int type, object *originator) { |
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int i, roll, saves=0, attacks=0, number; |
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materialtype_t *mt; |
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|
87 |
if (op->materialname == NULL) { |
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for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { |
89 |
if (op->material & mt->material) |
90 |
break; |
91 |
} |
92 |
} else |
93 |
mt = name_to_material(op->materialname); |
94 |
if (mt == NULL) |
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return TRUE; |
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roll = rndm(1, 20); |
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|
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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| |
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AT_MAGIC); |
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|
112 |
if (type == 0) |
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return TRUE; |
114 |
if (roll == 20) |
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return TRUE; |
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if (roll == 1) |
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return FALSE; |
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|
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for (number=0; number < NROFATTACKS; number++) { |
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i = 1<<number; |
121 |
if (!(i&type)) |
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continue; |
123 |
attacks++; |
124 |
if (op->resist[number] == 100) |
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saves++; |
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else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) |
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saves++; |
128 |
else if ((20-mt->save[number])/3 > originator->stats.dam) |
129 |
saves++; |
130 |
} |
131 |
|
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if (saves==attacks || attacks==0) |
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return TRUE; |
134 |
if ((saves==0) || (rndm(1, attacks) > saves)) |
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return FALSE; |
136 |
return TRUE; |
137 |
} |
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|
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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 |
|
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void save_throw_object (object *op, int type, object *originator) |
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{ |
146 |
if ( ! did_make_save_item (op, type,originator)) |
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{ |
148 |
object *env=op->env; |
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int x=op->x,y=op->y; |
150 |
mapstruct *m=op->map; |
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|
152 |
op = stop_item (op); |
153 |
if (op == NULL) |
154 |
return; |
155 |
|
156 |
/* Hacked the following so that type LIGHTER will work. |
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* Also, objects which are potenital "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) |
165 |
&&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { |
166 |
const char *arch=op->other_arch->name; |
167 |
|
168 |
op = decrease_ob_nr (op, 1); |
169 |
if (op) |
170 |
fix_stopped_item (op, m, originator); |
171 |
if((op = get_archetype(arch))!=NULL) { |
172 |
if(env) { |
173 |
op->x=env->x,op->y=env->y; |
174 |
insert_ob_in_ob(op,env); |
175 |
if (env->contr) |
176 |
esrv_send_item(env, op); |
177 |
} else { |
178 |
op->x=x,op->y=y; |
179 |
insert_ob_in_map(op,m,originator,0); |
180 |
} |
181 |
} |
182 |
return; |
183 |
} |
184 |
if(type&AT_CANCELLATION) { /* Cancellation. */ |
185 |
cancellation(op); |
186 |
fix_stopped_item (op, m, originator); |
187 |
return; |
188 |
} |
189 |
if(op->nrof>1) { |
190 |
op = decrease_ob_nr(op,rndm(0, op->nrof-1)); |
191 |
if (op) |
192 |
fix_stopped_item (op, m, originator); |
193 |
} else { |
194 |
if (op->env) { |
195 |
object *tmp= is_player_inv(op->env); |
196 |
|
197 |
if (tmp) { |
198 |
esrv_del_item(tmp->contr, op->count); |
199 |
} |
200 |
} |
201 |
if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
202 |
remove_ob(op); |
203 |
free_object(op); |
204 |
} |
205 |
if(type&(AT_FIRE|AT_ELECTRICITY)) { |
206 |
if(env) { |
207 |
op=get_archetype("burnout"); |
208 |
op->x=env->x,op->y=env->y; |
209 |
insert_ob_in_ob(op,env); |
210 |
} else { |
211 |
replace_insert_ob_in_map("burnout",originator); |
212 |
} |
213 |
} |
214 |
return; |
215 |
} |
216 |
/* The value of 50 is arbitrary. */ |
217 |
if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) && |
218 |
!QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) { |
219 |
object *tmp; |
220 |
archetype *at = find_archetype("icecube"); |
221 |
if (at == NULL) |
222 |
return; |
223 |
op = stop_item (op); |
224 |
if (op == NULL) |
225 |
return; |
226 |
if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { |
227 |
tmp = arch_to_object(at); |
228 |
tmp->x=op->x,tmp->y=op->y; |
229 |
/* This was in the old (pre new movement code) - |
230 |
* icecubes have slow_move set to 1 - don't want |
231 |
* that for ones we create. |
232 |
*/ |
233 |
tmp->move_slow_penalty=0; |
234 |
tmp->move_slow=0; |
235 |
insert_ob_in_map(tmp,op->map,originator,0); |
236 |
} |
237 |
if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
238 |
remove_ob(op); |
239 |
(void) insert_ob_in_ob(op,tmp); |
240 |
return; |
241 |
} |
242 |
} |
243 |
|
244 |
/* Object op is hitting the map. |
245 |
* op is going in direction 'dir' |
246 |
* type is the attacktype of the object. |
247 |
* full_hit is set if monster area does not matter. |
248 |
* returns 1 if it hits something, 0 otherwise. |
249 |
*/ |
250 |
|
251 |
int hit_map(object *op, int dir, int type, int full_hit) { |
252 |
object *tmp, *next; |
253 |
mapstruct *map; |
254 |
sint16 x, y; |
255 |
int retflag=0; /* added this flag.. will return 1 if it hits a monster */ |
256 |
|
257 |
tag_t op_tag, next_tag=0; |
258 |
|
259 |
if (QUERY_FLAG (op, FLAG_FREED)) { |
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 |
LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", |
266 |
op->arch->name, op->name); |
267 |
return 0; |
268 |
} |
269 |
|
270 |
if ( ! op->map) { |
271 |
LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); |
272 |
return 0; |
273 |
} |
274 |
|
275 |
if (op->head) op=op->head; |
276 |
|
277 |
op_tag = op->count; |
278 |
|
279 |
map = op->map; |
280 |
x = op->x + freearr_x[dir]; |
281 |
y = op->y + freearr_y[dir]; |
282 |
if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP) |
283 |
return 0; |
284 |
|
285 |
/* peterm: a few special cases for special attacktypes --counterspell |
286 |
* must be out here because it strikes things which are not alive |
287 |
*/ |
288 |
|
289 |
if (type & AT_COUNTERSPELL) { |
290 |
counterspell(op,dir); /* see spell_effect.c */ |
291 |
|
292 |
/* If the only attacktype is counterspell or magic, don't need |
293 |
* to do any further processing. |
294 |
*/ |
295 |
if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ |
296 |
return 0; |
297 |
} |
298 |
type &= ~AT_COUNTERSPELL; |
299 |
} |
300 |
|
301 |
if(type & AT_CHAOS){ |
302 |
shuffle_attack(op,1); /*1 flag tells it to change the face */ |
303 |
update_object(op,UP_OBJ_FACE); |
304 |
type &= ~AT_CHAOS; |
305 |
} |
306 |
|
307 |
next = get_map_ob (map, x, y); |
308 |
if (next) |
309 |
next_tag = next->count; |
310 |
|
311 |
while (next) { |
312 |
if (was_destroyed (next, next_tag)) { |
313 |
/* There may still be objects that were above 'next', but there is no |
314 |
* simple way to find out short of copying all object references and |
315 |
* tags into a temporary array before we start processing the first |
316 |
* object. That's why we just abort. |
317 |
* |
318 |
* This happens whenever attack spells (like fire) hit a pile |
319 |
* of objects. This is not a bug - nor an error. The errormessage |
320 |
* below was spamming the logs for absolutely no reason. |
321 |
*/ |
322 |
/* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
323 |
break; |
324 |
} |
325 |
tmp = next; |
326 |
next = tmp->above; |
327 |
if (next) |
328 |
next_tag = next->count; |
329 |
|
330 |
if (QUERY_FLAG (tmp, FLAG_FREED)) { |
331 |
LOG (llevError, "BUG: hit_map(): found freed object\n"); |
332 |
break; |
333 |
} |
334 |
|
335 |
/* Something could have happened to 'tmp' while 'tmp->below' was processed. |
336 |
* For example, 'tmp' was put in an icecube. |
337 |
* This is one of the few cases where on_same_map should not be used. |
338 |
*/ |
339 |
if (tmp->map != map || tmp->x != x || tmp->y != y) |
340 |
continue; |
341 |
|
342 |
/* Need to hit everyone in the transport with this spell */ |
343 |
if (tmp->type == TRANSPORT) { |
344 |
object *pl; |
345 |
|
346 |
for (pl=tmp->inv; pl; pl=pl->below) { |
347 |
if (pl->type == PLAYER) |
348 |
hit_player(pl,op->stats.dam,op,type,full_hit); |
349 |
} |
350 |
} |
351 |
|
352 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) { |
353 |
hit_player(tmp,op->stats.dam,op,type,full_hit); |
354 |
retflag |=1; |
355 |
if (was_destroyed (op, op_tag)) |
356 |
break; |
357 |
} |
358 |
/* Here we are potentially destroying an object. If the object has |
359 |
* NO_PASS set, it is also immune - you can't destroy walls. Note |
360 |
* that weak walls have is_alive set, which prevent objects from |
361 |
* passing over/through them. We don't care what type of movement |
362 |
* the wall blocks - if it blocks any type of movement, can't be |
363 |
* destroyed right now. |
364 |
*/ |
365 |
else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && |
366 |
!tmp->move_block) { |
367 |
save_throw_object(tmp,type,op); |
368 |
if (was_destroyed (op, op_tag)) |
369 |
break; |
370 |
} |
371 |
} |
372 |
return 0; |
373 |
} |
374 |
|
375 |
void attack_message(int dam, int type, object *op, object *hitter) { |
376 |
char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
377 |
int i, found=0; |
378 |
mapstruct *map; |
379 |
object *next, *tmp; |
380 |
|
381 |
/* put in a few special messages for some of the common attacktypes |
382 |
* a player might have. For example, fire, electric, cold, etc |
383 |
* [garbled 20010919] |
384 |
*/ |
385 |
|
386 |
if (dam == 9998 && op->type == DOOR) { |
387 |
sprintf(buf1, "unlock %s", op->name); |
388 |
sprintf(buf2, " unlocks"); |
389 |
found++; |
390 |
} |
391 |
if(dam<0) { |
392 |
sprintf(buf1, "hit %s", op->name); |
393 |
sprintf(buf2, " hits"); |
394 |
found++; |
395 |
} else if(dam==0) { |
396 |
sprintf(buf1, "missed %s", op->name); |
397 |
sprintf(buf2, " misses"); |
398 |
found++; |
399 |
} else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
400 |
hitter->type == POISONING || |
401 |
(type & AT_POISON && IS_LIVE(op))) && !found) { |
402 |
for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; |
403 |
i++) |
404 |
if (dam < attack_mess[ATM_SUFFER][i].level |
405 |
|| attack_mess[ATM_SUFFER][i+1].level == -1) { |
406 |
sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, |
407 |
op->name, attack_mess[ATM_SUFFER][i].buf2); |
408 |
strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
409 |
found++; |
410 |
break; |
411 |
} |
412 |
} else if (op->type == DOOR && !found) { |
413 |
for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; |
414 |
i++) |
415 |
if (dam < attack_mess[ATM_DOOR][i].level |
416 |
|| attack_mess[ATM_DOOR][i+1].level == -1) { |
417 |
sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, |
418 |
op->name, attack_mess[ATM_DOOR][i].buf2); |
419 |
strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
420 |
found++; |
421 |
break; |
422 |
} |
423 |
} else if (hitter->type == PLAYER && IS_LIVE(op)) { |
424 |
if (USING_SKILL(hitter, SK_KARATE)) { |
425 |
for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; |
426 |
i++) |
427 |
if (dam < attack_mess[ATM_KARATE][i].level |
428 |
|| attack_mess[ATM_KARATE][i+1].level == -1) { |
429 |
sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, |
430 |
op->name, attack_mess[ATM_KARATE][i].buf2); |
431 |
strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
432 |
found++; |
433 |
break; |
434 |
} |
435 |
} else if (USING_SKILL(hitter, SK_CLAWING)) { |
436 |
for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; |
437 |
i++) |
438 |
if (dam < attack_mess[ATM_CLAW][i].level |
439 |
|| attack_mess[ATM_CLAW][i+1].level == -1) { |
440 |
sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, |
441 |
op->name, attack_mess[ATM_CLAW][i].buf2); |
442 |
strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
443 |
found++; |
444 |
break; |
445 |
} |
446 |
} else if (USING_SKILL(hitter, SK_PUNCHING)) { |
447 |
for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; |
448 |
i++) |
449 |
if (dam < attack_mess[ATM_PUNCH][i].level |
450 |
|| attack_mess[ATM_PUNCH][i+1].level == -1) { |
451 |
sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, |
452 |
op->name, attack_mess[ATM_PUNCH][i].buf2); |
453 |
strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
454 |
found++; |
455 |
break; |
456 |
} |
457 |
} |
458 |
} |
459 |
if (found) { |
460 |
/* done */ |
461 |
} else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { |
462 |
sprintf(buf1, "hit"); /* just in case */ |
463 |
for (i=0; i < MAXATTACKMESS; i++) |
464 |
if (dam < attack_mess[ATM_ARROW][i].level |
465 |
|| attack_mess[ATM_ARROW][i+1].level == -1) { |
466 |
strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
467 |
found++; |
468 |
break; |
469 |
} |
470 |
} else if (type & AT_DRAIN && IS_LIVE(op)) { |
471 |
/* drain is first, because some items have multiple attypes */ |
472 |
for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; |
473 |
i++) |
474 |
if (dam < attack_mess[ATM_DRAIN][i].level |
475 |
|| attack_mess[ATM_DRAIN][i+1].level == -1) { |
476 |
sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, |
477 |
op->name, attack_mess[ATM_DRAIN][i].buf2); |
478 |
strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
479 |
found++; |
480 |
break; |
481 |
} |
482 |
} else if (type & AT_ELECTRICITY && IS_LIVE(op)) { |
483 |
for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; |
484 |
i++) |
485 |
if (dam < attack_mess[ATM_ELEC][i].level |
486 |
|| attack_mess[ATM_ELEC][i+1].level == -1) { |
487 |
sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, |
488 |
op->name, attack_mess[ATM_ELEC][i].buf2); |
489 |
strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
490 |
found++; |
491 |
break; |
492 |
} |
493 |
} else if (type & AT_COLD && IS_LIVE(op)) { |
494 |
for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; |
495 |
i++) |
496 |
if (dam < attack_mess[ATM_COLD][i].level |
497 |
|| attack_mess[ATM_COLD][i+1].level == -1) { |
498 |
sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, |
499 |
op->name, attack_mess[ATM_COLD][i].buf2); |
500 |
strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
501 |
found++; |
502 |
break; |
503 |
} |
504 |
} else if (type & AT_FIRE) { |
505 |
for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; |
506 |
i++) |
507 |
if (dam < attack_mess[ATM_FIRE][i].level |
508 |
|| attack_mess[ATM_FIRE][i+1].level == -1) { |
509 |
sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, |
510 |
op->name, attack_mess[ATM_FIRE][i].buf2); |
511 |
strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
512 |
found++; |
513 |
break; |
514 |
} |
515 |
} else if (hitter->current_weapon != NULL) { |
516 |
int mtype; |
517 |
switch (hitter->current_weapon->weapontype) { |
518 |
case WEAP_HIT: mtype = ATM_BASIC; break; |
519 |
case WEAP_SLASH: mtype = ATM_SLASH; break; |
520 |
case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
521 |
case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
522 |
case WEAP_SLICE: mtype = ATM_SLICE; break; |
523 |
case WEAP_STAB: mtype = ATM_STAB; break; |
524 |
case WEAP_WHIP: mtype = ATM_WHIP; break; |
525 |
case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
526 |
case WEAP_BLUD: mtype = ATM_BLUD; break; |
527 |
default: mtype = ATM_BASIC; break; |
528 |
} |
529 |
for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; |
530 |
i++) |
531 |
if (dam < attack_mess[mtype][i].level |
532 |
|| attack_mess[mtype][i+1].level == -1) { |
533 |
sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, |
534 |
op->name, attack_mess[mtype][i].buf2); |
535 |
strcpy (buf2, attack_mess[mtype][i].buf3); |
536 |
found++; |
537 |
break; |
538 |
} |
539 |
} else { |
540 |
for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; |
541 |
i++) |
542 |
if (dam < attack_mess[ATM_BASIC][i].level |
543 |
|| attack_mess[ATM_BASIC][i+1].level == -1) { |
544 |
sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, |
545 |
op->name, attack_mess[ATM_BASIC][i].buf2); |
546 |
strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
547 |
found++; |
548 |
break; |
549 |
} |
550 |
} |
551 |
|
552 |
if (!found) { |
553 |
strcpy (buf1, "hit"); |
554 |
strcpy (buf2, " hits"); |
555 |
} |
556 |
|
557 |
/* bail out if a monster is casting spells */ |
558 |
if (!(hitter->type == PLAYER || |
559 |
(get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) |
560 |
return; |
561 |
|
562 |
/* scale down magic considerably. */ |
563 |
if (type & AT_MAGIC && rndm(0, 5)) |
564 |
return; |
565 |
|
566 |
/* Did a player hurt another player? Inform both! */ |
567 |
if(op->type==PLAYER && |
568 |
(get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { |
569 |
if(get_owner(hitter)!=NULL) |
570 |
sprintf(buf,"%s's %s%s you.", |
571 |
hitter->owner->name, hitter->name, buf2); |
572 |
else { |
573 |
sprintf(buf,"%s%s you.",hitter->name, buf2); |
574 |
if (dam != 0) { |
575 |
if (dam < 10) |
576 |
play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); |
577 |
else if (dam < 20) |
578 |
play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); |
579 |
else |
580 |
play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); |
581 |
} |
582 |
} |
583 |
new_draw_info(NDI_BLACK, 0,op,buf); |
584 |
} /* end of player hitting player */ |
585 |
|
586 |
if(hitter->type==PLAYER) { |
587 |
sprintf(buf,"You %s.",buf1); |
588 |
if (dam != 0) { |
589 |
if (dam < 10) |
590 |
play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); |
591 |
else if (dam < 20) |
592 |
play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); |
593 |
else |
594 |
play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); |
595 |
} |
596 |
new_draw_info(NDI_BLACK, 0, hitter, buf); |
597 |
} else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { |
598 |
/* look for stacked spells and start reducing the message chances */ |
599 |
if (hitter->type == SPELL_EFFECT && |
600 |
(hitter->subtype == SP_EXPLOSION || |
601 |
hitter->subtype == SP_BULLET || |
602 |
hitter->subtype == SP_CONE)) { |
603 |
i=4; |
604 |
map = hitter->map; |
605 |
if (out_of_map(map, hitter->x, hitter->y)) |
606 |
return; |
607 |
next = get_map_ob(map, hitter->x, hitter->y); |
608 |
if (next) |
609 |
while(next) { |
610 |
if (next->type == SPELL_EFFECT && |
611 |
(next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET || |
612 |
next->subtype == SP_CONE)) |
613 |
i*=3; |
614 |
tmp = next; |
615 |
next = tmp->above; |
616 |
} |
617 |
if (i < 0) |
618 |
return; |
619 |
if (rndm(0, i) != 0) |
620 |
return; |
621 |
} else if (rndm(0, 5) != 0) |
622 |
return; |
623 |
sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); |
624 |
play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
625 |
new_draw_info(NDI_BLACK, 0, hitter->owner, buf); |
626 |
} |
627 |
} |
628 |
|
629 |
|
630 |
static int get_attack_mode (object **target, object **hitter, |
631 |
int *simple_attack) |
632 |
{ |
633 |
if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { |
634 |
LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
635 |
return 1; |
636 |
} |
637 |
if ((*target)->head) |
638 |
*target = (*target)->head; |
639 |
if ((*hitter)->head) |
640 |
*hitter = (*hitter)->head; |
641 |
if ((*hitter)->env != NULL || (*target)->env != NULL) { |
642 |
*simple_attack = 1; |
643 |
return 0; |
644 |
} |
645 |
if (QUERY_FLAG (*target, FLAG_REMOVED) |
646 |
|| QUERY_FLAG (*hitter, FLAG_REMOVED) |
647 |
|| (*hitter)->map == NULL || !on_same_map((*hitter), (*target))) |
648 |
{ |
649 |
LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " |
650 |
"target\n", (*hitter)->arch->name, (*hitter)->name); |
651 |
return 1; |
652 |
} |
653 |
*simple_attack = 0; |
654 |
return 0; |
655 |
} |
656 |
|
657 |
static int abort_attack (object *target, object *hitter, int simple_attack) |
658 |
{ |
659 |
/* Check if target and hitter are still in a relation similar to the one |
660 |
* determined by get_attack_mode(). Returns true if the relation has changed. |
661 |
*/ |
662 |
int new_mode; |
663 |
|
664 |
if (hitter->env == target || target->env == hitter) |
665 |
new_mode = 1; |
666 |
else if (QUERY_FLAG (hitter, FLAG_REMOVED) |
667 |
|| QUERY_FLAG (target, FLAG_REMOVED) |
668 |
|| hitter->map == NULL || !on_same_map(hitter, target)) |
669 |
return 1; |
670 |
else |
671 |
new_mode = 0; |
672 |
return new_mode != simple_attack; |
673 |
} |
674 |
|
675 |
static void thrown_item_effect (object *, object *); |
676 |
|
677 |
static int attack_ob_simple (object *op, object *hitter, int base_dam, |
678 |
int base_wc) |
679 |
{ |
680 |
int simple_attack, roll, dam=0; |
681 |
uint32 type; |
682 |
const char *op_name = NULL; |
683 |
tag_t op_tag, hitter_tag; |
684 |
|
685 |
if (get_attack_mode (&op, &hitter, &simple_attack)) |
686 |
goto error; |
687 |
|
688 |
/* Lauwenmark: Handle for plugin attack event */ |
689 |
execute_event(op, EVENT_ATTACK,hitter,hitter,NULL,SCRIPT_FIX_ALL); |
690 |
|
691 |
/* Lauwenmark: This is used to handle script_weapons with weapons. |
692 |
* Only used for players. |
693 |
*/ |
694 |
if (hitter->type==PLAYER) |
695 |
{ |
696 |
if (hitter->current_weapon != NULL) |
697 |
{ |
698 |
/* Lauwenmark: Handle for plugin attack event */ |
699 |
execute_event(hitter, EVENT_ATTACK,hitter->current_weapon, |
700 |
op,NULL,SCRIPT_FIX_ALL); |
701 |
} |
702 |
} |
703 |
op_tag = op->count; |
704 |
hitter_tag = hitter->count; |
705 |
|
706 |
/* |
707 |
* A little check to make it more difficult to dance forward and back |
708 |
* to avoid ever being hit by monsters. |
709 |
*/ |
710 |
if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER) |
711 |
&& op->speed_left > -(FABS(op->speed))*0.3) |
712 |
{ |
713 |
/* Decrease speed BEFORE calling process_object. Otherwise, an |
714 |
* infinite loop occurs, with process_object calling move_monster, |
715 |
* which then gets here again. By decreasing the speed before |
716 |
* we call process_object, the 'if' statement above will fail. |
717 |
*/ |
718 |
op->speed_left--; |
719 |
process_object(op); |
720 |
if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
721 |
|| abort_attack (op, hitter, simple_attack)) |
722 |
goto error; |
723 |
} |
724 |
|
725 |
add_refcount(op_name = op->name); |
726 |
|
727 |
roll=random_roll(1, 20, hitter, PREFER_HIGH); |
728 |
|
729 |
/* Adjust roll for various situations. */ |
730 |
if ( ! simple_attack) |
731 |
roll += adj_attackroll(hitter,op); |
732 |
|
733 |
/* See if we hit the creature */ |
734 |
if(roll==20 || op->stats.ac>=base_wc-roll) { |
735 |
int hitdam = base_dam; |
736 |
if (settings.casting_time == TRUE) { |
737 |
if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ |
738 |
hitter->casting_time = -1; |
739 |
new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " |
740 |
"your spell!"); |
741 |
} |
742 |
if ((op->casting_time > -1)&&(hitdam > 0)){ |
743 |
op->casting_time = -1; |
744 |
if (op->type == PLAYER) { |
745 |
new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " |
746 |
"your spell!"); |
747 |
new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL, |
748 |
"%s was hit by %s and lost a spell.", |
749 |
op_name,hitter->name); |
750 |
} |
751 |
} |
752 |
} |
753 |
if ( ! simple_attack) |
754 |
{ |
755 |
/* If you hit something, the victim should *always* wake up. |
756 |
* Before, invisible hitters could avoid doing this. |
757 |
* -b.t. */ |
758 |
if (QUERY_FLAG (op, FLAG_SLEEP)) |
759 |
CLEAR_FLAG(op,FLAG_SLEEP); |
760 |
|
761 |
/* If the victim can't see the attacker, it may alert others |
762 |
* for help. */ |
763 |
if (op->type != PLAYER && ! can_see_enemy (op, hitter) |
764 |
&& ! get_owner (op) && rndm(0, op->stats.Int)) |
765 |
npc_call_help (op); |
766 |
|
767 |
/* if you were hidden and hit by a creature, you are discovered*/ |
768 |
if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { |
769 |
make_visible (op); |
770 |
if (op->type == PLAYER) |
771 |
new_draw_info (NDI_UNIQUE, 0, op, |
772 |
"You were hit by a wild attack. " |
773 |
"You are no longer hidden!"); |
774 |
} |
775 |
|
776 |
/* thrown items (hitter) will have various effects |
777 |
* when they hit the victim. For things like thrown daggers, |
778 |
* this sets 'hitter' to the actual dagger, and not the |
779 |
* wrapper object. |
780 |
*/ |
781 |
thrown_item_effect (hitter, op); |
782 |
if (was_destroyed (hitter, hitter_tag) |
783 |
|| was_destroyed (op, op_tag) |
784 |
|| abort_attack (op, hitter, simple_attack)) |
785 |
goto leave; |
786 |
} |
787 |
|
788 |
/* Need to do at least 1 damage, otherwise there is no point |
789 |
* to go further and it will cause FPE's below. |
790 |
*/ |
791 |
if (hitdam<=0) hitdam=1; |
792 |
|
793 |
type=hitter->attacktype; |
794 |
if(!type) type=AT_PHYSICAL; |
795 |
/* Handle monsters that hit back */ |
796 |
if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) |
797 |
&& QUERY_FLAG (hitter, FLAG_ALIVE)) |
798 |
{ |
799 |
if (op->attacktype & AT_ACID && hitter->type==PLAYER) |
800 |
new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); |
801 |
hit_player(hitter, random_roll(0, (op->stats.dam), hitter, |
802 |
PREFER_LOW),op, op->attacktype, 1); |
803 |
if (was_destroyed (op, op_tag) |
804 |
|| was_destroyed (hitter, hitter_tag) |
805 |
|| abort_attack (op, hitter, simple_attack)) |
806 |
goto leave; |
807 |
} |
808 |
|
809 |
/* In the new attack code, it should handle multiple attack |
810 |
* types in its area, so remove it from here. |
811 |
*/ |
812 |
dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), |
813 |
hitter, type, 1); |
814 |
if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
815 |
|| abort_attack (op, hitter, simple_attack)) |
816 |
goto leave; |
817 |
} /* end of if hitter hit op */ |
818 |
/* if we missed, dam=0 */ |
819 |
|
820 |
/*attack_message(dam, type, op, hitter);*/ |
821 |
|
822 |
goto leave; |
823 |
|
824 |
error: |
825 |
dam = 1; |
826 |
goto leave; |
827 |
|
828 |
leave: |
829 |
if (op_name) |
830 |
free_string (op_name); |
831 |
|
832 |
return dam; |
833 |
} |
834 |
|
835 |
int attack_ob (object *op, object *hitter) |
836 |
{ |
837 |
|
838 |
if (hitter->head) |
839 |
hitter = hitter->head; |
840 |
return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
841 |
} |
842 |
|
843 |
/* op is the arrow, tmp is what is stopping the arrow. |
844 |
* |
845 |
* Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
846 |
*/ |
847 |
static int stick_arrow (object *op, object *tmp) |
848 |
{ |
849 |
/* If the missile hit a player, we insert it in their inventory. |
850 |
* However, if the missile is heavy, we don't do so (assume it falls |
851 |
* to the ground after a hit). What a good value for this is up to |
852 |
* debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
853 |
* stick around. |
854 |
*/ |
855 |
if (op->weight <= 5000 && tmp->stats.hp >= 0) { |
856 |
if(tmp->head != NULL) |
857 |
tmp = tmp->head; |
858 |
remove_ob (op); |
859 |
op = insert_ob_in_ob(op,tmp); |
860 |
if (tmp->type== PLAYER) |
861 |
esrv_send_item (tmp, op); |
862 |
return 1; |
863 |
} else |
864 |
return 0; |
865 |
} |
866 |
|
867 |
/* hit_with_arrow() disassembles the missile, attacks the victim and |
868 |
* reassembles the missile. |
869 |
* |
870 |
* It returns a pointer to the reassembled missile, or NULL if the missile |
871 |
* isn't available anymore. |
872 |
*/ |
873 |
object *hit_with_arrow (object *op, object *victim) |
874 |
{ |
875 |
object *container, *hitter; |
876 |
int hit_something = 0; |
877 |
tag_t victim_tag, hitter_tag; |
878 |
sint16 victim_x, victim_y; |
879 |
|
880 |
/* Disassemble missile */ |
881 |
if (op->inv) { |
882 |
container = op; |
883 |
hitter = op->inv; |
884 |
remove_ob (hitter); |
885 |
insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); |
886 |
/* Note that we now have an empty THROWN_OBJ on the map. Code that |
887 |
* might be called until this THROWN_OBJ is either reassembled or |
888 |
* removed at the end of this function must be able to deal with empty |
889 |
* THROWN_OBJs. */ |
890 |
} else { |
891 |
container = NULL; |
892 |
hitter = op; |
893 |
} |
894 |
|
895 |
/* Try to hit victim */ |
896 |
victim_x = victim->x; |
897 |
victim_y = victim->y; |
898 |
victim_tag = victim->count; |
899 |
hitter_tag = hitter->count; |
900 |
/* Lauwenmark: Handling plugin attack event for thrown items */ |
901 |
if (execute_event(op, EVENT_ATTACK,hitter,victim,NULL,SCRIPT_FIX_ALL) == 0) |
902 |
hit_something = attack_ob_simple (victim, hitter, op->stats.dam, |
903 |
op->stats.wc); |
904 |
|
905 |
/* Arrow attacks door, rune of summoning is triggered, demon is put on |
906 |
* arrow, move_apply() calls this function, arrow sticks in demon, |
907 |
* attack_ob_simple() returns, and we've got an arrow that still exists |
908 |
* but is no longer on the map. Ugh. (Beware: Such things can happen at |
909 |
* other places as well!) |
910 |
*/ |
911 |
if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { |
912 |
if (container) { |
913 |
remove_ob (container); |
914 |
free_object (container); |
915 |
} |
916 |
return NULL; |
917 |
} |
918 |
|
919 |
/* Missile hit victim */ |
920 |
/* if the speed is > 10, then this is a fast moving arrow, we go straight |
921 |
* through the target |
922 |
*/ |
923 |
if (hit_something && op->speed <= 10.0) |
924 |
{ |
925 |
/* Stop arrow */ |
926 |
if (container == NULL) { |
927 |
hitter = fix_stopped_arrow (hitter); |
928 |
if (hitter == NULL) |
929 |
return NULL; |
930 |
} else { |
931 |
remove_ob (container); |
932 |
free_object (container); |
933 |
} |
934 |
|
935 |
/* Try to stick arrow into victim */ |
936 |
if ( ! was_destroyed (victim, victim_tag) |
937 |
&& stick_arrow (hitter, victim)) |
938 |
return NULL; |
939 |
|
940 |
/* Else try to put arrow on victim's map square |
941 |
* remove check for P_WALL here. If the arrow got to this |
942 |
* space, that is good enough - with the new movement code, |
943 |
* there is now the potential for lots of spaces where something |
944 |
* can fly over but not otherwise move over. What is the correct |
945 |
* way to handle those otherwise? |
946 |
*/ |
947 |
if (victim_x != hitter->x || victim_y != hitter->y) { |
948 |
remove_ob (hitter); |
949 |
hitter->x = victim_x; |
950 |
hitter->y = victim_y; |
951 |
insert_ob_in_map (hitter, victim->map, hitter,0); |
952 |
} else { |
953 |
/* Else leave arrow where it is */ |
954 |
merge_ob (hitter, NULL); |
955 |
} |
956 |
return NULL; |
957 |
} |
958 |
|
959 |
if (hit_something && op->speed >= 10.0) |
960 |
op->speed -= 1.0; |
961 |
|
962 |
/* Missile missed victim - reassemble missile */ |
963 |
if (container) { |
964 |
remove_ob (hitter); |
965 |
insert_ob_in_ob (hitter, container); |
966 |
} |
967 |
return op; |
968 |
} |
969 |
|
970 |
|
971 |
void tear_down_wall(object *op) |
972 |
{ |
973 |
int perc=0; |
974 |
|
975 |
if (!op->stats.maxhp) { |
976 |
LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); |
977 |
perc = 1; |
978 |
} else if(!GET_ANIM_ID(op)) { |
979 |
/* Object has been called - no animations, so remove it */ |
980 |
if(op->stats.hp<0) { |
981 |
remove_ob(op); /* Should update LOS */ |
982 |
free_object(op); |
983 |
/* Don't know why this is here - remove_ob should do it for us */ |
984 |
/*update_position(m, x, y);*/ |
985 |
} |
986 |
return; /* no animations, so nothing more to do */ |
987 |
} |
988 |
perc = NUM_ANIMATIONS(op) |
989 |
- ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; |
990 |
if (perc >= (int) NUM_ANIMATIONS(op)) |
991 |
perc = NUM_ANIMATIONS(op)-1; |
992 |
else if (perc < 1) |
993 |
perc = 1; |
994 |
SET_ANIMATION(op, perc); |
995 |
update_object(op,UP_OBJ_FACE); |
996 |
if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ |
997 |
if(op->face==blank_face) { |
998 |
/* If the last face is blank, remove the ob */ |
999 |
remove_ob(op); /* Should update LOS */ |
1000 |
free_object(op); |
1001 |
|
1002 |
/* remove_ob should call update_position for us */ |
1003 |
/*update_position(m, x, y);*/ |
1004 |
|
1005 |
} else { /* The last face was not blank, leave an image */ |
1006 |
CLEAR_FLAG(op, FLAG_BLOCKSVIEW); |
1007 |
update_all_los(op->map, op->x, op->y); |
1008 |
op->move_block = 0; |
1009 |
CLEAR_FLAG(op, FLAG_ALIVE); |
1010 |
} |
1011 |
} |
1012 |
} |
1013 |
|
1014 |
void scare_creature(object *target, object *hitter) |
1015 |
{ |
1016 |
object *owner = get_owner(hitter); |
1017 |
|
1018 |
if (!owner) owner=hitter; |
1019 |
|
1020 |
SET_FLAG(target, FLAG_SCARED); |
1021 |
if (!target->enemy) target->enemy=owner; |
1022 |
} |
1023 |
|
1024 |
|
1025 |
/* This returns the amount of damage hitter does to op with the |
1026 |
* appropriate attacktype. Only 1 attacktype should be set at a time. |
1027 |
* This doesn't damage the player, but returns how much it should |
1028 |
* take. However, it will do other effects (paralyzation, slow, etc.) |
1029 |
* Note - changed for PR code - we now pass the attack number and not |
1030 |
* the attacktype. Makes it easier for the PR code. */ |
1031 |
|
1032 |
int hit_player_attacktype(object *op, object *hitter, int dam, |
1033 |
uint32 attacknum, int magic) { |
1034 |
|
1035 |
int doesnt_slay = 1; |
1036 |
|
1037 |
/* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1038 |
if (attacknum >= NROFATTACKS) { |
1039 |
LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1040 |
return 0; |
1041 |
} |
1042 |
|
1043 |
if (dam < 0) { |
1044 |
LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); |
1045 |
return 0; |
1046 |
} |
1047 |
|
1048 |
/* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1049 |
* people can't mess with that or it otherwise get confused. */ |
1050 |
if (attacknum == ATNR_INTERNAL) return dam; |
1051 |
|
1052 |
if (hitter->slaying) { |
1053 |
if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || |
1054 |
(op->arch && (op->arch->name != NULL) && |
1055 |
strstr(op->arch->name, hitter->slaying)) |
1056 |
){ |
1057 |
doesnt_slay = 0; |
1058 |
dam *= 3; |
1059 |
} |
1060 |
} |
1061 |
|
1062 |
/* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1063 |
if (op->resist[attacknum]) { |
1064 |
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
1065 |
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
1066 |
dam *= (100-op->resist[attacknum]); |
1067 |
if (dam >= 100) dam /= 100; |
1068 |
else |
1069 |
dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; |
1070 |
} |
1071 |
|
1072 |
/* Special hack. By default, if immune to something, you |
1073 |
* shouldn't need to worry. However, acid is an exception, since |
1074 |
* it can still damage your items. Only include attacktypes if |
1075 |
* special processing is needed */ |
1076 |
|
1077 |
if ((op->resist[attacknum] >= 100) && |
1078 |
doesnt_slay && (attacknum != ATNR_ACID)) |
1079 |
return 0; |
1080 |
|
1081 |
/* Keep this in order - makes things easier to find */ |
1082 |
|
1083 |
switch(attacknum) { |
1084 |
case ATNR_PHYSICAL: |
1085 |
/* here also check for diseases */ |
1086 |
check_physically_infect(op, hitter); |
1087 |
break; |
1088 |
|
1089 |
/* Don't need to do anything for: |
1090 |
magic, |
1091 |
fire, |
1092 |
electricity, |
1093 |
cold */ |
1094 |
|
1095 |
case ATNR_CONFUSION: |
1096 |
case ATNR_POISON: |
1097 |
case ATNR_SLOW: |
1098 |
case ATNR_PARALYZE: |
1099 |
case ATNR_FEAR: |
1100 |
case ATNR_CANCELLATION: |
1101 |
case ATNR_DEPLETE: |
1102 |
case ATNR_BLIND: |
1103 |
{ |
1104 |
/* chance for inflicting a special attack depends on the |
1105 |
* difference between attacker's and defender's level |
1106 |
*/ |
1107 |
int level_diff = MIN(110, MAX(0, op->level - hitter->level)); |
1108 |
|
1109 |
/* First, only creatures/players with speed can be affected. |
1110 |
* Second, just getting hit doesn't mean it always affects |
1111 |
* you. Third, you still get a saving through against the |
1112 |
* effect. |
1113 |
*/ |
1114 |
if (op->speed && |
1115 |
(QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && |
1116 |
!(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && |
1117 |
!did_make_save(op, level_diff, op->resist[attacknum]/10)) { |
1118 |
|
1119 |
/* Player has been hit by something */ |
1120 |
if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); |
1121 |
else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); |
1122 |
else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); |
1123 |
else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); |
1124 |
else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); |
1125 |
else if (attacknum == ATNR_CANCELLATION) cancellation(op); |
1126 |
else if (attacknum == ATNR_DEPLETE) drain_stat(op); |
1127 |
else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && |
1128 |
!QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); |
1129 |
} |
1130 |
dam = 0; /* These are all effects and don't do real damage */ |
1131 |
} |
1132 |
break; |
1133 |
case ATNR_ACID: |
1134 |
{ |
1135 |
int flag=0; |
1136 |
|
1137 |
/* Items only get corroded if you're not on a battleground and |
1138 |
* if your acid resistance is below 50%. */ |
1139 |
if (!op_on_battleground(op, NULL, NULL) && |
1140 |
(op->resist[ATNR_ACID] < 50)) |
1141 |
{ |
1142 |
object *tmp; |
1143 |
for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
1144 |
if(tmp->invisible) |
1145 |
continue; |
1146 |
if(!QUERY_FLAG(tmp, FLAG_APPLIED) || |
1147 |
(tmp->resist[ATNR_ACID] >= 10)) |
1148 |
/* >= 10% acid res. on itmes will protect these */ |
1149 |
continue; |
1150 |
if(!(tmp->material & M_IRON)) |
1151 |
continue; |
1152 |
if(tmp->magic < -4) /* Let's stop at -5 */ |
1153 |
continue; |
1154 |
if(tmp->type==RING || |
1155 |
/* removed boots and gloves from exclusion list in |
1156 |
PR */ |
1157 |
tmp->type==GIRDLE || |
1158 |
tmp->type==AMULET || |
1159 |
tmp->type==WAND || |
1160 |
tmp->type==ROD || |
1161 |
tmp->type==HORN) |
1162 |
continue; /* To avoid some strange effects */ |
1163 |
|
1164 |
/* High damage acid has better chance of corroding |
1165 |
objects */ |
1166 |
if(rndm(0, dam+4) > |
1167 |
random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { |
1168 |
if(op->type == PLAYER) |
1169 |
/* Make this more visible */ |
1170 |
new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, |
1171 |
"The %s's acid corrodes your %s!", |
1172 |
query_name(hitter), query_name(tmp)); |
1173 |
flag = 1; |
1174 |
tmp->magic--; |
1175 |
if(op->type == PLAYER) |
1176 |
esrv_send_item(op, tmp); |
1177 |
} |
1178 |
} |
1179 |
if(flag) |
1180 |
fix_player(op); /* Something was corroded */ |
1181 |
} |
1182 |
} |
1183 |
break; |
1184 |
case ATNR_DRAIN: |
1185 |
{ |
1186 |
/* rate is the proportion of exp drained. High rate means |
1187 |
* not much is drained, low rate means a lot is drained. |
1188 |
*/ |
1189 |
int rate; |
1190 |
|
1191 |
if(op->resist[ATNR_DRAIN] >= 0) |
1192 |
rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1193 |
else |
1194 |
rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1195 |
|
1196 |
if(op->stats.exp <= rate) { |
1197 |
if(op->type == GOLEM) |
1198 |
dam = 999; /* Its force is "sucked" away. 8) */ |
1199 |
else |
1200 |
/* If we can't drain, lets try to do physical damage */ |
1201 |
dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); |
1202 |
} else { |
1203 |
/* Randomly give the hitter some hp */ |
1204 |
if(hitter->stats.hp<hitter->stats.maxhp && |
1205 |
(op->level > hitter->level) && |
1206 |
random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) |
1207 |
hitter->stats.hp++; |
1208 |
|
1209 |
/* Can't do drains on battleground spaces. |
1210 |
* Move the wiz check up here - before, the hitter wouldn't gain exp |
1211 |
* exp, but the wiz would still lose exp! If drainee is a wiz, |
1212 |
* nothing happens. |
1213 |
* Try to credit the owner. We try to display player -> player drain |
1214 |
* attacks, hence all the != PLAYER checks. |
1215 |
*/ |
1216 |
if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
1217 |
object *owner = get_owner(hitter); |
1218 |
|
1219 |
if (owner && owner != hitter) { |
1220 |
if (op->type != PLAYER || owner->type != PLAYER) |
1221 |
change_exp(owner, op->stats.exp/(rate*2), |
1222 |
hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); |
1223 |
} else if (op->type != PLAYER || hitter->type != PLAYER) { |
1224 |
change_exp(hitter, op->stats.exp/(rate*2), |
1225 |
hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); |
1226 |
} |
1227 |
change_exp(op,-op->stats.exp/rate, NULL, 0); |
1228 |
} |
1229 |
dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1230 |
* drain attack, you won't know that you are actually sucking out EXP, |
1231 |
* as the messages will say you missed |
1232 |
*/ |
1233 |
} |
1234 |
} |
1235 |
break; |
1236 |
case ATNR_TURN_UNDEAD: |
1237 |
{ |
1238 |
if (QUERY_FLAG(op,FLAG_UNDEAD)) { |
1239 |
object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); |
1240 |
object *god = find_god (determine_god (owner)); |
1241 |
int div = 1; |
1242 |
|
1243 |
/* if undead are not an enemy of your god, you turn them |
1244 |
* at half strength */ |
1245 |
if (! god || ! god->slaying || |
1246 |
strstr (god->slaying, undead_name) == NULL) |
1247 |
div = 2; |
1248 |
/* Give a bonus if you resist turn undead */ |
1249 |
if (op->level * div < |
1250 |
(turn_bonus[owner->stats.Wis]+owner->level + |
1251 |
(op->resist[ATNR_TURN_UNDEAD]/100))) |
1252 |
scare_creature(op, owner); |
1253 |
} |
1254 |
else |
1255 |
dam = 0; /* don't damage non undead - should we damage |
1256 |
undead? */ |
1257 |
} break; |
1258 |
case ATNR_DEATH: |
1259 |
deathstrike_player(op, hitter, &dam); |
1260 |
break; |
1261 |
case ATNR_CHAOS: |
1262 |
LOG(llevError, |
1263 |
"%s was hit by %s with non-specific chaos.\n", |
1264 |
query_name(op), |
1265 |
query_name(hitter)); |
1266 |
dam = 0; |
1267 |
break; |
1268 |
case ATNR_COUNTERSPELL: |
1269 |
LOG(llevError, |
1270 |
"%s was hit by %s with counterspell attack.\n", |
1271 |
query_name(op), |
1272 |
query_name(hitter)); |
1273 |
dam = 0; |
1274 |
/* This should never happen. Counterspell is handled |
1275 |
* seperately and filtered out. If this does happen, |
1276 |
* Counterspell has no effect on anything but spells, so it |
1277 |
* does no damage. */ |
1278 |
break; |
1279 |
case ATNR_HOLYWORD: |
1280 |
{ |
1281 |
/* This has already been handled by hit_player, |
1282 |
* no need to check twice -- DAMN */ |
1283 |
|
1284 |
object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); |
1285 |
|
1286 |
/* As with turn undead above, give a bonus on the saving throw */ |
1287 |
if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < |
1288 |
owner->level+turn_bonus[owner->stats.Wis]) |
1289 |
scare_creature(op, owner); |
1290 |
} break; |
1291 |
case ATNR_LIFE_STEALING: |
1292 |
{ |
1293 |
int new_hp; |
1294 |
/* this is replacement to drain for players, instead of taking |
1295 |
* exp it takes hp. It is geared for players, probably not |
1296 |
* much use giving it to monsters |
1297 |
* |
1298 |
* life stealing doesn't do a lot of damage, but it gives the |
1299 |
* damage it does do to the player. Given that, |
1300 |
* it only does 1/10'th normal damage (hence the divide by |
1301 |
* 1000). |
1302 |
*/ |
1303 |
/* You can't steal life from something undead */ |
1304 |
if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; |
1305 |
/* If drain protection is higher than life stealing, use that */ |
1306 |
if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1307 |
dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; |
1308 |
else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1309 |
/* You die at -1 hp, not zero. */ |
1310 |
if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; |
1311 |
new_hp = hitter->stats.hp + dam; |
1312 |
if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; |
1313 |
if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; |
1314 |
} |
1315 |
} |
1316 |
return dam; |
1317 |
} |
1318 |
|
1319 |
|
1320 |
/* GROS: This code comes from hit_player. It has been made external to |
1321 |
* allow script procedures to "kill" objects in a combat-like fashion. |
1322 |
* It was initially used by (kill-object) developed for the Collector's |
1323 |
* Sword. Note that nothing has been changed from the original version |
1324 |
* of the following code. |
1325 |
* op is what is being killed. |
1326 |
* dam is the damage done to it. |
1327 |
* hitter is what is hitting it. |
1328 |
* type is the attacktype. |
1329 |
* |
1330 |
* This function was a bit of a mess with hitter getting changed, |
1331 |
* values being stored away but not used, etc. I've cleaned it up |
1332 |
* a bit - I think it should be functionally equivalant. |
1333 |
* MSW 2002-07-17 |
1334 |
*/ |
1335 |
int kill_object(object *op,int dam, object *hitter, int type) |
1336 |
{ |
1337 |
char buf[MAX_BUF]; |
1338 |
const char *skill; |
1339 |
int maxdam=0; |
1340 |
int battleg=0; /* true if op standing on battleground */ |
1341 |
int pk=0; /* true if op and what controls hitter are both players*/ |
1342 |
object *owner=NULL; |
1343 |
object *skop=NULL; |
1344 |
|
1345 |
if (op->stats.hp>=0) |
1346 |
return -1; |
1347 |
|
1348 |
/* Lauwenmark: Handle for plugin death event */ |
1349 |
if (execute_event(op, EVENT_DEATH,hitter,NULL,NULL,SCRIPT_FIX_ALL)!=0) |
1350 |
return 0; |
1351 |
/* Lauwenmark: Handle for the global kill event */ |
1352 |
execute_global_event(EVENT_GKILL, op, hitter); |
1353 |
|
1354 |
/* maxdam needs to be the amount of damage it took to kill |
1355 |
* this creature. The function(s) that call us have already |
1356 |
* adjusted the creatures HP total, so that is negative. |
1357 |
*/ |
1358 |
maxdam = dam + op->stats.hp + 1; |
1359 |
|
1360 |
if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) |
1361 |
update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ |
1362 |
|
1363 |
if(op->type==DOOR) { |
1364 |
op->speed = 0.1; |
1365 |
update_ob_speed(op); |
1366 |
op->speed_left= -0.05; |
1367 |
return maxdam; |
1368 |
} |
1369 |
if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { |
1370 |
remove_friendly_object(op); |
1371 |
if (get_owner (op) != NULL && op->owner->type == PLAYER && |
1372 |
op->owner->contr->ranges[range_golem] == op) { |
1373 |
op->owner->contr->ranges[range_golem]=NULL; |
1374 |
op->owner->contr->golem_count=0; |
1375 |
} |
1376 |
|
1377 |
remove_ob(op); |
1378 |
free_object(op); |
1379 |
return maxdam; |
1380 |
} |
1381 |
|
1382 |
/* Now lets start dealing with experience we get for killing something */ |
1383 |
|
1384 |
owner=get_owner(hitter); |
1385 |
if(owner==NULL) |
1386 |
owner=hitter; |
1387 |
|
1388 |
/* is the victim (op) standing on battleground? */ |
1389 |
if (op_on_battleground(op, NULL, NULL)) battleg=1; |
1390 |
|
1391 |
/* is this player killing?*/ |
1392 |
if (op->type == PLAYER && owner->type == PLAYER) pk=1; |
1393 |
|
1394 |
/* Player killed something */ |
1395 |
if(owner->type==PLAYER) { |
1396 |
Log_Kill(owner->name, |
1397 |
query_name(op),op->type, |
1398 |
(owner!=hitter) ? query_name(hitter) : NULL, |
1399 |
(owner!=hitter) ? hitter->type : 0); |
1400 |
|
1401 |
/* Log players killing other players - makes it easier to detect |
1402 |
* and filter out malicious player killers - that is why the |
1403 |
* ip address is included. |
1404 |
*/ |
1405 |
if (op->type == PLAYER && !battleg) { |
1406 |
time_t t=time(NULL); |
1407 |
struct tm *tmv; |
1408 |
char buf[256]; |
1409 |
|
1410 |
tmv = localtime(&t); |
1411 |
strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); |
1412 |
|
1413 |
LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", |
1414 |
buf, owner->name, owner->contr->socket.host, query_name(op)); |
1415 |
} |
1416 |
|
1417 |
/* try to filter some things out - basically, if you are |
1418 |
* killing a level 1 creature and your level 20, you |
1419 |
* probably don't want to see that. |
1420 |
*/ |
1421 |
if ( owner->level < op->level * 2|| op->stats.exp>1000) { |
1422 |
if(owner!=hitter) { |
1423 |
new_draw_info_format(NDI_BLACK, 0, owner, |
1424 |
"You killed %s with %s.",query_name(op), |
1425 |
query_name(hitter)); |
1426 |
} |
1427 |
else { |
1428 |
new_draw_info_format(NDI_BLACK, 0, owner, |
1429 |
"You killed %s.",query_name(op)); |
1430 |
} |
1431 |
/* Only play sounds for melee kills */ |
1432 |
if (hitter->type == PLAYER) |
1433 |
play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1434 |
} |
1435 |
|
1436 |
/* If a player kills another player, not on |
1437 |
* battleground, the "killer" looses 1 luck. Since this is |
1438 |
* not reversible, it's actually quite a pain IMHO. -AV |
1439 |
* Fix bug in that we were changing the luck of the hitter, not |
1440 |
* player that the object belonged to - so if you killed another player |
1441 |
* with spells, pets, whatever, there was no penalty. |
1442 |
* Changed to make luck penalty configurable in settings. |
1443 |
*/ |
1444 |
if(op->type == PLAYER && owner != op && !battleg) |
1445 |
change_luck(owner, -settings.pk_luck_penalty); |
1446 |
|
1447 |
/* This code below deals with finding the appropriate skill |
1448 |
* to credit exp to. This is a bit problematic - we should |
1449 |
* probably never really have to look at current_weapon->skill |
1450 |
*/ |
1451 |
skill = NULL; |
1452 |
if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; |
1453 |
else if (owner->chosen_skill) { |
1454 |
skill = owner->chosen_skill->skill; |
1455 |
skop = owner->chosen_skill; |
1456 |
} |
1457 |
else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; |
1458 |
else |
1459 |
LOG(llevError,"kill_object - unable to find skill that killed monster\n"); |
1460 |
|
1461 |
/* We have the skill we want to credit to - now find the object this goes |
1462 |
* to. Make sure skop is an actual skill, and not a skill tool! |
1463 |
*/ |
1464 |
if ((!skop || skop->type != SKILL) && skill) { |
1465 |
int i; |
1466 |
|
1467 |
for (i=0; i<NUM_SKILLS; i++) |
1468 |
if (owner->contr->last_skill_ob[i] && |
1469 |
!strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { |
1470 |
skop = owner->contr->last_skill_ob[i]; |
1471 |
break; |
1472 |
} |
1473 |
} |
1474 |
} /* Was it a player that hit somethign */ |
1475 |
else { |
1476 |
skill = NULL; |
1477 |
} |
1478 |
|
1479 |
/* Pet (or spell) killed something. */ |
1480 |
if(owner != hitter ) { |
1481 |
(void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, |
1482 |
query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); |
1483 |
} |
1484 |
else { |
1485 |
(void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, |
1486 |
(QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
1487 |
" in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); |
1488 |
} |
1489 |
/* These may have been set in the player code section above */ |
1490 |
if (!skop) skop = hitter->chosen_skill; |
1491 |
if (!skill && skop) skill=skop->skill; |
1492 |
|
1493 |
new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); |
1494 |
|
1495 |
|
1496 |
/* If you didn't kill yourself, and your not the wizard */ |
1497 |
if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { |
1498 |
int exp; |
1499 |
|
1500 |
/* Really don't give much experience for killing other players */ |
1501 |
// schmorp: temporary? reduce the amount of exp gained for pking enourmously |
1502 |
if (op->type==PLAYER) { |
1503 |
if (battleg) { |
1504 |
new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); |
1505 |
new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); |
1506 |
} |
1507 |
else |
1508 |
exp = op->stats.exp / 1000; |
1509 |
} |
1510 |
else |
1511 |
exp = calc_skill_exp(owner, op, skop); |
1512 |
|
1513 |
/* if op is standing on "battleground" (arena), no way to gain |
1514 |
* exp by killing him |
1515 |
*/ |
1516 |
if (battleg) exp = 0; |
1517 |
|
1518 |
/* Don't know why this is set this way - doesn't make |
1519 |
* sense to just divide everything by two for no reason. |
1520 |
*/ |
1521 |
|
1522 |
if (!settings.simple_exp) |
1523 |
exp=exp/2; |
1524 |
|
1525 |
if(owner->type!=PLAYER || owner->contr->party==NULL) { |
1526 |
change_exp(owner,exp, skill, 0); |
1527 |
} |
1528 |
else { |
1529 |
int shares=0,count=0; |
1530 |
|
1531 |
player *pl; |
1532 |
|
1533 |
partylist *party=owner->contr->party; |
1534 |
#ifdef PARTY_KILL_LOG |
1535 |
add_kill_to_party(party, query_name(owner), query_name(op), exp); |
1536 |
#endif |
1537 |
for(pl=first_player;pl!=NULL;pl=pl->next) { |
1538 |
if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
1539 |
count++; |
1540 |
shares+=(pl->ob->level+4); |
1541 |
} |
1542 |
} |
1543 |
if(count==1 || shares>exp) |
1544 |
change_exp(owner,exp, skill, SK_EXP_TOTAL); |
1545 |
else { |
1546 |
int share=exp/shares,given=0,nexp; |
1547 |
for(pl=first_player;pl!=NULL;pl=pl->next) { |
1548 |
if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
1549 |
nexp=(pl->ob->level+4)*share; |
1550 |
change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); |
1551 |
given+=nexp; |
1552 |
} |
1553 |
} |
1554 |
exp-=given; |
1555 |
/* give any remainder to the player */ |
1556 |
change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); |
1557 |
} |
1558 |
} /* else part of a party */ |
1559 |
|
1560 |
} /* end if person didn't kill himself */ |
1561 |
|
1562 |
if(op->type!=PLAYER) { |
1563 |
if(QUERY_FLAG(op,FLAG_FRIENDLY)) { |
1564 |
object *owner1 = get_owner(op); |
1565 |
|
1566 |
if(owner1!= NULL && owner1->type == PLAYER) { |
1567 |
play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); |
1568 |
/* Maybe we should include the owner that killed this, maybe not */ |
1569 |
new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.", |
1570 |
op->name,hitter->name); |
1571 |
} |
1572 |
remove_friendly_object(op); |
1573 |
} |
1574 |
remove_ob(op); |
1575 |
free_object(op); |
1576 |
} |
1577 |
/* Player has been killed! */ |
1578 |
else { |
1579 |
if(owner->type==PLAYER) { |
1580 |
snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); |
1581 |
} |
1582 |
else { |
1583 |
strncpy(op->contr->killer,hitter->name,BIG_NAME); |
1584 |
op->contr->killer[BIG_NAME-1]='\0'; |
1585 |
} |
1586 |
} |
1587 |
/* This was return -1 - that doesn't seem correct - if we return -1, process |
1588 |
* continues in the calling function. |
1589 |
*/ |
1590 |
return maxdam; |
1591 |
} |
1592 |
|
1593 |
/* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1594 |
* Returns 0 this is not friendly fire |
1595 |
*/ |
1596 |
|
1597 |
int friendly_fire(object *op, object *hitter){ |
1598 |
object *owner; |
1599 |
int friendlyfire; |
1600 |
|
1601 |
if (hitter->head) hitter=hitter->head; |
1602 |
|
1603 |
friendlyfire = 0; |
1604 |
|
1605 |
if(op->type == PLAYER) { |
1606 |
if (op_on_battleground (hitter, 0, 0)) |
1607 |
return 0; |
1608 |
|
1609 |
if(hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1610 |
return 1; |
1611 |
|
1612 |
if((owner = get_owner(hitter))!=NULL) { |
1613 |
if(owner->type == PLAYER && owner->contr->peaceful == 1) |
1614 |
friendlyfire = 2; |
1615 |
} |
1616 |
|
1617 |
if (hitter->type == SPELL || hitter->type == POISONING || |
1618 |
hitter->type == DISEASE || hitter->type == RUNE) |
1619 |
friendlyfire = 0; |
1620 |
} |
1621 |
return friendlyfire; |
1622 |
} |
1623 |
|
1624 |
|
1625 |
/* This isn't used just for players, but in fact most objects. |
1626 |
* op is the object to be hit, dam is the amount of damage, hitter |
1627 |
* is what is hitting the object, type is the attacktype, and |
1628 |
* full_hit is set if monster area does not matter. |
1629 |
* dam is base damage - protections/vulnerabilities/slaying matches can |
1630 |
* modify it. |
1631 |
*/ |
1632 |
|
1633 |
/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1634 |
* which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1635 |
|
1636 |
int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { |
1637 |
int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); |
1638 |
int maxattacktype, attacknum; |
1639 |
int body_attack = op && op->head; /* Did we hit op's head? */ |
1640 |
int simple_attack; |
1641 |
tag_t op_tag, hitter_tag; |
1642 |
int rtn_kill = 0; |
1643 |
int friendlyfire; |
1644 |
|
1645 |
if (get_attack_mode (&op, &hitter, &simple_attack)) |
1646 |
return 0; |
1647 |
|
1648 |
/* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1649 |
if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1650 |
return 0; |
1651 |
|
1652 |
#ifdef PROHIBIT_PLAYERKILL |
1653 |
if (op->type == PLAYER) { |
1654 |
object *owner = get_owner (hitter); |
1655 |
if (!owner) owner = hitter; |
1656 |
if (owner->type == PLAYER |
1657 |
&& (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) |
1658 |
&& op != owner) { |
1659 |
return 0; |
1660 |
} |
1661 |
} |
1662 |
#endif |
1663 |
|
1664 |
op_tag = op->count; |
1665 |
hitter_tag = hitter->count; |
1666 |
|
1667 |
if (body_attack) { |
1668 |
/* slow and paralyze must hit the head. But we don't want to just |
1669 |
* return - we still need to process other attacks the spell still |
1670 |
* might have. So just remove the paralyze and slow attacktypes, |
1671 |
* and keep on processing if we have other attacktypes. |
1672 |
* return if only magic or nothing is left - under normal code |
1673 |
* we don't attack with pure magic if there is another attacktype. |
1674 |
* Only do processing if the initial attacktype includes one of those |
1675 |
* attack so we don't cancel out things like magic bullet. |
1676 |
*/ |
1677 |
if (type & (AT_PARALYZE | AT_SLOW)) { |
1678 |
type &= ~(AT_PARALYZE | AT_SLOW); |
1679 |
if (!type || type==AT_MAGIC) return 0; |
1680 |
} |
1681 |
} |
1682 |
|
1683 |
if ( ! simple_attack && op->type == DOOR) { |
1684 |
object *tmp; |
1685 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1686 |
if (tmp->type == RUNE || tmp->type == TRAP) { |
1687 |
spring_trap (tmp, hitter); |
1688 |
if (was_destroyed (hitter, hitter_tag) |
1689 |
|| was_destroyed (op, op_tag) |
1690 |
|| abort_attack (op, hitter, simple_attack)) |
1691 |
return 0; |
1692 |
break; |
1693 |
} |
1694 |
} |
1695 |
|
1696 |
if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) { |
1697 |
/* FIXME: If a player is killed by a rune in a door, the |
1698 |
* was_destroyed() check above doesn't return, and might get here. |
1699 |
*/ |
1700 |
LOG (llevDebug, "victim (arch %s, name %s) already dead in " |
1701 |
"hit_player()\n", op->arch->name, op->name); |
1702 |
return 0; |
1703 |
} |
1704 |
|
1705 |
#ifdef ATTACK_DEBUG |
1706 |
LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam); |
1707 |
#endif |
1708 |
|
1709 |
if (magic) { |
1710 |
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
1711 |
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
1712 |
dam = dam*(100-op->resist[ATNR_MAGIC]); |
1713 |
if (dam >= 100) |
1714 |
dam /= 100; |
1715 |
else |
1716 |
dam = (dam > (rndm(0, 99))) ? 1 : 0; |
1717 |
} |
1718 |
|
1719 |
/* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1720 |
* If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1721 |
*/ |
1722 |
if(type & AT_CHAOS){ |
1723 |
shuffle_attack(op,0); /*0 flag tells it to not change the face */ |
1724 |
update_object(op,UP_OBJ_FACE); |
1725 |
type &= ~AT_CHAOS; |
1726 |
} |
1727 |
|
1728 |
/* Holyword is really an attacktype modifier (like magic is). If |
1729 |
* holyword is part of an attacktype, then make sure the creature is |
1730 |
* a proper match, otherwise no damage. |
1731 |
*/ |
1732 |
if (type & AT_HOLYWORD) { |
1733 |
object *god; |
1734 |
if ((!hitter->slaying || |
1735 |
(!(op->race && strstr(hitter->slaying,op->race)) && |
1736 |
!(op->name && strstr(hitter->slaying,op->name)))) && |
1737 |
(!QUERY_FLAG(op,FLAG_UNDEAD) || |
1738 |
(hitter->title != NULL |
1739 |
&& (god = find_god(determine_god(hitter))) != NULL |
1740 |
&& god->race != NULL |
1741 |
&& strstr(god->race,undead_name) != NULL))) |
1742 |
return 0; |
1743 |
} |
1744 |
|
1745 |
maxattacktype = type; /* initialize this to something */ |
1746 |
for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { |
1747 |
/* Magic isn't really a true attack type - it gets combined with other |
1748 |
* attack types. As such, skip it over. However, if magic is |
1749 |
* the only attacktype in the group, then still attack with it |
1750 |
*/ |
1751 |
if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; |
1752 |
|
1753 |
/* Go through and hit the player with each attacktype, one by one. |
1754 |
* hit_player_attacktype only figures out the damage, doesn't inflict |
1755 |
* it. It will do the appropriate action for attacktypes with |
1756 |
* effects (slow, paralization, etc. |
1757 |
*/ |
1758 |
if (type & attacktype) { |
1759 |
ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); |
1760 |
/* the >= causes us to prefer messages from special attacks, if |
1761 |
* the damage is equal. |
1762 |
*/ |
1763 |
if (ndam >= maxdam) { |
1764 |
maxdam = ndam; |
1765 |
maxattacktype = 1<<attacknum; |
1766 |
} |
1767 |
} |
1768 |
} |
1769 |
|
1770 |
/* if this is friendly fire then do a set % of damage only |
1771 |
* Note - put a check in to make sure this attack is actually |
1772 |
* doing damage - otherwise, the +1 in the code below will make |
1773 |
* an attack do damage before when it otherwise didn't |
1774 |
*/ |
1775 |
friendlyfire = friendly_fire(op, hitter); |
1776 |
if (friendlyfire && maxdam){ |
1777 |
maxdam = ((dam * settings.set_friendly_fire) / 100); |
1778 |
#ifndef COZY_SERVER |
1779 |
maxdam++; |
1780 |
#endif |
1781 |
|
1782 |
#ifdef ATTACK_DEBUG |
1783 |
LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1784 |
friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1785 |
#endif |
1786 |
} |
1787 |
|
1788 |
if (!full_hit) { |
1789 |
archetype *at; |
1790 |
int area; |
1791 |
int remainder; |
1792 |
|
1793 |
area = 0; |
1794 |
for(at = op->arch; at != NULL; at = at->more) |
1795 |
area++; |
1796 |
assert(area > 0); |
1797 |
|
1798 |
/* basically: maxdam /= area; we try to "simulate" a float |
1799 |
value-effect */ |
1800 |
remainder = 100*(maxdam%area)/area; |
1801 |
maxdam /= area; |
1802 |
if (RANDOM()%100 < remainder) |
1803 |
maxdam++; |
1804 |
} |
1805 |
|
1806 |
#ifdef ATTACK_DEBUG |
1807 |
LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam); |
1808 |
#endif |
1809 |
|
1810 |
if(get_owner(hitter)) |
1811 |
op->enemy=hitter->owner; |
1812 |
else if (QUERY_FLAG(hitter,FLAG_ALIVE)) |
1813 |
op->enemy=hitter; |
1814 |
|
1815 |
if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { |
1816 |
/* The unaggressives look after themselves 8) */ |
1817 |
CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
1818 |
npc_call_help(op); |
1819 |
} |
1820 |
|
1821 |
if (magic && did_make_save(op, op->level, 0)) |
1822 |
maxdam=maxdam/2; |
1823 |
|
1824 |
attack_message(maxdam, maxattacktype, op, hitter); |
1825 |
|
1826 |
op->stats.hp-=maxdam; |
1827 |
|
1828 |
/* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1829 |
if ((op->stats.hp>=0) && |
1830 |
(QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && |
1831 |
op->stats.hp<(signed short)(((float)op->run_away/(float)100)* |
1832 |
(float)op->stats.maxhp)) { |
1833 |
|
1834 |
if (QUERY_FLAG(op, FLAG_MONSTER)) |
1835 |
SET_FLAG(op, FLAG_RUN_AWAY); |
1836 |
else |
1837 |
scare_creature(op, hitter); |
1838 |
} |
1839 |
|
1840 |
if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { |
1841 |
if (maxdam) |
1842 |
tear_down_wall(op); |
1843 |
return maxdam; /* nothing more to do for wall */ |
1844 |
} |
1845 |
|
1846 |
/* See if the creature has been killed */ |
1847 |
rtn_kill = kill_object(op, maxdam, hitter, type); |
1848 |
if (rtn_kill != -1) |
1849 |
return rtn_kill; |
1850 |
|
1851 |
|
1852 |
/* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1853 |
* that before if the player was immune to ghosthit, the monster |
1854 |
* remained - that is no longer the case. |
1855 |
*/ |
1856 |
if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { |
1857 |
if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) |
1858 |
remove_friendly_object(hitter); |
1859 |
remove_ob(hitter); |
1860 |
free_object(hitter); |
1861 |
} |
1862 |
/* Lets handle creatures that are splitting now */ |
1863 |
else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { |
1864 |
int i; |
1865 |
int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); |
1866 |
int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); |
1867 |
object *owner = get_owner(op); |
1868 |
|
1869 |
if(!op->other_arch) { |
1870 |
LOG(llevError,"SPLITTING without other_arch error.\n"); |
1871 |
return maxdam; |
1872 |
} |
1873 |
remove_ob(op); |
1874 |
for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ |
1875 |
object *tmp=arch_to_object(op->other_arch); |
1876 |
int j; |
1877 |
|
1878 |
tmp->stats.hp=op->stats.hp; |
1879 |
if (friendly) { |
1880 |
SET_FLAG(tmp, FLAG_FRIENDLY); |
1881 |
add_friendly_object(tmp); |
1882 |
tmp->attack_movement = PETMOVE; |
1883 |
if (owner!=NULL) |
1884 |
set_owner(tmp,owner); |
1885 |
} |
1886 |
if (unaggressive) |
1887 |
SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
1888 |
j=find_first_free_spot(tmp,op->map,op->x,op->y); |
1889 |
if (j==-1) /* No spot to put this monster */ |
1890 |
free_object(tmp); |
1891 |
else { |
1892 |
tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; |
1893 |
insert_ob_in_map(tmp,op->map,NULL,0); |
1894 |
} |
1895 |
} |
1896 |
if(friendly) |
1897 |
remove_friendly_object(op); |
1898 |
free_object(op); |
1899 |
} |
1900 |
else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { |
1901 |
remove_ob(hitter); |
1902 |
free_object(hitter); |
1903 |
} |
1904 |
return maxdam; |
1905 |
} |
1906 |
|
1907 |
|
1908 |
void poison_player(object *op, object *hitter, int dam) |
1909 |
{ |
1910 |
archetype *at = find_archetype("poisoning"); |
1911 |
object *tmp=present_arch_in_ob(at,op); |
1912 |
|
1913 |
if(tmp==NULL) { |
1914 |
if((tmp=arch_to_object(at))==NULL) |
1915 |
LOG(llevError,"Failed to clone arch poisoning.\n"); |
1916 |
else { |
1917 |
tmp = insert_ob_in_ob(tmp,op); |
1918 |
/* peterm: give poisoning some teeth. It should |
1919 |
* be able to kill things better than it does: |
1920 |
* damage should be dependent something--I choose to |
1921 |
* do this: if it's a monster, the damage from the |
1922 |
* poisoning goes as the level of the monster/2. |
1923 |
* If anything else, goes as damage. |
1924 |
*/ |
1925 |
|
1926 |
if(QUERY_FLAG(hitter,FLAG_ALIVE)) |
1927 |
tmp->stats.dam += hitter->level/2; |
1928 |
else |
1929 |
tmp->stats.dam = dam; |
1930 |
|
1931 |
copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ |
1932 |
if(hitter->skill && hitter->skill != tmp->skill) { |
1933 |
if (tmp->skill) free_string(tmp->skill); |
1934 |
tmp->skill = add_refcount(hitter->skill); |
1935 |
} |
1936 |
|
1937 |
tmp->stats.food+=dam; /* more damage, longer poisoning */ |
1938 |
|
1939 |
if(op->type==PLAYER) { |
1940 |
/* player looses stats, maximum is -10 of each */ |
1941 |
tmp->stats.Con= MAX(-(dam/4+1), -10); |
1942 |
tmp->stats.Str= MAX(-(dam/3+2), -10); |
1943 |
tmp->stats.Dex= MAX(-(dam/6+1), -10); |
1944 |
tmp->stats.Int= MAX(-dam/7, -10); |
1945 |
SET_FLAG(tmp,FLAG_APPLIED); |
1946 |
fix_player(op); |
1947 |
new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); |
1948 |
} |
1949 |
if (hitter->type == PLAYER) |
1950 |
new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", |
1951 |
op->name); |
1952 |
else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) |
1953 |
new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, |
1954 |
"Your %s poisons %s.", hitter->name, op->name); |
1955 |
} |
1956 |
tmp->speed_left=0; |
1957 |
} |
1958 |
else |
1959 |
tmp->stats.food++; |
1960 |
} |
1961 |
|
1962 |
void slow_player(object *op,object *hitter,int dam) |
1963 |
{ archetype *at = find_archetype("slowness"); |
1964 |
object *tmp; |
1965 |
if(at == NULL) { |
1966 |
LOG(llevError,"Can't find slowness archetype.\n"); |
1967 |
} |
1968 |
if((tmp=present_arch_in_ob(at,op)) == NULL) { |
1969 |
tmp = arch_to_object(at); |
1970 |
tmp = insert_ob_in_ob(tmp,op); |
1971 |
new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); |
1972 |
} else |
1973 |
tmp->stats.food++; |
1974 |
SET_FLAG(tmp, FLAG_APPLIED); |
1975 |
tmp->speed_left=0; |
1976 |
fix_player(op); |
1977 |
} |
1978 |
|
1979 |
void confuse_player(object *op, object *hitter, int dam) |
1980 |
{ |
1981 |
object *tmp; |
1982 |
int maxduration; |
1983 |
|
1984 |
tmp = present_in_ob_by_name(FORCE,"confusion", op); |
1985 |
if(!tmp) { |
1986 |
tmp = get_archetype(FORCE_NAME); |
1987 |
tmp = insert_ob_in_ob(tmp,op); |
1988 |
} |
1989 |
|
1990 |
/* Duration added per hit and max. duration of confusion both depend |
1991 |
* on the player's resistance |
1992 |
*/ |
1993 |
tmp->speed = 0.05; |
1994 |
tmp->subtype = FORCE_CONFUSION; |
1995 |
tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); |
1996 |
if (tmp->name) free_string(tmp->name); |
1997 |
tmp->name = add_string("confusion"); |
1998 |
maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); |
1999 |
if( tmp->duration > maxduration) |
2000 |
tmp->duration = maxduration; |
2001 |
|
2002 |
if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) |
2003 |
new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); |
2004 |
SET_FLAG(op, FLAG_CONFUSED); |
2005 |
} |
2006 |
|
2007 |
void blind_player(object *op, object *hitter, int dam) |
2008 |
{ |
2009 |
object *tmp,*owner; |
2010 |
|
2011 |
/* Save some work if we know it isn't going to affect the player */ |
2012 |
if (op->resist[ATNR_BLIND]==100) return; |
2013 |
|
2014 |
tmp = present_in_ob(BLINDNESS,op); |
2015 |
if(!tmp) { |
2016 |
tmp = get_archetype("blindness"); |
2017 |
SET_FLAG(tmp, FLAG_BLIND); |
2018 |
SET_FLAG(tmp, FLAG_APPLIED); |
2019 |
/* use floats so we don't lose too much precision due to rounding errors. |
2020 |
* speed is a float anyways. |
2021 |
*/ |
2022 |
tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; |
2023 |
|
2024 |
tmp = insert_ob_in_ob(tmp,op); |
2025 |
change_abil(op,tmp); /* Mostly to display any messages */ |
2026 |
fix_player(op); /* This takes care of some other stuff */ |
2027 |
|
2028 |
if(hitter->owner) owner = get_owner(hitter); |
2029 |
else owner = hitter; |
2030 |
|
2031 |
new_draw_info_format(NDI_UNIQUE,0,owner, |
2032 |
"Your attack blinds %s!",query_name(op)); |
2033 |
} |
2034 |
tmp->stats.food += dam; |
2035 |
if(tmp->stats.food > 10) tmp->stats.food = 10; |
2036 |
} |
2037 |
|
2038 |
void paralyze_player(object *op, object *hitter, int dam) |
2039 |
{ |
2040 |
float effect,max; |
2041 |
/* object *tmp; */ |
2042 |
|
2043 |
/* This is strange stuff... someone knows for what this is |
2044 |
* written? Well, i think this can and should be removed |
2045 |
*/ |
2046 |
|
2047 |
/* |
2048 |
if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2049 |
tmp=clone_arch(PARAIMAGE); |
2050 |
tmp->x=op->x,tmp->y=op->y; |
2051 |
insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2052 |
} |
2053 |
*/ |
2054 |
|
2055 |
/* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2056 |
effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
2057 |
|
2058 |
if (effect==0) return; |
2059 |
|
2060 |
op->speed_left-=FABS(op->speed)*effect; |
2061 |
/* tmp->stats.food+=(signed short) effect/op->speed; */ |
2062 |
|
2063 |
/* max number of ticks to be affected for. */ |
2064 |
max = (100 - op->resist[ATNR_PARALYZE])/ 2; |
2065 |
if (op->speed_left< -(FABS(op->speed)*max)) |
2066 |
op->speed_left = (float) -(FABS(op->speed)*max); |
2067 |
|
2068 |
/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2069 |
} |
2070 |
|
2071 |
|
2072 |
/* Attempts to kill 'op'. hitter is the attack object, dam is |
2073 |
* the computed damaged. |
2074 |
*/ |
2075 |
void deathstrike_player(object *op, object *hitter, int *dam) |
2076 |
{ |
2077 |
/* The intention of a death attack is to kill outright things |
2078 |
** that are a lot weaker than the attacker, have a chance of killing |
2079 |
** things somewhat weaker than the caster, and no chance of |
2080 |
** killing something equal or stronger than the attacker. |
2081 |
** Also, if a deathstrike attack has a slaying, any monster |
2082 |
** whose name or race matches a comma-delimited list in the slaying |
2083 |
** field of the deathstriking object */ |
2084 |
|
2085 |
int atk_lev, def_lev, kill_lev; |
2086 |
|
2087 |
if(hitter->slaying) |
2088 |
if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || |
2089 |
(op->race&&strstr(hitter->slaying,op->race)))) return; |
2090 |
|
2091 |
def_lev = op->level; |
2092 |
if (def_lev < 1) { |
2093 |
LOG (llevError, "BUG: arch %s, name %s with level < 1\n", |
2094 |
op->arch->name, op->name); |
2095 |
def_lev = 1; |
2096 |
} |
2097 |
atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; |
2098 |
/* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2099 |
atk_lev, def_lev); */ |
2100 |
|
2101 |
if(atk_lev >= def_lev ){ |
2102 |
kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); |
2103 |
|
2104 |
/* Note that the below effectively means the ratio of the atk vs |
2105 |
* defener level is important - if level 52 character has very little |
2106 |
* chance of killing a level 50 monster. This should probably be |
2107 |
* redone. |
2108 |
*/ |
2109 |
if(kill_lev >= def_lev) { |
2110 |
*dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ |
2111 |
/* I think this doesn't really do much. Because of |
2112 |
* integer rounding, this only makes any difference if the |
2113 |
* attack level is double the defender level. |
2114 |
*/ |
2115 |
*dam *= kill_lev / def_lev; |
2116 |
} |
2117 |
} else { |
2118 |
*dam = 0; /* no harm done */ |
2119 |
} |
2120 |
} |
2121 |
|
2122 |
/* thrown_item_effect() - handles any special effects of thrown |
2123 |
* items (like attacking living creatures--a potion thrown at a |
2124 |
* monster). |
2125 |
*/ |
2126 |
static void thrown_item_effect (object *hitter, object *victim) |
2127 |
{ |
2128 |
if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { |
2129 |
/* May not need a switch for just 2 types, but this makes it |
2130 |
* easier for expansion. |
2131 |
*/ |
2132 |
switch (hitter->type) { |
2133 |
case POTION: |
2134 |
/* should player get a save throw instead of checking magic protection? */ |
2135 |
if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2136 |
&&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); |
2137 |
break; |
2138 |
|
2139 |
case POISON: /* poison drinks */ |
2140 |
/* As with potions, should monster get a save? */ |
2141 |
if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2142 |
&&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); |
2143 |
break; |
2144 |
|
2145 |
/* Removed case statements that did nothing. |
2146 |
* food may be poisonous, but monster must be willing to eat it, |
2147 |
* so we don't handle it here. |
2148 |
* Containers should perhaps break open, but that code was disabled. |
2149 |
*/ |
2150 |
} |
2151 |
} |
2152 |
} |
2153 |
|
2154 |
/* adj_attackroll() - adjustments to attacks by various conditions */ |
2155 |
|
2156 |
int adj_attackroll (object *hitter, object *target) { |
2157 |
object *attacker = hitter; |
2158 |
int adjust=0; |
2159 |
|
2160 |
/* safety */ |
2161 |
if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) { |
2162 |
LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " |
2163 |
"map\n"); |
2164 |
return 0; |
2165 |
} |
2166 |
|
2167 |
/* aimed missiles use the owning object's sight */ |
2168 |
if(is_aimed_missile(hitter)) { |
2169 |
if ((attacker = get_owner(hitter))==NULL) attacker = hitter; |
2170 |
/* A player who saves but hasn't quit still could have objects |
2171 |
* owned by him - need to handle that case to avoid crashes. |
2172 |
*/ |
2173 |
if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter; |
2174 |
} |
2175 |
else if(!QUERY_FLAG(hitter,FLAG_ALIVE)) |
2176 |
return 0; |
2177 |
|
2178 |
/* determine the condtions under which we make an attack. |
2179 |
* Add more cases, as the need occurs. */ |
2180 |
|
2181 |
if(!can_see_enemy(attacker,target)) { |
2182 |
/* target is unseen */ |
2183 |
if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) |
2184 |
adjust -= 10; |
2185 |
/* dark map penalty for the hitter (lacks infravision if we got here). */ |
2186 |
else if(target->map&&target->map->darkness>0&&!stand_in_light(target)) |
2187 |
adjust -= target->map->darkness; |
2188 |
} |
2189 |
|
2190 |
if(QUERY_FLAG(attacker,FLAG_SCARED)) |
2191 |
adjust -= 3; |
2192 |
|
2193 |
if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) |
2194 |
adjust += 1; |
2195 |
|
2196 |
if(QUERY_FLAG(target,FLAG_SCARED)) |
2197 |
adjust += 1; |
2198 |
|
2199 |
if(QUERY_FLAG(attacker,FLAG_CONFUSED)) |
2200 |
adjust -= 3; |
2201 |
|
2202 |
/* if we attack at a different 'altitude' its harder */ |
2203 |
if((attacker->move_type & target->move_type)==0) |
2204 |
adjust -= 2; |
2205 |
|
2206 |
#if 0 |
2207 |
/* slower attacks are less likely to succeed. We should use a |
2208 |
* comparison between attacker/target speeds BUT, players have |
2209 |
* a generally faster speed, so this will wind up being a HUGE |
2210 |
* disadantage for the monsters! Too bad, because missiles which |
2211 |
* fly fast should have a better chance of hitting a slower target. |
2212 |
*/ |
2213 |
if(hitter->speed<target->speed) |
2214 |
adjust += ((float) hitter->speed-target->speed); |
2215 |
#endif |
2216 |
|
2217 |
#if 0 |
2218 |
LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); |
2219 |
#endif |
2220 |
|
2221 |
return adjust; |
2222 |
} |
2223 |
|
2224 |
|
2225 |
/* determine if the object is an 'aimed' missile */ |
2226 |
int is_aimed_missile ( object *op) { |
2227 |
|
2228 |
/* I broke what used to be one big if into a few nested |
2229 |
* ones so that figuring out the logic is at least possible. |
2230 |
*/ |
2231 |
if (op && (op->move_type & MOVE_FLYING)) { |
2232 |
if (op->type==ARROW || op->type==THROWN_OBJ) |
2233 |
return 1; |
2234 |
else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || |
2235 |
op->subtype == SP_EXPLOSION)) |
2236 |
return 1; |
2237 |
} |
2238 |
return 0; |
2239 |
} |
2240 |
|