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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.10 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.115 by root, Fri Nov 6 12:49:19 2009 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: attack.C,v 1.10 2006/09/11 11:46:52 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 25#include <assert.h>
30#include <global.h> 26#include <global.h>
31#include <living.h> 27#include <living.h>
32#include <material.h> 28#include <material.h>
33#include <skills.h> 29#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
40 32
41typedef struct att_msg_str 33typedef struct att_msg_str
42{ 34{
43 char *msg1; 35 char *msg1;
44 char *msg2; 36 char *msg2;
45} att_msg; 37} att_msg;
46 38
47/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
48
49/* cancels object *op. Cancellation basically means an object loses
50 * its magical benefits.
51 */
52void
53cancellation (object *op)
54{
55 object *tmp;
56
57 if (op->invisible)
58 return;
59
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 {
62 /* Recur through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp);
66 }
67 else if (FABS (op->magic) <= (rndm (0, 5)))
68 {
69 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */
71 op->magic = 0;
72 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op);
79 }
80 }
81}
82
83
84 40
85/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 43 * any further action (like destroying the item).
88 */ 44 */
89 45static int
90int
91did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, int type, object *originator)
92{ 47{
93 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 49 materialtype_t *mt;
95 50
96 if (op->materialname == NULL) 51 if (!op->materialname)
97 { 52 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 53 for (mt = materialt; mt; mt = mt->next)
99 {
100 if (op->material & mt->material) 54 if (op->materials & mt->material)
101 break; 55 break;
102 }
103 } 56 }
104 else 57 else
105 mt = name_to_material (op->materialname); 58 mt = name_to_material (op->materialname);
106 if (mt == NULL) 59
60 if (!mt)
107 return TRUE; 61 return TRUE;
62
108 roll = rndm (1, 20); 63 roll = rndm (1, 20);
109 64
110 /* the attacktypes have no meaning for object saves 65 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 66 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it 67 * pure magic is hitting an object, it should save. However, if it
118 if (type != AT_MAGIC) 73 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 74 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 75 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 76 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122 77
123 if (type == 0) 78 if (type == 0) return TRUE;
124 return TRUE; 79
125 if (roll == 20) 80 if (roll == 20) return TRUE;
126 return TRUE; 81 if (roll == 1) return FALSE;
127 if (roll == 1)
128 return FALSE;
129 82
130 for (number = 0; number < NROFATTACKS; number++) 83 for (number = 0; number < NROFATTACKS; number++)
131 { 84 {
132 i = 1 << number; 85 i = 1 << number;
86
133 if (!(i & type)) 87 if (!(i & type))
134 continue; 88 continue;
89
135 attacks++; 90 attacks++;
136 if (op->resist[number] == 100) 91 if (op->resist[number] == 100)
137 saves++; 92 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 93 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++; 94 saves++;
141 saves++; 96 saves++;
142 } 97 }
143 98
144 if (saves == attacks || attacks == 0) 99 if (saves == attacks || attacks == 0)
145 return TRUE; 100 return TRUE;
101
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 102 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 103 return FALSE;
104
148 return TRUE; 105 return TRUE;
106}
107
108/* cancels object *op. Cancellation basically means an object loses
109 * its magical benefits.
110 */
111void
112cancellation (object *op)
113{
114 if (op->invisible)
115 return;
116
117 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
118 {
119 /* Recurse through the inventory */
120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
121 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
122 cancellation (tmp);
123 }
124 else if (FABS (op->magic) <= rndm (0, 5))
125 {
126 /* Nullify this object. This code could probably be more complete */
127 /* in what abilities it should cancel */
128 op->magic = 0;
129
130 CLEAR_FLAG (op, FLAG_DAMNED);
131 CLEAR_FLAG (op, FLAG_CURSED);
132 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
133 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
134
135 if (object *pl = op->visible_to ())
136 esrv_update_item (UPD_FLAGS, pl, op);
137 }
149} 138}
150 139
151/* This function calls did_make_save_item. It then performs the 140/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 141 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 142 * calling cancellation, etc.)
154 */ 143 */
155
156void 144void
157save_throw_object (object *op, int type, object *originator) 145save_throw_object (object *op, int type, object *originator)
158{ 146{
159 if (!did_make_save_item (op, type, originator)) 147 if (!did_make_save_item (op, type, originator))
160 { 148 {
161 object *env = op->env; 149 object *env = op->env;
162 int x = op->x, y = op->y; 150 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 151 maptile *m = op->map;
164 152
165 op = stop_item (op); 153 op = stop_item (op);
166 if (op == NULL) 154 if (!op)
167 return; 155 return;
168 156
169 /* Hacked the following so that type LIGHTER will work. 157 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 158 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 159 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 160 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this 161 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn. 162 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 163 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 164 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 165 if (type & (AT_FIRE | AT_ELECTRICITY)
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
178 { 169 ))
179 const char *arch = op->other_arch->name; 170 {
180 171 switch (op->type)
181 op = decrease_ob_nr (op, 1);
182 if (op)
183 fix_stopped_item (op, m, originator);
184 if ((op = get_archetype (arch)) != NULL)
185 { 172 {
186 if (env) 173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true);
177 break;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
187 { 182 {
188 op->x = env->x, op->y = env->y; 183 const char *arch = op->other_arch->archname;
189 insert_ob_in_ob (op, env); 184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
190 if (env->contr) 190 if (env)
191 esrv_send_item (env, op); 191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
192 } 195 }
193 else
194 {
195 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0);
197 }
198 } 196 }
199 return; 197 return;
200 } 198 }
199
201 if (type & AT_CANCELLATION) 200 if (type & AT_CANCELLATION)
202 { /* Cancellation. */ 201 { /* Cancellation. */
203 cancellation (op); 202 cancellation (op);
204 fix_stopped_item (op, m, originator); 203 fix_stopped_item (op, m, originator);
205 return; 204 return;
206 } 205 }
206
207 if (op->nrof > 1) 207 if (op->nrof > 1)
208 { 208 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 209 if (op->decrease (rndm (0, op->nrof - 1)))
210 if (op)
211 fix_stopped_item (op, m, originator); 210 fix_stopped_item (op, m, originator);
212 } 211 }
213 else 212 else
214 { 213 {
215 if (op->env) 214 // drop everything to the ground, if possible
216 { 215 op->insert_at (originator);
217 object *tmp = is_player_inv (op->env); 216 op->drop_and_destroy ();
218
219 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count);
222 }
223 } 217 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED)) 218
225 remove_ob (op);
226 free_object (op);
227 }
228 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
229 {
230 if (env) 220 if (env)
231 { 221 {
232 op = get_archetype ("burnout"); 222 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 223 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 224 env->insert (op);
235 } 225 }
236 else 226 else
237 {
238 replace_insert_ob_in_map ("burnout", originator); 227 replace_insert_ob_in_map (shstr_burnout, originator);
239 } 228
240 }
241 return; 229 return;
242 } 230 }
231
243 /* The value of 50 is arbitrary. */ 232 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
245 { 234 {
246 object *tmp;
247 archetype *at = find_archetype ("icecube"); 235 archetype *at = archetype::find (shstr_icecube);
248 236
249 if (at == NULL) 237 if (at == NULL)
250 return; 238 return;
239
251 op = stop_item (op); 240 op = stop_item (op);
252 if (op == NULL) 241 if (op == NULL)
253 return; 242 return;
243
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 244 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp)
255 { 246 {
256 tmp = arch_to_object (at); 247 tmp = arch_to_object (at);
257 tmp->x = op->x, tmp->y = op->y; 248 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) - 249 /* This was in the old (pre new movement code) -
259 * icecubes have slow_move set to 1 - don't want 250 * icecubes have slow_move set to 1 - don't want
261 */ 252 */
262 tmp->move_slow_penalty = 0; 253 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0; 254 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0); 255 insert_ob_in_map (tmp, op->map, originator, 0);
265 } 256 }
266 if (!QUERY_FLAG (op, FLAG_REMOVED)) 257
267 remove_ob (op); 258 tmp->insert (op);
268 (void) insert_ob_in_ob (op, tmp);
269 return; 259 return;
270 } 260 }
271} 261}
272 262
273/* Object op is hitting the map. 263/* Object op is hitting the map.
274 * op is going in direction 'dir' 264 * op is going in direction 'dir'
275 * type is the attacktype of the object. 265 * type is the attacktype of the object.
276 * full_hit is set if monster area does not matter. 266 * full_hit is set if monster area does not matter.
277 * returns 1 if it hits something, 0 otherwise. 267 * returns 1 if it hits something, 0 otherwise.
278 */ 268 */
279
280int 269int
281hit_map (object *op, int dir, int type, int full_hit) 270hit_map (object *op, int dir, int type, int full_hit)
282{ 271{
283 object *tmp, *next;
284 mapstruct *map; 272 maptile *map;
285 sint16 x, y; 273 sint16 x, y;
286 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 274 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287 275
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED)) 276 if (QUERY_FLAG (op, FLAG_FREED))
291 { 277 {
292 LOG (llevError, "BUG: hit_map(): free object\n"); 278 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0; 279 return 0;
294 } 280 }
295 281
296 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 282 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297 { 283 {
298 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 284 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
299 return 0; 285 return 0;
300 } 286 }
301 287
302 if (!op->map) 288 if (!op->map)
303 { 289 {
306 } 292 }
307 293
308 if (op->head) 294 if (op->head)
309 op = op->head; 295 op = op->head;
310 296
311 op_tag = op->count; 297 mapxy pos (op);
298 pos.move (dir);
312 299
313 map = op->map; 300 if (!pos.normalise ())
314 x = op->x + freearr_x[dir]; 301 return 0;
315 y = op->y + freearr_y[dir];
316
317 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318 302
319 // elmex: a safe map tile can't be hit! 303 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there. 304 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 305 mapspace &ms = pos.ms ();
306
307 if (ms.flags () & P_SAFE)
322 return 0; 308 return 0;
323 309
324 /* peterm: a few special cases for special attacktypes --counterspell 310 /* peterm: a few special cases for special attacktypes --counterspell
325 * must be out here because it strikes things which are not alive 311 * must be out here because it strikes things which are not alive
326 */ 312 */
327 313 if (type & (AT_COUNTERSPELL | AT_CHAOS))
314 {
328 if (type & AT_COUNTERSPELL) 315 if (type & AT_COUNTERSPELL)
329 { 316 {
330 counterspell (op, dir); /* see spell_effect.c */ 317 counterspell (op, dir); /* see spell_effect.c */
331 318
332 /* If the only attacktype is counterspell or magic, don't need 319 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing. 320 * to do any further processing.
334 */
335 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
336 {
337 return 0;
338 }
339 type &= ~AT_COUNTERSPELL;
340 }
341
342 if (type & AT_CHAOS)
343 {
344 shuffle_attack (op, 1); /*1 flag tells it to change the face */
345 update_object (op, UP_OBJ_FACE);
346 type &= ~AT_CHAOS;
347 }
348
349 next = get_map_ob (map, x, y);
350 if (next)
351 next_tag = next->count;
352
353 while (next)
354 {
355 if (was_destroyed (next, next_tag))
356 {
357 /* There may still be objects that were above 'next', but there is no
358 * simple way to find out short of copying all object references and
359 * tags into a temporary array before we start processing the first
360 * object. That's why we just abort.
361 *
362 * This happens whenever attack spells (like fire) hit a pile
363 * of objects. This is not a bug - nor an error. The errormessage
364 * below was spamming the logs for absolutely no reason.
365 */ 321 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 322 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
367 break; 323 return 0;
324
325 type &= ~AT_COUNTERSPELL;
326 }
327
328 if (type & AT_CHAOS)
368 } 329 {
330 shuffle_attack (op, 1); /* flag tells it to change the face */
331 update_object (op, UP_OBJ_FACE);
332 type &= ~AT_CHAOS;
333 }
334 }
335
336 /* There may still be objects that were above 'next', but there is no
337 * simple way to find out short of copying all object references and
338 * tags into a temporary array before we start processing the first
339 * object. That's why we just abort on destroy.
340 *
341 * This happens whenever attack spells (like fire) hit a pile
342 * of objects. This is not a bug - nor an error.
343 */
344 for (object *next = ms.bot; next && !next->destroyed (); )
345 {
369 tmp = next; 346 object *tmp = next;
370 next = tmp->above; 347 next = tmp->above;
371 if (next)
372 next_tag = next->count;
373
374 if (QUERY_FLAG (tmp, FLAG_FREED))
375 {
376 LOG (llevError, "BUG: hit_map(): found freed object\n");
377 break;
378 }
379 348
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube. 350 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used. 351 * This is one of the few cases where on_same_map should not be used.
383 */ 352 */
384 if (tmp->map != map || tmp->x != x || tmp->y != y) 353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
385 continue; 354 continue;
386 355
387 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 { 357 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit); 358 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1; 359 retflag |= 1;
360
391 if (was_destroyed (op, op_tag)) 361 if (op->destroyed ())
392 break; 362 break;
393 } 363 }
394 /* Here we are potentially destroying an object. If the object has 364 /* Here we are potentially destroying an object. If the object has
395 * NO_PASS set, it is also immune - you can't destroy walls. Note 365 * NO_PASS set, it is also immune - you can't destroy walls. Note
396 * that weak walls have is_alive set, which prevent objects from 366 * that weak walls have is_alive set, which prevent objects from
397 * passing over/through them. We don't care what type of movement 367 * passing over/through them. We don't care what type of movement
398 * the wall blocks - if it blocks any type of movement, can't be 368 * the wall blocks - if it blocks any type of movement, can't be
399 * destroyed right now. 369 * destroyed right now.
400 */ 370 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
402 { 372 {
403 save_throw_object (tmp, type, op); 373 save_throw_object (tmp, type, op);
374
404 if (was_destroyed (op, op_tag)) 375 if (op->destroyed ())
405 break; 376 break;
406 } 377 }
407 } 378 }
379
408 return 0; 380 return 0;
409} 381}
410 382
411void 383static void
412attack_message (int dam, int type, object *op, object *hitter) 384attack_message (int dam, int type, object *op, object *hitter)
413{ 385{
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 386 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0; 387 int i, found = 0;
416 mapstruct *map; 388 maptile *map;
417 object *next, *tmp; 389 object *next, *tmp;
418 390
419 /* put in a few special messages for some of the common attacktypes 391 /* put in a few special messages for some of the common attacktypes
420 * a player might have. For example, fire, electric, cold, etc 392 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919] 393 * [garbled 20010919]
422 */ 394 */
423
424 if (dam == 9998 && op->type == DOOR) 395 if (dam == 9998 && op->type == DOOR)
425 { 396 {
426 sprintf (buf1, "unlock %s", &op->name); 397 sprintf (buf1, "unlock %s", &op->name);
427 sprintf (buf2, " unlocks"); 398 sprintf (buf2, " unlocks");
428 found++; 399 found++;
429 } 400 }
430 if (dam < 0) 401 else if (dam < 0)
431 { 402 {
432 sprintf (buf1, "hit %s", &op->name); 403 sprintf (buf1, "hit %s", &op->name);
433 sprintf (buf2, " hits"); 404 sprintf (buf2, " hits");
434 found++; 405 found++;
435 } 406 }
438 sprintf (buf1, "missed %s", &op->name); 409 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses"); 410 sprintf (buf2, " misses");
440 found++; 411 found++;
441 } 412 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 413 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 414 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
444 { 415 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 416 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
446 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 417 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447 { 418 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 419 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
460 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 431 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++; 432 found++;
462 break; 433 break;
463 } 434 }
464 } 435 }
465 else if (hitter->type == PLAYER && IS_LIVE (op)) 436 else if (hitter->type == PLAYER && op->is_alive ())
466 { 437 {
467 if (USING_SKILL (hitter, SK_KARATE)) 438 if (USING_SKILL (hitter, SK_KARATE))
468 { 439 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 440 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
470 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 441 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
496 found++; 467 found++;
497 break; 468 break;
498 } 469 }
499 } 470 }
500 } 471 }
472
501 if (found) 473 if (found)
502 { 474 {
503 /* done */ 475 /* done */
504 } 476 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 477 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
506 { 478 {
507 sprintf (buf1, "hit"); /* just in case */ 479 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++) 480 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 481 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 { 482 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 483 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++; 484 found++;
513 break; 485 break;
514 } 486 }
515 } 487 }
516 else if (type & AT_DRAIN && IS_LIVE (op)) 488 else if (type & AT_DRAIN && op->is_alive ())
517 { 489 {
518 /* drain is first, because some items have multiple attypes */ 490 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 491 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
520 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 492 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 { 493 {
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 495 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++; 496 found++;
525 break; 497 break;
526 } 498 }
527 } 499 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 500 else if (type & AT_ELECTRICITY && op->is_alive ())
529 { 501 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 502 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
531 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 503 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 { 504 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 505 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
534 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 506 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++; 507 found++;
536 break; 508 break;
537 } 509 }
538 } 510 }
539 else if (type & AT_COLD && IS_LIVE (op)) 511 else if (type & AT_COLD && op->is_alive ())
540 { 512 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 513 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
542 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 514 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 { 515 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 516 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
556 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 528 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
557 found++; 529 found++;
558 break; 530 break;
559 } 531 }
560 } 532 }
561 else if (hitter->current_weapon != NULL) 533 else if (hitter->current_weapon)
562 { 534 {
563 int mtype; 535 int mtype;
564 536
565 switch (hitter->current_weapon->weapontype) 537 switch (hitter->current_weapon->weapontype)
566 { 538 {
567 case WEAP_HIT: 539 case WEAP_HIT:
568 mtype = ATM_BASIC; 540 mtype = ATM_BASIC;
569 break; 541 break;
570 case WEAP_SLASH: 542 case WEAP_SLASH:
571 mtype = ATM_SLASH; 543 mtype = ATM_SLASH;
572 break; 544 break;
573 case WEAP_PIERCE: 545 case WEAP_PIERCE:
574 mtype = ATM_PIERCE; 546 mtype = ATM_PIERCE;
575 break; 547 break;
576 case WEAP_CLEAVE: 548 case WEAP_CLEAVE:
577 mtype = ATM_CLEAVE; 549 mtype = ATM_CLEAVE;
578 break; 550 break;
579 case WEAP_SLICE: 551 case WEAP_SLICE:
580 mtype = ATM_SLICE; 552 mtype = ATM_SLICE;
581 break; 553 break;
582 case WEAP_STAB: 554 case WEAP_STAB:
583 mtype = ATM_STAB; 555 mtype = ATM_STAB;
584 break; 556 break;
585 case WEAP_WHIP: 557 case WEAP_WHIP:
586 mtype = ATM_WHIP; 558 mtype = ATM_WHIP;
587 break; 559 break;
588 case WEAP_CRUSH: 560 case WEAP_CRUSH:
589 mtype = ATM_CRUSH; 561 mtype = ATM_CRUSH;
590 break; 562 break;
591 case WEAP_BLUD: 563 case WEAP_BLUD:
592 mtype = ATM_BLUD; 564 mtype = ATM_BLUD;
593 break; 565 break;
594 default: 566 default:
595 mtype = ATM_BASIC; 567 mtype = ATM_BASIC;
596 break; 568 break;
597 } 569 }
570
598 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 571 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
599 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
600 { 573 {
601 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 574 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
602 strcpy (buf2, attack_mess[mtype][i].buf3); 575 strcpy (buf2, attack_mess[mtype][i].buf3);
621 strcpy (buf1, "hit"); 594 strcpy (buf1, "hit");
622 strcpy (buf2, " hits"); 595 strcpy (buf2, " hits");
623 } 596 }
624 597
625 /* bail out if a monster is casting spells */ 598 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 599 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
627 return; 600 return;
628 601
629 /* scale down magic considerably. */ 602 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5)) 603 if (type & AT_MAGIC && rndm (0, 5))
631 return; 604 return;
632 605
633 /* Did a player hurt another player? Inform both! */ 606 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 607 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 { 608 {
636 if (get_owner (hitter) != NULL) 609 if (hitter->owner != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 610 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else 611 else
639 { 612 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2); 613 sprintf (buf, "%s%s you.", &hitter->name, buf2);
614
641 if (dam != 0) 615 if (dam != 0)
642 { 616 {
643 if (dam < 10) 617 if (dam < 10)
644 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 618 op->contr->play_sound (sound_find ("player_is_hit1"));
645 else if (dam < 20) 619 else if (dam < 20)
646 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 620 op->contr->play_sound (sound_find ("player_is_hit2"));
647 else 621 else
648 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit3"));
649 } 623 }
650 } 624 }
625
651 new_draw_info (NDI_BLACK, 0, op, buf); 626 new_draw_info (NDI_BLACK, 0, op, buf);
652 } /* end of player hitting player */ 627 } /* end of player hitting player */
653 628
654 if (hitter->type == PLAYER) 629 if (hitter->type == PLAYER)
655 { 630 {
656 sprintf (buf, "You %s.", buf1); 631 sprintf (buf, "You %s.", buf1);
632
657 if (dam != 0) 633 if (dam != 0)
658 { 634 {
659 if (dam < 10) 635 if (dam < 10)
660 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 636 op->play_sound (sound_find ("player_hits1"));
661 else if (dam < 20) 637 else if (dam < 20)
662 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 638 op->play_sound (sound_find ("player_hits2"));
663 else 639 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 640 op->play_sound (sound_find ("player_hits3"));
665 } 641 }
642
666 new_draw_info (NDI_BLACK, 0, hitter, buf); 643 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 } 644 }
668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
669 { 646 {
670 /* look for stacked spells and start reducing the message chances */ 647 /* look for stacked spells and start reducing the message chances */
671 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 648 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672 { 649 {
673 i = 4; 650 i = 4;
674 map = hitter->map; 651 map = hitter->map;
675 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
676 return; 653 return;
654
677 next = get_map_ob (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
678 if (next) 656 if (next)
679 while (next) 657 while (next)
680 { 658 {
681 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682 i *= 3; 660 i *= 3;
661
683 tmp = next; 662 tmp = next;
684 next = tmp->above; 663 next = tmp->above;
685 } 664 }
665
686 if (i < 0) 666 if (i < 0)
687 return; 667 return;
668
688 if (rndm (0, i) != 0) 669 if (rndm (0, i) != 0)
689 return; 670 return;
690 } 671 }
691 else if (rndm (0, 5) != 0) 672 else if (rndm (0, 5) != 0)
692 return; 673 return;
674
693 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 676 op->play_sound (sound_find ("player_hits4"));
695 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 } 678 }
697} 679}
698
699 680
700static int 681static int
701get_attack_mode (object **target, object **hitter, int *simple_attack) 682get_attack_mode (object **target, object **hitter, int *simple_attack)
702{ 683{
703 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
704 { 685 {
705 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
706 return 1; 687 return 1;
707 } 688 }
708 if ((*target)->head) 689
709 *target = (*target)->head; 690 *target = (*target)->head_ ();
710 if ((*hitter)->head)
711 *hitter = (*hitter)->head; 691 *hitter = (*hitter)->head_ ();
692
693 if ((*target)->type == LOCKED_DOOR)
694 return 1; // locked doors cannot be hit
695
712 if ((*hitter)->env != NULL || (*target)->env != NULL) 696 if ((*hitter)->env || (*target)->env)
713 { 697 {
714 *simple_attack = 1; 698 *simple_attack = 1;
715 return 0; 699 return 0;
716 } 700 }
701
717 if (QUERY_FLAG (*target, FLAG_REMOVED) 702 if (QUERY_FLAG (*target, FLAG_REMOVED)
718 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 703 || QUERY_FLAG (*hitter, FLAG_REMOVED)
704 || !(*hitter)->map
705 || !on_same_map (*hitter, *target))
719 { 706 {
720 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 707 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
708 (*hitter)->debug_desc (), (*target)->debug_desc ());
721 return 1; 709 return 1;
722 } 710 }
711
723 *simple_attack = 0; 712 *simple_attack = 0;
724 return 0; 713 return 0;
725} 714}
726 715
727static int 716static int
728abort_attack (object *target, object *hitter, int simple_attack) 717abort_attack (object *target, object *hitter, int simple_attack)
729{ 718{
730
731/* Check if target and hitter are still in a relation similar to the one 719 /* Check if target and hitter are still in a relation similar to the one
732 * determined by get_attack_mode(). Returns true if the relation has changed. 720 * determined by get_attack_mode(). Returns true if the relation has changed.
733 */ 721 */
734 int new_mode; 722 int new_mode;
735 723
736 if (hitter->env == target || target->env == hitter) 724 if (hitter->env == target || target->env == hitter)
737 new_mode = 1; 725 new_mode = 1;
738 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 726 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
727 || hitter->map == NULL || !on_same_map (hitter, target))
739 return 1; 728 return 1;
740 else 729 else
741 new_mode = 0; 730 new_mode = 0;
731
742 return new_mode != simple_attack; 732 return new_mode != simple_attack;
743} 733}
744 734
735/* thrown_item_effect() - handles any special effects of thrown
736 * items (like attacking living creatures--a potion thrown at a
737 * monster).
738 */
739static void
745static void thrown_item_effect (object *, object *); 740thrown_item_effect (object *hitter, object *victim)
741{
742 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
743 {
744 /* May not need a switch for just 2 types, but this makes it
745 * easier for expansion.
746 */
747 switch (hitter->type)
748 {
749 case POTION:
750 /* should player get a save throw instead of checking magic protection? */
751 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
752 (void) apply_potion (victim, hitter);
753 break;
754
755 case POISON: /* poison drinks */
756 /* As with potions, should monster get a save? */
757 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
758 apply_poison (victim, hitter);
759 break;
760
761 /* Removed case statements that did nothing.
762 * food may be poisonous, but monster must be willing to eat it,
763 * so we don't handle it here.
764 * Containers should perhaps break open, but that code was disabled.
765 */
766 }
767 }
768}
769
770/* determine if the object is an 'aimed' missile */
771static int
772is_aimed_missile (object *op)
773{
774
775 /* I broke what used to be one big if into a few nested
776 * ones so that figuring out the logic is at least possible.
777 */
778 if (op && (op->move_type & MOVE_FLYING))
779 if (op->type == ARROW || op->type == THROWN_OBJ)
780 return 1;
781 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
782 return 1;
783
784 return 0;
785}
786/* adj_attackroll() - adjustments to attacks by various conditions */
787static int
788adj_attackroll (object *hitter, object *target)
789{
790 object *attacker = hitter;
791 int adjust = 0;
792
793 /* safety */
794 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
795 {
796 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
797 return 0;
798 }
799
800 /* aimed missiles use the owning object's sight */
801 if (is_aimed_missile (hitter))
802 {
803 if ((attacker = hitter->owner) == NULL)
804 attacker = hitter;
805 /* A player who saves but hasn't quit still could have objects
806 * owned by him - need to handle that case to avoid crashes.
807 */
808 if (QUERY_FLAG (attacker, FLAG_REMOVED))
809 attacker = hitter;
810 }
811 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
812 return 0;
813
814 /* determine the condtions under which we make an attack.
815 * Add more cases, as the need occurs. */
816
817 if (!can_see_enemy (attacker, target))
818 {
819 /* target is unseen */
820 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
821 adjust -= 10;
822 /* dark map penalty for the hitter (lacks infravision if we got here). */
823 else if (!stand_in_light (target))
824 adjust -= target->map->darklevel ();
825 }
826
827 if (QUERY_FLAG (attacker, FLAG_SCARED))
828 adjust -= 3;
829
830 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
831 adjust += 1;
832
833 if (QUERY_FLAG (target, FLAG_SCARED))
834 adjust += 1;
835
836 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
837 adjust -= 3;
838
839 /* if we attack at a different 'altitude' its harder */
840 if ((attacker->move_type & target->move_type) == 0)
841 adjust -= 2;
842
843#if 0
844 /* slower attacks are less likely to succeed. We should use a
845 * comparison between attacker/target speeds BUT, players have
846 * a generally faster speed, so this will wind up being a HUGE
847 * disadantage for the monsters! Too bad, because missiles which
848 * fly fast should have a better chance of hitting a slower target.
849 */
850 if (hitter->speed < target->speed)
851 adjust += ((float) hitter->speed - target->speed);
852#endif
853
854#if 0
855 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
856#endif
857
858 return adjust;
859}
746 860
747static int 861static int
748attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 862attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749{ 863{
750 int simple_attack, roll, dam = 0; 864 int simple_attack, roll, dam = 0;
751 uint32 type; 865 uint32 type;
752 shstr op_name; 866 shstr op_name;
753 tag_t op_tag, hitter_tag;
754 867
755 if (get_attack_mode (&op, &hitter, &simple_attack)) 868 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error; 869 goto error;
757 870
758 if (hitter->current_weapon) 871 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 872 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0); 873 return RESULT_INT (0);
761 874
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 875 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0); 876 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767 877
768 /* 878 /*
769 * A little check to make it more difficult to dance forward and back 879 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters. 880 * to avoid ever being hit by monsters.
771 */ 881 */
772 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 882 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
773 { 883 {
774 /* Decrease speed BEFORE calling process_object. Otherwise, an 884 /* Decrease speed BEFORE calling process_object. Otherwise, an
775 * infinite loop occurs, with process_object calling move_monster, 885 * infinite loop occurs, with process_object calling move_monster,
776 * which then gets here again. By decreasing the speed before 886 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail. 887 * we call process_object, the 'if' statement above will fail.
778 */ 888 */
779 op->speed_left--; 889 --op->speed_left;
780 process_object (op); 890 process_object (op);
891
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 892 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
782 goto error; 893 goto error;
783 } 894 }
784 895
785 op_name = op->name; 896 op_name = op->name;
786 897
793 /* See if we hit the creature */ 904 /* See if we hit the creature */
794 if (roll == 20 || op->stats.ac >= base_wc - roll) 905 if (roll == 20 || op->stats.ac >= base_wc - roll)
795 { 906 {
796 int hitdam = base_dam; 907 int hitdam = base_dam;
797 908
798 if (settings.casting_time == TRUE)
799 {
800 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
801 {
802 hitter->casting_time = -1;
803 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
804 }
805 if ((op->casting_time > -1) && (hitdam > 0))
806 {
807 op->casting_time = -1;
808 if (op->type == PLAYER)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
811 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
812 }
813 }
814 }
815 if (!simple_attack) 909 if (!simple_attack)
816 { 910 {
817 /* If you hit something, the victim should *always* wake up. 911 /* If you hit something, the victim should *always* wake up.
818 * Before, invisible hitters could avoid doing this. 912 * Before, invisible hitters could avoid doing this.
819 * -b.t. */ 913 * -b.t. */
820 if (QUERY_FLAG (op, FLAG_SLEEP)) 914 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP); 915 CLEAR_FLAG (op, FLAG_SLEEP);
822 916
823 /* If the victim can't see the attacker, it may alert others 917 /* If the victim can't see the attacker, it may alert others
824 * for help. */ 918 * for help. */
825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 919 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
826 npc_call_help (op); 920 npc_call_help (op);
827 921
828 /* if you were hidden and hit by a creature, you are discovered */ 922 /* if you were hidden and hit by a creature, you are discovered */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 923 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
830 { 924 {
831 make_visible (op); 925 make_visible (op);
926
832 if (op->type == PLAYER) 927 if (op->type == PLAYER)
833 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 928 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
834 } 929 }
835 930
836 /* thrown items (hitter) will have various effects 931 /* thrown items (hitter) will have various effects
837 * when they hit the victim. For things like thrown daggers, 932 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the 933 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object. 934 * wrapper object.
840 */ 935 */
841 thrown_item_effect (hitter, op); 936 thrown_item_effect (hitter, op);
937
842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 938 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
843 goto leave; 939 goto leave;
844 } 940 }
845 941
846 /* Need to do at least 1 damage, otherwise there is no point 942 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below. 943 * to go further and it will cause FPE's below.
848 */ 944 */
849 if (hitdam <= 0) 945 if (hitdam <= 0)
850 hitdam = 1; 946 hitdam = 1;
851 947
852 type = hitter->attacktype; 948 type = hitter->attacktype;
949
950 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
951 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
952 * This check is important for the most simple monsters out there in the
953 * game content (maps, archs). For example orcs: They would have
954 * no attacktype at all.
955 *
956 * Some time in the future someone should just go into the game data
957 * and fix every monster out there ;-/ Until then we will kill some
958 * more trees in the african rain forests with this check.
959 */
853 if (!type) 960 if (!type)
854 type = AT_PHYSICAL; 961 type = AT_PHYSICAL;
962
855 /* Handle monsters that hit back */ 963 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 964 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 { 965 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 966 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 967 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
968
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 969 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
970
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 971 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
862 goto leave; 972 goto leave;
863 } 973 }
864 974
865 /* In the new attack code, it should handle multiple attack 975 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here. 976 * types in its area, so remove it from here.
867 */ 977 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 978 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
979
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 980 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
870 goto leave; 981 goto leave;
871 } /* end of if hitter hit op */ 982 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */ 983 /* if we missed, dam=0 */
873 984
874 /*attack_message(dam, type, op, hitter); */ 985 /*attack_message(dam, type, op, hitter); */
884} 995}
885 996
886int 997int
887attack_ob (object *op, object *hitter) 998attack_ob (object *op, object *hitter)
888{ 999{
889
890 if (hitter->head)
891 hitter = hitter->head; 1000 hitter = hitter->head_ ();
1001
892 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 1002 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
893} 1003}
894 1004
895/* op is the arrow, tmp is what is stopping the arrow. 1005/* op is the arrow, tmp is what is stopping the arrow.
896 * 1006 *
905 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1015 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
906 * stick around. 1016 * stick around.
907 */ 1017 */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1018 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 { 1019 {
910 if (tmp->head != NULL) 1020 tmp->head_ ()->insert (op);
911 tmp = tmp->head;
912
913 remove_ob (op);
914 op = insert_ob_in_ob (op, tmp);
915
916 if (tmp->type == PLAYER)
917 esrv_send_item (tmp, op);
918
919 return 1; 1021 return 1;
920 } 1022 }
921 else 1023 else
922 return 0; 1024 return 0;
923} 1025}
931object * 1033object *
932hit_with_arrow (object *op, object *victim) 1034hit_with_arrow (object *op, object *victim)
933{ 1035{
934 object *container, *hitter; 1036 object *container, *hitter;
935 int hit_something = 0; 1037 int hit_something = 0;
936 tag_t victim_tag, hitter_tag;
937 sint16 victim_x, victim_y;
938 1038
939 /* Disassemble missile */ 1039 /* Disassemble missile */
940 if (op->inv) 1040 if (op->inv)
941 { 1041 {
942 container = op; 1042 container = op;
943 hitter = op->inv; 1043 hitter = op->inv;
944 remove_ob (hitter);
945 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1044 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
946 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1045 /* Note that we now have an empty THROWN_OBJ on the map. Code that
947 * might be called until this THROWN_OBJ is either reassembled or 1046 * might be called until this THROWN_OBJ is either reassembled or
948 * removed at the end of this function must be able to deal with empty 1047 * removed at the end of this function must be able to deal with empty
949 * THROWN_OBJs. */ 1048 * THROWN_OBJs. */
950 } 1049 }
951 else 1050 else
952 { 1051 {
953 container = NULL; 1052 container = 0;
954 hitter = op; 1053 hitter = op;
955 } 1054 }
956 1055
957 /* Try to hit victim */ 1056 /* Try to hit victim */
958 victim_x = victim->x;
959 victim_y = victim->y;
960 victim_tag = victim->count;
961 hitter_tag = hitter->count;
962
963 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 1057 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
964 1058
965 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1059 /* Arrow attacks door, rune of summoning is triggered, demon is put on
966 * arrow, move_apply() calls this function, arrow sticks in demon, 1060 * arrow, move_apply() calls this function, arrow sticks in demon,
967 * attack_ob_simple() returns, and we've got an arrow that still exists 1061 * attack_ob_simple() returns, and we've got an arrow that still exists
968 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1062 * but is no longer on the map. Ugh. (Beware: Such things can happen at
969 * other places as well!) 1063 * other places as well!)
970 */ 1064 */
971 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 1065 if (hitter->destroyed () || hitter->env != NULL)
972 { 1066 {
973 if (container) 1067 if (container)
974 { 1068 container->destroy ();
975 remove_ob (container); 1069
976 free_object (container);
977 }
978 return NULL; 1070 return 0;
979 } 1071 }
980 1072
981 /* Missile hit victim */ 1073 /* Missile hit victim */
982 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1074 /* if the speed is > 10, then this is a fast moving arrow, we go straight
983 * through the target 1075 * through the target
984 */ 1076 */
985 if (hit_something && op->speed <= 10.0) 1077 if (hit_something && op->speed <= 10.0)
986 { 1078 {
987 /* Stop arrow */ 1079 /* Stop arrow */
988 if (container == NULL) 1080 if (!container)
989 { 1081 {
990 hitter = fix_stopped_arrow (hitter); 1082 hitter = fix_stopped_arrow (hitter);
991 if (hitter == NULL) 1083 if (!hitter)
992 return NULL; 1084 return 0;
993 } 1085 }
994 else 1086 else
995 { 1087 container->destroy ();
996 remove_ob (container);
997 free_object (container);
998 }
999 1088
1000 /* Try to stick arrow into victim */ 1089 /* Try to stick arrow into victim */
1001 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 1090 if (!victim->destroyed () && stick_arrow (hitter, victim))
1002 return NULL; 1091 return 0;
1003 1092
1004 /* Else try to put arrow on victim's map square 1093 /* Else try to put arrow on victim's map square
1005 * remove check for P_WALL here. If the arrow got to this 1094 * remove check for P_WALL here. If the arrow got to this
1006 * space, that is good enough - with the new movement code, 1095 * space, that is good enough - with the new movement code,
1007 * there is now the potential for lots of spaces where something 1096 * there is now the potential for lots of spaces where something
1008 * can fly over but not otherwise move over. What is the correct 1097 * can fly over but not otherwise move over. What is the correct
1009 * way to handle those otherwise? 1098 * way to handle those otherwise?
1010 */ 1099 */
1011 if (victim_x != hitter->x || victim_y != hitter->y) 1100 if (victim->x != hitter->x || victim->y != hitter->y)
1101 {
1102 if (victim->destroyed ())
1103 hitter->destroy ();
1104 else
1012 { 1105 {
1013 remove_ob (hitter); 1106 hitter->remove ();
1014 hitter->x = victim_x; 1107 hitter->x = victim->x;
1015 hitter->y = victim_y; 1108 hitter->y = victim->y;
1016 insert_ob_in_map (hitter, victim->map, hitter, 0); 1109 insert_ob_in_map (hitter, victim->map, hitter, 0);
1110 }
1017 } 1111 }
1018 else 1112 else
1019 {
1020 /* Else leave arrow where it is */ 1113 /* Else leave arrow where it is */
1021 merge_ob (hitter, NULL); 1114 merge_ob (hitter, NULL);
1022 } 1115
1023 return NULL; 1116 return 0;
1024 } 1117 }
1025 1118
1026 if (hit_something && op->speed >= 10.0) 1119 if (hit_something && op->speed >= 10.0)
1027 op->speed -= 1.0; 1120 op->speed -= 1.0;
1028 1121
1029 /* Missile missed victim - reassemble missile */ 1122 /* Missile missed victim - reassemble missile */
1030 if (container) 1123 if (container)
1031 { 1124 {
1032 remove_ob (hitter); 1125 hitter->remove ();
1033 insert_ob_in_ob (hitter, container); 1126 insert_ob_in_ob (hitter, container);
1034 } 1127 }
1128
1035 return op; 1129 return op;
1036} 1130}
1037
1038 1131
1039void 1132void
1040tear_down_wall (object *op) 1133tear_down_wall (object *op)
1041{ 1134{
1042 int perc = 0;
1043
1044 if (!op->stats.maxhp) 1135 if (!op->stats.maxhp)
1045 {
1046 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1136 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1047 perc = 1; 1137 else if (!op->has_anim ())
1048 }
1049 else if (!GET_ANIM_ID (op))
1050 { 1138 {
1051 /* Object has been called - no animations, so remove it */ 1139 /* Object has been called - no animations, so remove it */
1052 if (op->stats.hp < 0) 1140 if (op->stats.hp < 0)
1141 op->destroy ();
1053 { 1142
1054 remove_ob (op); /* Should update LOS */
1055 free_object (op);
1056 /* Don't know why this is here - remove_ob should do it for us */
1057 /*update_position(m, x, y); */
1058 }
1059 return; /* no animations, so nothing more to do */ 1143 return; /* no animations, so nothing more to do */
1060 } 1144 }
1061 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1145
1062 if (perc >= (int) NUM_ANIMATIONS (op)) 1146 // we use frames 1..num-2 as intermediate frames, so
1063 perc = NUM_ANIMATIONS (op) - 1; 1147 // the last frame is used only when hp < 0.
1064 else if (perc < 1) 1148 int perc = clamp (
1065 perc = 1; 1149 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1066 SET_ANIMATION (op, perc); 1150 0, op->anim_frames () - 1
1151 );
1152
1153 op->set_anim_frame (perc);
1067 update_object (op, UP_OBJ_FACE); 1154 update_object (op, UP_OBJ_FACE);
1068 if (perc == NUM_ANIMATIONS (op) - 1) 1155
1156 if (op->stats.hp < 0)
1069 { /* Reached the last animation */ 1157 { /* Reached the last animation */
1070 if (op->face == blank_face) 1158 if (op->face == blank_face)
1071 {
1072 /* If the last face is blank, remove the ob */ 1159 /* If the last face is blank, remove the ob */
1073 remove_ob (op); /* Should update LOS */ 1160 op->destroy ();
1074 free_object (op);
1075
1076 /* remove_ob should call update_position for us */
1077 /*update_position(m, x, y); */
1078
1079 }
1080 else 1161 else
1081 { /* The last face was not blank, leave an image */ 1162 { /* The last face was not blank, leave an image */
1082 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1163 op->flag [FLAG_BLOCKSVIEW] = false;
1083 update_all_los (op->map, op->x, op->y); 1164 update_all_los (op->map, op->x, op->y);
1084 op->move_block = 0; 1165 op->move_block = 0;
1085 CLEAR_FLAG (op, FLAG_ALIVE); 1166 op->flag [FLAG_ALIVE] = false;
1086 } 1167 }
1087 } 1168 }
1088} 1169}
1089 1170
1090void 1171void
1091scare_creature (object *target, object *hitter) 1172scare_creature (object *target, object *hitter)
1092{ 1173{
1093 object *owner = get_owner (hitter); 1174 target->flag [FLAG_SCARED] = true;
1094 1175
1095 if (!owner)
1096 owner = hitter;
1097
1098 SET_FLAG (target, FLAG_SCARED);
1099 if (!target->enemy) 1176 if (!target->enemy)
1100 target->enemy = owner; 1177 target->enemy = hitter->outer_owner ();
1101} 1178}
1102
1103
1104/* This returns the amount of damage hitter does to op with the
1105 * appropriate attacktype. Only 1 attacktype should be set at a time.
1106 * This doesn't damage the player, but returns how much it should
1107 * take. However, it will do other effects (paralyzation, slow, etc.)
1108 * Note - changed for PR code - we now pass the attack number and not
1109 * the attacktype. Makes it easier for the PR code. */
1110
1111int
1112hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1113{
1114
1115 int doesnt_slay = 1;
1116
1117 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1118 if (attacknum >= NROFATTACKS)
1119 {
1120 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1121 return 0;
1122 }
1123
1124 if (dam < 0)
1125 {
1126 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1127 return 0;
1128 }
1129
1130 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1131 * people can't mess with that or it otherwise get confused. */
1132 if (attacknum == ATNR_INTERNAL)
1133 return dam;
1134
1135 if (hitter->slaying)
1136 {
1137 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1138 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1139 {
1140 doesnt_slay = 0;
1141 dam *= 3;
1142 }
1143 }
1144
1145 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1146 if (op->resist[attacknum])
1147 {
1148 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1149 * in case 0>dam>1, we try to "simulate" a float value-effect */
1150 dam *= (100 - op->resist[attacknum]);
1151 if (dam >= 100)
1152 dam /= 100;
1153 else
1154 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1155 }
1156
1157 /* Special hack. By default, if immune to something, you
1158 * shouldn't need to worry. However, acid is an exception, since
1159 * it can still damage your items. Only include attacktypes if
1160 * special processing is needed */
1161
1162 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1163 return 0;
1164
1165 /* Keep this in order - makes things easier to find */
1166
1167 switch (attacknum)
1168 {
1169 case ATNR_PHYSICAL:
1170 /* here also check for diseases */
1171 check_physically_infect (op, hitter);
1172 break;
1173
1174 /* Don't need to do anything for:
1175 magic,
1176 fire,
1177 electricity,
1178 cold */
1179
1180 case ATNR_CONFUSION:
1181 case ATNR_POISON:
1182 case ATNR_SLOW:
1183 case ATNR_PARALYZE:
1184 case ATNR_FEAR:
1185 case ATNR_CANCELLATION:
1186 case ATNR_DEPLETE:
1187 case ATNR_BLIND:
1188 {
1189 /* chance for inflicting a special attack depends on the
1190 * difference between attacker's and defender's level
1191 */
1192 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1193
1194 /* First, only creatures/players with speed can be affected.
1195 * Second, just getting hit doesn't mean it always affects
1196 * you. Third, you still get a saving through against the
1197 * effect.
1198 */
1199 if (op->speed &&
1200 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1201 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1202 {
1203
1204 /* Player has been hit by something */
1205 if (attacknum == ATNR_CONFUSION)
1206 confuse_player (op, hitter, dam);
1207 else if (attacknum == ATNR_POISON)
1208 poison_player (op, hitter, dam);
1209 else if (attacknum == ATNR_SLOW)
1210 slow_player (op, hitter, dam);
1211 else if (attacknum == ATNR_PARALYZE)
1212 paralyze_player (op, hitter, dam);
1213 else if (attacknum == ATNR_FEAR)
1214 scare_creature (op, hitter);
1215 else if (attacknum == ATNR_CANCELLATION)
1216 cancellation (op);
1217 else if (attacknum == ATNR_DEPLETE)
1218 drain_stat (op);
1219 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1220 blind_player (op, hitter, dam);
1221 }
1222 dam = 0; /* These are all effects and don't do real damage */
1223 }
1224 break;
1225 case ATNR_ACID:
1226 {
1227 int flag = 0;
1228
1229 /* Items only get corroded if you're not on a battleground and
1230 * if your acid resistance is below 50%. */
1231 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1232 {
1233 object *tmp;
1234
1235 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1236 {
1237 if (tmp->invisible)
1238 continue;
1239 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1240 /* >= 10% acid res. on itmes will protect these */
1241 continue;
1242 if (!(tmp->material & M_IRON))
1243 continue;
1244 if (tmp->magic < -4) /* Let's stop at -5 */
1245 continue;
1246 if (tmp->type == RING ||
1247 /* removed boots and gloves from exclusion list in
1248 PR */
1249 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1250 continue; /* To avoid some strange effects */
1251
1252 /* High damage acid has better chance of corroding
1253 objects */
1254 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1255 {
1256 if (op->type == PLAYER)
1257 /* Make this more visible */
1258 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1259 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1260 flag = 1;
1261 tmp->magic--;
1262 if (op->type == PLAYER)
1263 esrv_send_item (op, tmp);
1264 }
1265 }
1266 if (flag)
1267 fix_player (op); /* Something was corroded */
1268 }
1269 }
1270 break;
1271 case ATNR_DRAIN:
1272 {
1273 /* rate is the proportion of exp drained. High rate means
1274 * not much is drained, low rate means a lot is drained.
1275 */
1276 int rate;
1277
1278 if (op->resist[ATNR_DRAIN] >= 0)
1279 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1280 else
1281 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1282
1283 if (op->stats.exp <= rate)
1284 {
1285 if (op->type == GOLEM)
1286 dam = 999; /* Its force is "sucked" away. 8) */
1287 else
1288 /* If we can't drain, lets try to do physical damage */
1289 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1290 }
1291 else
1292 {
1293 /* Randomly give the hitter some hp */
1294 if (hitter->stats.hp < hitter->stats.maxhp &&
1295 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1296 hitter->stats.hp++;
1297
1298 /* Can't do drains on battleground spaces.
1299 * Move the wiz check up here - before, the hitter wouldn't gain exp
1300 * exp, but the wiz would still lose exp! If drainee is a wiz,
1301 * nothing happens.
1302 * Try to credit the owner. We try to display player -> player drain
1303 * attacks, hence all the != PLAYER checks.
1304 */
1305 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1306 {
1307 object *owner = get_owner (hitter);
1308
1309 if (owner && owner != hitter)
1310 {
1311 if (op->type != PLAYER || owner->type != PLAYER)
1312 change_exp (owner, op->stats.exp / (rate * 2),
1313 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1314 }
1315 else if (op->type != PLAYER || hitter->type != PLAYER)
1316 {
1317 change_exp (hitter, op->stats.exp / (rate * 2),
1318 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1319 }
1320 change_exp (op, -op->stats.exp / rate, NULL, 0);
1321 }
1322 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1323 * drain attack, you won't know that you are actually sucking out EXP,
1324 * as the messages will say you missed
1325 */
1326 }
1327 }
1328 break;
1329 case ATNR_TURN_UNDEAD:
1330 {
1331 if (QUERY_FLAG (op, FLAG_UNDEAD))
1332 {
1333 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1334 object *god = find_god (determine_god (owner));
1335 int div = 1;
1336
1337 /* if undead are not an enemy of your god, you turn them
1338 * at half strength */
1339 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1340 div = 2;
1341 /* Give a bonus if you resist turn undead */
1342 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1343 scare_creature (op, owner);
1344 }
1345 else
1346 dam = 0; /* don't damage non undead - should we damage
1347 undead? */
1348 }
1349 break;
1350 case ATNR_DEATH:
1351 deathstrike_player (op, hitter, &dam);
1352 break;
1353 case ATNR_CHAOS:
1354 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1355 dam = 0;
1356 break;
1357 case ATNR_COUNTERSPELL:
1358 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1359 dam = 0;
1360 /* This should never happen. Counterspell is handled
1361 * seperately and filtered out. If this does happen,
1362 * Counterspell has no effect on anything but spells, so it
1363 * does no damage. */
1364 break;
1365 case ATNR_HOLYWORD:
1366 {
1367 /* This has already been handled by hit_player,
1368 * no need to check twice -- DAMN */
1369
1370 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1371
1372 /* As with turn undead above, give a bonus on the saving throw */
1373 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1374 scare_creature (op, owner);
1375 }
1376 break;
1377 case ATNR_LIFE_STEALING:
1378 {
1379 int new_hp;
1380
1381 /* this is replacement to drain for players, instead of taking
1382 * exp it takes hp. It is geared for players, probably not
1383 * much use giving it to monsters
1384 *
1385 * life stealing doesn't do a lot of damage, but it gives the
1386 * damage it does do to the player. Given that,
1387 * it only does 1/10'th normal damage (hence the divide by
1388 * 1000).
1389 */
1390 /* You can't steal life from something undead */
1391 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1392 return 0;
1393 /* If drain protection is higher than life stealing, use that */
1394 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1395 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1396 else
1397 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1398 /* You die at -1 hp, not zero. */
1399 if (dam > (op->stats.hp + 1))
1400 dam = op->stats.hp + 1;
1401 new_hp = hitter->stats.hp + dam;
1402 if (new_hp > hitter->stats.maxhp)
1403 new_hp = hitter->stats.maxhp;
1404 if (new_hp > hitter->stats.hp)
1405 hitter->stats.hp = new_hp;
1406 }
1407 }
1408 return dam;
1409}
1410
1411 1179
1412/* GROS: This code comes from hit_player. It has been made external to 1180/* GROS: This code comes from hit_player. It has been made external to
1413 * allow script procedures to "kill" objects in a combat-like fashion. 1181 * allow script procedures to "kill" objects in a combat-like fashion.
1414 * It was initially used by (kill-object) developed for the Collector's 1182 * It was initially used by (kill-object) developed for the Collector's
1415 * Sword. Note that nothing has been changed from the original version 1183 * Sword. Note that nothing has been changed from the original version
1426 */ 1194 */
1427int 1195int
1428kill_object (object *op, int dam, object *hitter, int type) 1196kill_object (object *op, int dam, object *hitter, int type)
1429{ 1197{
1430 char buf[MAX_BUF]; 1198 char buf[MAX_BUF];
1431 const char *skill; 1199 shstr skill;
1432 int maxdam = 0; 1200 int maxdam = 0;
1433 int battleg = 0; /* true if op standing on battleground */ 1201 int battleg = 0; /* true if op standing on battleground */
1434 int pk = 0; /* true if op and what controls hitter are both players */ 1202 int pk = 0; /* true if op and what controls hitter are both players */
1435 object *owner = NULL; 1203 object *owner = 0;
1436 object *skop = NULL; 1204 object *skop = 0;
1437 1205
1438 if (op->stats.hp >= 0) 1206 if (op->stats.hp >= 0)
1439 return -1; 1207 return -1;
1440 1208
1441 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1209 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1450 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1218 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1451 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1219 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1452 1220
1453 if (op->type == DOOR) 1221 if (op->type == DOOR)
1454 { 1222 {
1455 op->speed = 0.1; 1223 op->set_speed (0.1f);
1456 update_ob_speed (op);
1457 op->speed_left = -0.05; 1224 op->speed_left = -0.05f;
1458 return maxdam; 1225 return maxdam;
1459 } 1226 }
1227
1460 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1228 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1461 { 1229 {
1462 remove_friendly_object (op); 1230 op->drop_and_destroy ();
1463 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1464 {
1465 op->owner->contr->ranges[range_golem] = NULL;
1466 op->owner->contr->golem_count = 0;
1467 }
1468
1469 remove_ob (op);
1470 free_object (op);
1471 return maxdam; 1231 return maxdam;
1472 } 1232 }
1473 1233
1474 /* Now lets start dealing with experience we get for killing something */ 1234 /* Now lets start dealing with experience we get for killing something */
1475 1235
1476 owner = get_owner (hitter); 1236 owner = hitter->outer_owner ();
1477 if (owner == NULL) 1237 if (!owner)
1478 owner = hitter; 1238 owner = hitter;
1479 1239
1480 /* is the victim (op) standing on battleground? */ 1240 /* is the victim (op) standing on battleground? */
1481 if (op_on_battleground (op, NULL, NULL)) 1241 if (op_on_battleground (op, NULL, NULL))
1482 battleg = 1; 1242 battleg = 1;
1486 pk = 1; 1246 pk = 1;
1487 1247
1488 /* Player killed something */ 1248 /* Player killed something */
1489 if (owner->type == PLAYER) 1249 if (owner->type == PLAYER)
1490 { 1250 {
1491 Log_Kill (owner->name,
1492 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1493
1494 /* Log players killing other players - makes it easier to detect 1251 /* Log players killing other players - makes it easier to detect
1495 * and filter out malicious player killers - that is why the 1252 * and filter out malicious player killers - that is why the
1496 * ip address is included. 1253 * ip address is included.
1497 */ 1254 */
1498 if (op->type == PLAYER && !battleg) 1255 if (op->type == PLAYER && !battleg)
1502 char buf[256]; 1259 char buf[256];
1503 1260
1504 tmv = localtime (&t); 1261 tmv = localtime (&t);
1505 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1262 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1506 1263
1507 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1264 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1508 } 1265 }
1509 1266
1510 /* try to filter some things out - basically, if you are 1267 /* try to filter some things out - basically, if you are
1511 * killing a level 1 creature and your level 20, you 1268 * killing a level 1 creature and your level 20, you
1512 * probably don't want to see that. 1269 * probably don't want to see that.
1513 */ 1270 */
1514 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1271 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1515 { 1272 {
1516 if (owner != hitter) 1273 if (owner != hitter)
1517 {
1518 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1274 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1519 }
1520 else 1275 else
1521 {
1522 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1276 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1523 } 1277
1524 /* Only play sounds for melee kills */ 1278 /* Only play sounds for melee kills */
1525 if (hitter->type == PLAYER) 1279 if (hitter->type == PLAYER)
1526 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1280 owner->play_sound (sound_find ("player_kills"));
1527 } 1281 }
1528 1282
1529 /* If a player kills another player, not on 1283 /* If a player kills another player, not on
1530 * battleground, the "killer" looses 1 luck. Since this is 1284 * battleground, the "killer" looses 1 luck. Since this is
1531 * not reversible, it's actually quite a pain IMHO. -AV 1285 * not reversible, it's actually quite a pain IMHO. -AV
1533 * player that the object belonged to - so if you killed another player 1287 * player that the object belonged to - so if you killed another player
1534 * with spells, pets, whatever, there was no penalty. 1288 * with spells, pets, whatever, there was no penalty.
1535 * Changed to make luck penalty configurable in settings. 1289 * Changed to make luck penalty configurable in settings.
1536 */ 1290 */
1537 if (op->type == PLAYER && owner != op && !battleg) 1291 if (op->type == PLAYER && owner != op && !battleg)
1538 change_luck (owner, -settings.pk_luck_penalty); 1292 owner->change_luck (-settings.pk_luck_penalty);
1539 1293
1540 /* This code below deals with finding the appropriate skill 1294 /* This code below deals with finding the appropriate skill
1541 * to credit exp to. This is a bit problematic - we should 1295 * to credit exp to. This is a bit problematic - we should
1542 * probably never really have to look at current_weapon->skill 1296 * probably never really have to look at current_weapon->skill
1543 */ 1297 */
1544 skill = NULL;
1545 if (hitter->skill && hitter->type != PLAYER) 1298 if (hitter->skill && hitter->type != PLAYER)
1546 skill = hitter->skill; 1299 skill = hitter->skill;
1547 else if (owner->chosen_skill) 1300 else if (owner->chosen_skill)
1548 { 1301 {
1549 skill = owner->chosen_skill->skill;
1550 skop = owner->chosen_skill; 1302 skop = owner->chosen_skill;
1303 skill = skop->skill;
1551 } 1304 }
1552 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1305 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1553 skill = owner->current_weapon->skill; 1306 skill = owner->current_weapon->skill;
1554 else 1307 else
1308 {
1555 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1309 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1310 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1311 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1312 skill = 0;
1313 }
1556 1314
1557 /* We have the skill we want to credit to - now find the object this goes 1315 /* We have the skill we want to credit to - now find the object this goes
1558 * to. Make sure skop is an actual skill, and not a skill tool! 1316 * to. Make sure skop is an actual skill, and not a skill tool!
1559 */ 1317 */
1560 if ((!skop || skop->type != SKILL) && skill) 1318 skop = owner->contr->find_skill (skill);
1561 {
1562 int i;
1563
1564 for (i = 0; i < NUM_SKILLS; i++)
1565 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1566 {
1567 skop = owner->contr->last_skill_ob[i];
1568 break;
1569 }
1570 }
1571 } /* Was it a player that hit somethign */ 1319 } /* Was it a player that hit somethign */
1572 else 1320 else
1573 {
1574 skill = NULL; 1321 skill = 0;
1575 }
1576 1322
1577 /* Pet (or spell) killed something. */
1578 if (owner != hitter)
1579 {
1580 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1581 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1582 }
1583 else
1584 {
1585 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1586 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1587 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1588 }
1589 /* These may have been set in the player code section above */ 1323 /* These may have been set in the player code section above */
1590 if (!skop) 1324 if (!skop)
1591 skop = hitter->chosen_skill; 1325 skop = hitter->chosen_skill;
1326
1592 if (!skill && skop) 1327 if (!skill && skop)
1593 skill = skop->skill; 1328 skill = skop->skill;
1594 1329
1595 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1596
1597
1598 /* If you didn't kill yourself, and your not the wizard */ 1330 /* If you didn't kill yourself, and your not the wizard */
1599 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1331 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1600 { 1332 {
1601 int exp; 1333 int exp;
1602 1334
1603 /* Really don't give much experience for killing other players */ 1335 /* Really don't give much experience for killing other players */
1604 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1336 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1605 if (op->type == PLAYER) 1337 if (op->type == PLAYER)
1606 { 1338 {
1607 if (battleg) 1339 if (battleg)
1608 { 1340 {
1609 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1341 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1627 1359
1628 if (!settings.simple_exp) 1360 if (!settings.simple_exp)
1629 exp = exp / 2; 1361 exp = exp / 2;
1630 1362
1631 if (owner->type != PLAYER || owner->contr->party == NULL) 1363 if (owner->type != PLAYER || owner->contr->party == NULL)
1632 {
1633 change_exp (owner, exp, skill, 0); 1364 change_exp (owner, exp, skill, 0);
1634 }
1635 else 1365 else
1636 { 1366 {
1637 int shares = 0, count = 0; 1367 int shares = 0, count = 0;
1638
1639 player *pl;
1640
1641 partylist *party = owner->contr->party; 1368 partylist *party = owner->contr->party;
1642 1369
1643#ifdef PARTY_KILL_LOG
1644 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1370 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1645#endif 1371
1646 for (pl = first_player; pl != NULL; pl = pl->next) 1372 for_all_players (pl)
1647 {
1648 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1373 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1649 { 1374 {
1650 count++; 1375 count++;
1651 shares += (pl->ob->level + 4); 1376 shares += (pl->ob->level + 4);
1652 } 1377 }
1653 } 1378
1654 if (count == 1 || shares > exp) 1379 if (count == 1 || shares > exp || !shares)
1655 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1380 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1656 else 1381 else
1657 { 1382 {
1658 int share = exp / shares, given = 0, nexp; 1383 int share = exp / shares, given = 0, nexp;
1659 1384
1660 for (pl = first_player; pl != NULL; pl = pl->next) 1385 for_all_players (pl)
1661 {
1662 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1386 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1663 { 1387 {
1664 nexp = (pl->ob->level + 4) * share; 1388 nexp = (pl->ob->level + 4) * share;
1665 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1389 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1666 given += nexp; 1390 given += nexp;
1667 } 1391 }
1668 } 1392
1669 exp -= given; 1393 exp -= given;
1670 /* give any remainder to the player */ 1394 /* give any remainder to the player */
1671 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1395 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1672 } 1396 }
1673 } /* else part of a party */ 1397 } /* else part of a party */
1674
1675 } /* end if person didn't kill himself */ 1398 } /* end if person didn't kill himself */
1676 1399
1677 if (op->type != PLAYER) 1400 if (op->type != PLAYER)
1678 { 1401 {
1679 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1402 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1680 { 1403 {
1681 object *owner1 = get_owner (op); 1404 object *owner1 = op->owner;
1682 1405
1683 if (owner1 != NULL && owner1->type == PLAYER) 1406 if (owner1 && owner1->type == PLAYER)
1684 { 1407 {
1685 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1408 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1686 /* Maybe we should include the owner that killed this, maybe not */ 1409 /* Maybe we should include the owner that killed this, maybe not */
1687 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1410 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1688 } 1411 }
1412
1689 remove_friendly_object (op); 1413 remove_friendly_object (op);
1690 } 1414 }
1691 remove_ob (op); 1415
1692 free_object (op); 1416 op->drop_and_destroy ();
1693 } 1417 }
1694 /* Player has been killed! */
1695 else 1418 else
1696 { 1419 /* Player has been killed! */
1697 if (owner->type == PLAYER) 1420 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1698 { 1421
1699 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1700 }
1701 else
1702 {
1703 strncpy (op->contr->killer, hitter->name, BIG_NAME);
1704 op->contr->killer[BIG_NAME - 1] = '\0';
1705 }
1706 }
1707 /* This was return -1 - that doesn't seem correct - if we return -1, process 1422 /* This was return -1 - that doesn't seem correct - if we return -1, process
1708 * continues in the calling function. 1423 * continues in the calling function.
1709 */ 1424 */
1710 return maxdam; 1425 return maxdam;
1711} 1426}
1712 1427
1713/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1428/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1714 * Returns 0 this is not friendly fire 1429 * Returns 0 this is not friendly fire
1715 */ 1430 */
1716
1717int 1431int
1718friendly_fire (object *op, object *hitter) 1432friendly_fire (object *op, object *hitter)
1719{ 1433{
1720 object *owner; 1434 object *owner;
1721 int friendlyfire; 1435 int friendlyfire;
1731 return 0; 1445 return 0;
1732 1446
1733 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1447 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1734 return 1; 1448 return 1;
1735 1449
1736 if ((owner = get_owner (hitter)) != NULL) 1450 if ((owner = hitter->owner) != NULL)
1737 { 1451 {
1738 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1452 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1739 friendlyfire = 2; 1453 friendlyfire = 2;
1740 } 1454 }
1741 1455
1742 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1456 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1743 friendlyfire = 0; 1457 friendlyfire = 0;
1744 } 1458 }
1459
1745 return friendlyfire; 1460 return friendlyfire;
1746} 1461}
1747
1748 1462
1749/* This isn't used just for players, but in fact most objects. 1463/* This isn't used just for players, but in fact most objects.
1750 * op is the object to be hit, dam is the amount of damage, hitter 1464 * op is the object to be hit, dam is the amount of damage, hitter
1751 * is what is hitting the object, type is the attacktype, and 1465 * is what is hitting the object, type is the attacktype, and
1752 * full_hit is set if monster area does not matter. 1466 * full_hit is set if monster area does not matter.
1753 * dam is base damage - protections/vulnerabilities/slaying matches can 1467 * dam is base damage - protections/vulnerabilities/slaying matches can
1754 * modify it. 1468 * modify it.
1755 */ 1469 */
1756
1757 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1470/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1758 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1471 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1759
1760int 1472int
1761hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1473hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1762{ 1474{
1763 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1475 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1764 int maxattacktype, attacknum; 1476 int maxattacktype, attacknum;
1765 int body_attack = op && op->head; /* Did we hit op's head? */ 1477 int body_attack = op && op->head; /* Did we hit op's head? */
1766 int simple_attack; 1478 int simple_attack;
1767 tag_t op_tag, hitter_tag;
1768 int rtn_kill = 0; 1479 int rtn_kill = 0;
1769 int friendlyfire; 1480 int friendlyfire;
1770 1481
1771 if (get_attack_mode (&op, &hitter, &simple_attack)) 1482 if (get_attack_mode (&op, &hitter, &simple_attack))
1772 return 0; 1483 return 0;
1773 1484
1774 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1485 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1775 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1486 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1776 return 0; 1487 return 0;
1777 1488
1778#ifdef PROHIBIT_PLAYERKILL 1489 // only allow pk for hostile players
1779 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1780 { 1491 {
1781 object *owner = get_owner (hitter); 1492 object *owner = hitter->owner;
1782 1493
1783 if (!owner) 1494 if (!owner)
1784 owner = hitter; 1495 owner = hitter;
1785 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1496
1786 { 1497 if (owner->type == PLAYER
1498 && (!op_on_battleground (op, 0, 0)
1499 && (op->contr->peaceful || owner->contr->peaceful))
1500 && op != owner)
1787 return 0; 1501 return 0;
1788 }
1789 } 1502 }
1790#endif
1791
1792 op_tag = op->count;
1793 hitter_tag = hitter->count;
1794 1503
1795 if (body_attack) 1504 if (body_attack)
1796 { 1505 {
1797 /* slow and paralyze must hit the head. But we don't want to just 1506 /* slow and paralyze must hit the head. But we don't want to just
1798 * return - we still need to process other attacks the spell still 1507 * return - we still need to process other attacks the spell still
1804 * attack so we don't cancel out things like magic bullet. 1513 * attack so we don't cancel out things like magic bullet.
1805 */ 1514 */
1806 if (type & (AT_PARALYZE | AT_SLOW)) 1515 if (type & (AT_PARALYZE | AT_SLOW))
1807 { 1516 {
1808 type &= ~(AT_PARALYZE | AT_SLOW); 1517 type &= ~(AT_PARALYZE | AT_SLOW);
1518
1809 if (!type || type == AT_MAGIC) 1519 if (!type || type == AT_MAGIC)
1810 return 0; 1520 return 0;
1811 } 1521 }
1812 } 1522 }
1813 1523
1814 if (!simple_attack && op->type == DOOR) 1524 if (!simple_attack && op->type == DOOR)
1815 { 1525 {
1816 object *tmp;
1817
1818 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1526 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1819 if (tmp->type == RUNE || tmp->type == TRAP) 1527 if (tmp->type == RUNE || tmp->type == TRAP)
1820 { 1528 {
1821 spring_trap (tmp, hitter); 1529 spring_trap (tmp, hitter);
1530
1822 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1531 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1823 return 0; 1532 return 0;
1533
1824 break; 1534 break;
1825 } 1535 }
1826 } 1536 }
1827 1537
1828 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1538 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1829 { 1539 {
1830 /* FIXME: If a player is killed by a rune in a door, the 1540 /* FIXME: If a player is killed by a rune in a door, the
1831 * was_destroyed() check above doesn't return, and might get here. 1541 * destroyed() check above doesn't return, and might get here.
1832 */ 1542 */
1543
1544 /* FIXME: This for example happens when a dead door is on a mover and
1545 gets it's speed_left raised on each mover-tick.
1546 Doors are removed in a kinda funny way by giving them speed and speed_left
1547 and waiting for that to run out.
1548 */
1833 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1549 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1834 return 0; 1550 return 0;
1835 } 1551 }
1836 1552
1837#ifdef ATTACK_DEBUG 1553#ifdef ATTACK_DEBUG
1838 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1554 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1844 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1560 * in case 0>dam>1, we try to "simulate" a float value-effect */
1845 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1561 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1846 if (dam >= 100) 1562 if (dam >= 100)
1847 dam /= 100; 1563 dam /= 100;
1848 else 1564 else
1849 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1565 dam = (dam > rndm (0, 99)) ? 1 : 0;
1850 } 1566 }
1851 1567
1852 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1568 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1853 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1569 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1854 */ 1570 */
1865 */ 1581 */
1866 if (type & AT_HOLYWORD) 1582 if (type & AT_HOLYWORD)
1867 { 1583 {
1868 object *god; 1584 object *god;
1869 1585
1870 if ((!hitter->slaying || 1586 if ((!hitter->slaying
1871 (!(op->race && strstr (hitter->slaying, op->race)) && 1587 || (!(op->race && hitter->slaying.contains (op->race))
1872 !(op->name && strstr (hitter->slaying, op->name)))) && 1588 && !(op->name && hitter->slaying.contains (op->name))))
1873 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1589 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1874 (hitter->title != NULL 1590 || (hitter->title
1875 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1591 && (god = find_god (determine_god (hitter))) != NULL
1592 && god->race.contains (shstr_undead))))
1876 return 0; 1593 return 0;
1877 } 1594 }
1878 1595
1879 maxattacktype = type; /* initialize this to something */ 1596 maxattacktype = type; /* initialise this to something */
1880 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1597 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1881 { 1598 {
1882 /* Magic isn't really a true attack type - it gets combined with other 1599 /* Magic isn't really a true attack type - it gets combined with other
1883 * attack types. As such, skip it over. However, if magic is 1600 * attack types. As such, skip it over. However, if magic is
1884 * the only attacktype in the group, then still attack with it 1601 * the only attacktype in the group, then still attack with it
1912 */ 1629 */
1913 friendlyfire = friendly_fire (op, hitter); 1630 friendlyfire = friendly_fire (op, hitter);
1914 if (friendlyfire && maxdam) 1631 if (friendlyfire && maxdam)
1915 { 1632 {
1916 maxdam = ((dam * settings.set_friendly_fire) / 100); 1633 maxdam = ((dam * settings.set_friendly_fire) / 100);
1917#ifndef COZY_SERVER
1918 maxdam++;
1919#endif
1920 1634
1921#ifdef ATTACK_DEBUG 1635#ifdef ATTACK_DEBUG
1922 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1636 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1923 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1637 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1924#endif 1638#endif
1925 } 1639 }
1926 1640
1927 if (!full_hit) 1641 if (!full_hit)
1928 { 1642 {
1929 archetype *at;
1930 int area; 1643 int area;
1931 int remainder; 1644 int remainder;
1932 1645
1933 area = 0; 1646 area = 0;
1934 for (at = op->arch; at != NULL; at = at->more) 1647
1648 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1935 area++; 1649 area++;
1650
1936 assert (area > 0); 1651 assert (area > 0);
1937 1652
1938 /* basically: maxdam /= area; we try to "simulate" a float 1653 /* basically: maxdam /= area; we try to "simulate" a float
1939 value-effect */ 1654 value-effect */
1940 remainder = 100 * (maxdam % area) / area; 1655 remainder = 100 * (maxdam % area) / area;
1941 maxdam /= area; 1656 maxdam /= area;
1942 if (RANDOM () % 100 < remainder) 1657 if (rndm (100) < remainder)
1943 maxdam++; 1658 maxdam++;
1944 } 1659 }
1945 1660
1946#ifdef ATTACK_DEBUG 1661#ifdef ATTACK_DEBUG
1947 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1662 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1948#endif 1663#endif
1949 1664
1950 if (get_owner (hitter)) 1665 // for now, only do this for active objects, otherwise they
1666 // keep a refcount for a long time and I see no usefulness
1667 // for an non-active objetc to know its enemy.
1668 if (op->active)
1669 if (hitter->owner)
1951 op->enemy = hitter->owner; 1670 op->enemy = hitter->owner;
1952 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1671 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1953 op->enemy = hitter; 1672 op->enemy = hitter;
1954 1673
1955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1674 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1956 { 1675 {
1957 /* The unaggressives look after themselves 8) */ 1676 /* The unaggressives look after themselves 8) */
1958 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1677 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1980 1699
1981 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1700 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1982 { 1701 {
1983 if (maxdam) 1702 if (maxdam)
1984 tear_down_wall (op); 1703 tear_down_wall (op);
1704
1985 return maxdam; /* nothing more to do for wall */ 1705 return maxdam; /* nothing more to do for wall */
1986 } 1706 }
1987 1707
1988 /* See if the creature has been killed */ 1708 /* See if the creature has been killed */
1989 rtn_kill = kill_object (op, maxdam, hitter, type); 1709 rtn_kill = kill_object (op, maxdam, hitter, type);
1990 if (rtn_kill != -1) 1710 if (rtn_kill != -1)
1991 return rtn_kill; 1711 return rtn_kill;
1992
1993 1712
1994 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1713 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1995 * that before if the player was immune to ghosthit, the monster 1714 * that before if the player was immune to ghosthit, the monster
1996 * remained - that is no longer the case. 1715 * remained - that is no longer the case.
1997 */ 1716 */
1998 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1717 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1999 { 1718 hitter->drop_and_destroy ();
2000 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2001 remove_friendly_object (hitter);
2002 remove_ob (hitter);
2003 free_object (hitter);
2004 }
2005 /* Lets handle creatures that are splitting now */ 1719 /* Lets handle creatures that are splitting now */
2006 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1720 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2007 { 1721 {
2008 int i; 1722 int i;
2009 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1723 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2010 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1724 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2011 object *owner = get_owner (op); 1725 object *owner = op->owner;
2012 1726
2013 if (!op->other_arch) 1727 if (!op->other_arch)
2014 { 1728 {
2015 LOG (llevError, "SPLITTING without other_arch error.\n"); 1729 LOG (llevError, "SPLITTING without other_arch error.\n");
2016 return maxdam; 1730 return maxdam;
2017 } 1731 }
1732
2018 remove_ob (op); 1733 op->remove ();
2019 for (i = 0; i < NROFNEWOBJS (op); i++) 1734
1735 for (i = 0; i < op->stats.food; i++)
2020 { /* This doesn't handle op->more yet */ 1736 { /* This doesn't handle op->more yet */
2021 object *tmp = arch_to_object (op->other_arch); 1737 object *tmp = arch_to_object (op->other_arch);
2022 int j; 1738 int j;
2023 1739
2024 tmp->stats.hp = op->stats.hp; 1740 tmp->stats.hp = op->stats.hp;
1741
2025 if (friendly) 1742 if (friendly)
2026 { 1743 {
2027 SET_FLAG (tmp, FLAG_FRIENDLY);
2028 add_friendly_object (tmp); 1744 add_friendly_object (tmp);
2029 tmp->attack_movement = PETMOVE; 1745 tmp->attack_movement = PETMOVE;
1746
2030 if (owner != NULL) 1747 if (owner)
2031 set_owner (tmp, owner); 1748 tmp->set_owner (owner);
2032 } 1749 }
1750
2033 if (unaggressive) 1751 if (unaggressive)
2034 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1752 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1753
2035 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1754 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1755
2036 if (j == -1) /* No spot to put this monster */ 1756 if (j == -1) /* No spot to put this monster */
2037 free_object (tmp); 1757 tmp->destroy ();
2038 else 1758 else
2039 { 1759 {
2040 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1760 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2041 insert_ob_in_map (tmp, op->map, NULL, 0); 1761 insert_ob_in_map (tmp, op->map, NULL, 0);
2042 } 1762 }
2043 } 1763 }
2044 if (friendly) 1764
2045 remove_friendly_object (op); 1765 op->destroy ();
2046 free_object (op);
2047 } 1766 }
2048 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1767 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2049 { 1768 hitter->drop_and_destroy ();
2050 remove_ob (hitter); 1769
2051 free_object (hitter);
2052 }
2053 return maxdam; 1770 return maxdam;
2054} 1771}
2055
2056 1772
2057void 1773void
2058poison_player (object *op, object *hitter, int dam) 1774poison_player (object *op, object *hitter, int dam)
2059{ 1775{
2060 archetype *at = find_archetype ("poisoning"); 1776 archetype *at = archetype::find ("poisoning");
2061 object *tmp = present_arch_in_ob (at, op); 1777 object *tmp = present_arch_in_ob (at, op);
2062 1778
2063 if (tmp == NULL) 1779 if (tmp == NULL)
2064 { 1780 {
2065 if ((tmp = arch_to_object (at)) == NULL) 1781 if ((tmp = arch_to_object (at)) == NULL)
2078 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1794 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2079 tmp->stats.dam += hitter->level / 2; 1795 tmp->stats.dam += hitter->level / 2;
2080 else 1796 else
2081 tmp->stats.dam = dam; 1797 tmp->stats.dam = dam;
2082 1798
2083 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1799 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2084 if (hitter->skill && hitter->skill != tmp->skill) 1800 if (hitter->skill && hitter->skill != tmp->skill)
2085 { 1801 {
2086 tmp->skill = hitter->skill; 1802 tmp->skill = hitter->skill;
2087 } 1803 }
2088 1804
2094 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1810 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2095 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1811 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2096 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1812 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2097 tmp->stats.Int = MAX (-dam / 7, -10); 1813 tmp->stats.Int = MAX (-dam / 7, -10);
2098 SET_FLAG (tmp, FLAG_APPLIED); 1814 SET_FLAG (tmp, FLAG_APPLIED);
2099 fix_player (op); 1815 op->update_stats ();
2100 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1816 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1817 op->play_sound (tmp->sound);
2101 } 1818 }
1819
2102 if (hitter->type == PLAYER) 1820 if (hitter->type == PLAYER)
2103 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1821 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2104 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1822 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2105 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1823 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2106 } 1824 }
1825
2107 tmp->speed_left = 0; 1826 tmp->speed_left = 0;
2108 } 1827 }
2109 else 1828 else
2110 tmp->stats.food++; 1829 tmp->stats.food++;
2111} 1830}
2112 1831
2113void 1832void
2114slow_player (object *op, object *hitter, int dam) 1833slow_player (object *op, object *hitter, int dam)
2115{ 1834{
2116 archetype *at = find_archetype ("slowness"); 1835 archetype *at = archetype::find ("slowness");
2117 object *tmp; 1836 object *tmp;
2118 1837
2119 if (at == NULL) 1838 if (at == NULL)
2120 {
2121 LOG (llevError, "Can't find slowness archetype.\n"); 1839 LOG (llevError, "Can't find slowness archetype.\n");
2122 } 1840
2123 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1841 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2124 { 1842 {
2125 tmp = arch_to_object (at); 1843 tmp = arch_to_object (at);
2126 tmp = insert_ob_in_ob (tmp, op); 1844 tmp = insert_ob_in_ob (tmp, op);
2127 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1845 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2128 } 1846 }
2129 else 1847 else
2130 tmp->stats.food++; 1848 tmp->stats.food++;
1849
2131 SET_FLAG (tmp, FLAG_APPLIED); 1850 SET_FLAG (tmp, FLAG_APPLIED);
2132 tmp->speed_left = 0; 1851 tmp->speed_left = 0;
2133 fix_player (op); 1852 op->update_stats ();
2134} 1853}
2135 1854
2136void 1855void
2137confuse_player (object *op, object *hitter, int dam) 1856confuse_player (object *op, object *hitter, int dam)
2138{ 1857{
2152 tmp->speed = 0.05; 1871 tmp->speed = 0.05;
2153 tmp->subtype = FORCE_CONFUSION; 1872 tmp->subtype = FORCE_CONFUSION;
2154 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1873 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2155 tmp->name = "confusion"; 1874 tmp->name = "confusion";
2156 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1875 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1876
2157 if (tmp->duration > maxduration) 1877 if (tmp->duration > maxduration)
2158 tmp->duration = maxduration; 1878 tmp->duration = maxduration;
2159 1879
2160 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1880 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2161 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1881 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1882
2162 SET_FLAG (op, FLAG_CONFUSED); 1883 SET_FLAG (op, FLAG_CONFUSED);
2163} 1884}
2164 1885
2165void 1886void
2166blind_player (object *op, object *hitter, int dam) 1887blind_player (object *op, object *hitter, int dam)
2182 */ 1903 */
2183 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 1904 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2184 1905
2185 tmp = insert_ob_in_ob (tmp, op); 1906 tmp = insert_ob_in_ob (tmp, op);
2186 change_abil (op, tmp); /* Mostly to display any messages */ 1907 change_abil (op, tmp); /* Mostly to display any messages */
2187 fix_player (op); /* This takes care of some other stuff */ 1908 op->update_stats (); /* This takes care of some other stuff */
2188 1909
2189 if (hitter->owner) 1910 if (hitter->owner)
2190 owner = get_owner (hitter); 1911 owner = hitter->owner;
2191 else 1912 else
2192 owner = hitter; 1913 owner = hitter;
2193 1914
2194 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1915 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2195 } 1916 }
2232 op->speed_left = (float) -(FABS (op->speed) * max); 1953 op->speed_left = (float) -(FABS (op->speed) * max);
2233 1954
2234/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1955/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2235} 1956}
2236 1957
2237
2238/* Attempts to kill 'op'. hitter is the attack object, dam is 1958/* Attempts to kill 'op'. hitter is the attack object, dam is
2239 * the computed damaged. 1959 * the computed damaged.
2240 */ 1960 */
2241void 1961static void
2242deathstrike_player (object *op, object *hitter, int *dam) 1962deathstrike_player (object *op, object *hitter, int *dam)
2243{ 1963{
2244 /* The intention of a death attack is to kill outright things 1964 /* The intention of a death attack is to kill outright things
2245 ** that are a lot weaker than the attacker, have a chance of killing 1965 ** that are a lot weaker than the attacker, have a chance of killing
2246 ** things somewhat weaker than the caster, and no chance of 1966 ** things somewhat weaker than the caster, and no chance of
2250 ** field of the deathstriking object */ 1970 ** field of the deathstriking object */
2251 1971
2252 int atk_lev, def_lev, kill_lev; 1972 int atk_lev, def_lev, kill_lev;
2253 1973
2254 if (hitter->slaying) 1974 if (hitter->slaying)
2255 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1975 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1976 || (op->race && hitter->slaying.contains (op->race))))
2256 return; 1977 return;
2257 1978
2258 def_lev = op->level; 1979 def_lev = op->level;
2259 if (def_lev < 1) 1980 if (def_lev < 1)
2260 { 1981 {
2261 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1982 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2262 def_lev = 1; 1983 def_lev = 1;
2263 } 1984 }
1985
2264 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1986 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2265 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1987 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2266 atk_lev, def_lev); */ 1988 atk_lev, def_lev); */
2267 1989
2268 if (atk_lev >= def_lev) 1990 if (atk_lev >= def_lev)
2283 */ 2005 */
2284 *dam *= kill_lev / def_lev; 2006 *dam *= kill_lev / def_lev;
2285 } 2007 }
2286 } 2008 }
2287 else 2009 else
2288 {
2289 *dam = 0; /* no harm done */ 2010 *dam = 0; /* no harm done */
2011}
2012
2013/* This returns the amount of damage hitter does to op with the
2014 * appropriate attacktype. Only 1 attacktype should be set at a time.
2015 * This doesn't damage the player, but returns how much it should
2016 * take. However, it will do other effects (paralyzation, slow, etc.)
2017 * Note - changed for PR code - we now pass the attack number and not
2018 * the attacktype. Makes it easier for the PR code. */
2019int
2020hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2021{
2022 int doesnt_slay = 1;
2023
2024 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2025 if (attacknum >= NROFATTACKS)
2290 } 2026 {
2291} 2027 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2292 2028 return 0;
2293/* thrown_item_effect() - handles any special effects of thrown
2294 * items (like attacking living creatures--a potion thrown at a
2295 * monster).
2296 */
2297static void
2298thrown_item_effect (object *hitter, object *victim)
2299{
2300 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2301 { 2029 }
2302 /* May not need a switch for just 2 types, but this makes it 2030
2303 * easier for expansion. 2031 if (dam < 0)
2032 {
2033 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2034 dam, hitter->debug_desc (), op->debug_desc ());
2035 return 0;
2036 }
2037
2038 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2039 * people can't mess with that or it otherwise get confused. */
2040 if (attacknum == ATNR_INTERNAL)
2041 return dam;
2042
2043 if (hitter->slaying)
2044 {
2045 if ((op->race && hitter->slaying.contains (op->race))
2046 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2304 */ 2047 {
2305 switch (hitter->type) 2048 doesnt_slay = 0;
2049 dam *= 3;
2306 { 2050 }
2307 case POTION: 2051 }
2308 /* should player get a save throw instead of checking magic protection? */ 2052
2309 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2053 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2310 (void) apply_potion (victim, hitter); 2054 if (op->resist[attacknum])
2055 {
2056 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2057 * in case 0>dam>1, we try to "simulate" a float value-effect */
2058 dam *= (100 - op->resist[attacknum]);
2059 if (dam >= 100)
2060 dam /= 100;
2061 else
2062 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2063 }
2064
2065 /* Special hack. By default, if immune to something, you
2066 * shouldn't need to worry. However, acid is an exception, since
2067 * it can still damage your items. Only include attacktypes if
2068 * special processing is needed */
2069
2070 if (op->resist[attacknum] >= 100
2071 && doesnt_slay
2072 && attacknum != ATNR_ACID)
2073 return 0;
2074
2075 /* Keep this in order - makes things easier to find */
2076
2077 switch (attacknum)
2078 {
2079 case ATNR_PHYSICAL:
2080 /* here also check for diseases */
2081 check_physically_infect (op, hitter);
2311 break; 2082 break;
2312 2083
2313 case POISON: /* poison drinks */ 2084 /* Don't need to do anything for:
2314 /* As with potions, should monster get a save? */ 2085 magic,
2315 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2086 fire,
2316 apply_poison (victim, hitter); 2087 electricity,
2088 cold */
2089
2090 case ATNR_CONFUSION:
2091 case ATNR_POISON:
2092 case ATNR_SLOW:
2093 case ATNR_PARALYZE:
2094 case ATNR_FEAR:
2095 case ATNR_CANCELLATION:
2096 case ATNR_DEPLETE:
2097 case ATNR_BLIND:
2098 {
2099 /* chance for inflicting a special attack depends on the
2100 * difference between attacker's and defender's level
2101 */
2102 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
2103
2104 /* First, only creatures/players with speed can be affected.
2105 * Second, just getting hit doesn't mean it always affects
2106 * you. Third, you still get a saving through against the
2107 * effect.
2108 */
2109 if (op->speed &&
2110 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
2111 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2112 {
2113
2114 /* Player has been hit by something */
2115 if (attacknum == ATNR_CONFUSION)
2116 confuse_player (op, hitter, dam);
2117 else if (attacknum == ATNR_POISON)
2118 poison_player (op, hitter, dam);
2119 else if (attacknum == ATNR_SLOW)
2120 slow_player (op, hitter, dam);
2121 else if (attacknum == ATNR_PARALYZE)
2122 paralyze_player (op, hitter, dam);
2123 else if (attacknum == ATNR_FEAR)
2124 scare_creature (op, hitter);
2125 else if (attacknum == ATNR_CANCELLATION)
2126 cancellation (op);
2127 else if (attacknum == ATNR_DEPLETE)
2128 op->drain_stat ();
2129 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2130 blind_player (op, hitter, dam);
2131 }
2132
2133 dam = 0; /* These are all effects and don't do real damage */
2134 }
2317 break; 2135 break;
2318 2136
2319 /* Removed case statements that did nothing. 2137 case ATNR_ACID:
2320 * food may be poisonous, but monster must be willing to eat it, 2138 {
2321 * so we don't handle it here. 2139 int flag = 0;
2322 * Containers should perhaps break open, but that code was disabled. 2140
2141 /* Items only get corroded if you're not on a battleground and
2142 * if your acid resistance is below 50%. */
2143 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2144 {
2145 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2146 {
2147 if (tmp->invisible)
2148 continue;
2149 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2150 /* >= 10% acid res. on items will protect these */
2151 continue;
2152 if (!(tmp->materials & M_IRON))
2153 continue;
2154 if (tmp->magic < -4) /* Let's stop at -5 */
2155 continue;
2156 if (tmp->type == RING
2157 /* removed boots and gloves from exclusion list in PR */
2158 || tmp->type == GIRDLE
2159 || tmp->type == AMULET
2160 || tmp->type == WAND
2161 || tmp->type == ROD
2162 || tmp->type == HORN)
2163 continue; /* To avoid some strange effects */
2164
2165 /* High damage acid has better chance of corroding
2166 objects */
2167 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2168 {
2169 flag = 1;
2170 tmp->magic--;
2171
2172 if (object *pl = tmp->visible_to ())
2173 {
2174 /* Make this more visible */
2175 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2176 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2177
2178 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2179 }
2180 }
2181 }
2182
2183 if (flag)
2184 op->update_stats (); /* Something was corroded */
2185 }
2186 }
2187 break;
2188
2189 case ATNR_DRAIN:
2190 {
2191 /* rate is the proportion of exp drained. High rate means
2192 * not much is drained, low rate means a lot is drained.
2193 */
2194 int rate;
2195
2196 if (op->resist[ATNR_DRAIN] >= 0)
2197 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2198 else
2199 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2200
2201 if (op->stats.exp <= rate)
2202 {
2203 if (op->type == GOLEM)
2204 dam = 999; /* Its force is "sucked" away. 8) */
2205 else
2206 /* If we can't drain, lets try to do physical damage */
2207 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2208 }
2209 else
2210 {
2211 /* Randomly give the hitter some hp */
2212 if (hitter->stats.hp < hitter->stats.maxhp &&
2213 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2214 hitter->stats.hp++;
2215
2216 /* Can't do drains on battleground spaces.
2217 * Move the wiz check up here - before, the hitter wouldn't gain exp
2218 * exp, but the wiz would still lose exp! If drainee is a wiz,
2219 * nothing happens.
2220 * Try to credit the owner. We try to display player -> player drain
2221 * attacks, hence all the != PLAYER checks.
2323 */ 2222 */
2223 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2224 {
2225 object *owner = hitter->owner;
2226
2227 if (owner && owner != hitter)
2228 {
2229 if (op->type != PLAYER || owner->type != PLAYER)
2230 change_exp (owner, op->stats.exp / (rate * 2),
2231 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2232 }
2233 else if (op->type != PLAYER || hitter->type != PLAYER)
2234 change_exp (hitter, op->stats.exp / (rate * 2),
2235 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2236
2237 change_exp (op, -op->stats.exp / rate, NULL, 0);
2238 }
2239
2240 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2241 * drain attack, you won't know that you are actually sucking out EXP,
2242 * as the messages will say you missed
2243 */
2244 }
2245 }
2246 break;
2247
2248 case ATNR_TURN_UNDEAD:
2324 } 2249 {
2325 } 2250 if (QUERY_FLAG (op, FLAG_UNDEAD))
2326} 2251 {
2252 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2253 object *god = find_god (determine_god (owner));
2254 int div = 1;
2327 2255
2328/* adj_attackroll() - adjustments to attacks by various conditions */ 2256 /* if undead are not an enemy of your god, you turn them
2257 * at half strength */
2258 if (!god || !god->slaying.contains (shstr_undead))
2259 div = 2;
2329 2260
2330int 2261 /* Give a bonus if you resist turn undead */
2331adj_attackroll (object *hitter, object *target) 2262 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2332{ 2263 scare_creature (op, owner);
2333 object *attacker = hitter; 2264 }
2334 int adjust = 0; 2265 else
2266 dam = 0; /* don't damage non undead - should we damage
2267 undead? */
2268 }
2269 break;
2335 2270
2336 /* safety */ 2271 case ATNR_DEATH:
2337 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2272 deathstrike_player (op, hitter, &dam);
2338 { 2273 break;
2339 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2340 return 0;
2341 }
2342 2274
2343 /* aimed missiles use the owning object's sight */ 2275 case ATNR_CHAOS:
2344 if (is_aimed_missile (hitter)) 2276 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2345 { 2277 dam = 0;
2346 if ((attacker = get_owner (hitter)) == NULL) 2278 break;
2347 attacker = hitter; 2279
2348 /* A player who saves but hasn't quit still could have objects 2280 case ATNR_COUNTERSPELL:
2349 * owned by him - need to handle that case to avoid crashes. 2281 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2282 dam = 0;
2283 /* This should never happen. Counterspell is handled
2284 * seperately and filtered out. If this does happen,
2285 * Counterspell has no effect on anything but spells, so it
2286 * does no damage. */
2287 break;
2288
2289 case ATNR_HOLYWORD:
2290 {
2291 /* This has already been handled by hit_player,
2292 * no need to check twice -- DAMN */
2293 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2294
2295 /* As with turn undead above, give a bonus on the saving throw */
2296 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2297 scare_creature (op, owner);
2298 }
2299 break;
2300
2301 case ATNR_LIFE_STEALING:
2302 {
2303 int new_hp;
2304
2305 /* this is replacement to drain for players, instead of taking
2306 * exp it takes hp. It is geared for players, probably not
2307 * much use giving it to monsters
2308 *
2309 * life stealing doesn't do a lot of damage, but it gives the
2310 * damage it does do to the player. Given that,
2311 * it only does 1/10'th normal damage (hence the divide by
2312 * 1000).
2350 */ 2313 */
2351 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2314 /* You can't steal life from something undead */
2352 attacker = hitter; 2315 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2353 }
2354 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2355 return 0;
2356
2357 /* determine the condtions under which we make an attack.
2358 * Add more cases, as the need occurs. */
2359
2360 if (!can_see_enemy (attacker, target))
2361 {
2362 /* target is unseen */
2363 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2364 adjust -= 10;
2365 /* dark map penalty for the hitter (lacks infravision if we got here). */
2366 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2367 adjust -= target->map->darkness;
2368 }
2369
2370 if (QUERY_FLAG (attacker, FLAG_SCARED))
2371 adjust -= 3;
2372
2373 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2374 adjust += 1;
2375
2376 if (QUERY_FLAG (target, FLAG_SCARED))
2377 adjust += 1;
2378
2379 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2380 adjust -= 3;
2381
2382 /* if we attack at a different 'altitude' its harder */
2383 if ((attacker->move_type & target->move_type) == 0)
2384 adjust -= 2;
2385
2386#if 0
2387 /* slower attacks are less likely to succeed. We should use a
2388 * comparison between attacker/target speeds BUT, players have
2389 * a generally faster speed, so this will wind up being a HUGE
2390 * disadantage for the monsters! Too bad, because missiles which
2391 * fly fast should have a better chance of hitting a slower target.
2392 */
2393 if (hitter->speed < target->speed)
2394 adjust += ((float) hitter->speed - target->speed);
2395#endif
2396
2397#if 0
2398 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2399#endif
2400
2401 return adjust;
2402}
2403
2404
2405/* determine if the object is an 'aimed' missile */
2406int
2407is_aimed_missile (object *op)
2408{
2409
2410 /* I broke what used to be one big if into a few nested
2411 * ones so that figuring out the logic is at least possible.
2412 */
2413 if (op && (op->move_type & MOVE_FLYING))
2414 {
2415 if (op->type == ARROW || op->type == THROWN_OBJ)
2416 return 1; 2316 return 0;
2417 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2317
2418 return 1; 2318 /* If drain protection is higher than life stealing, use that */
2319 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2320 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2321 else
2322 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2323
2324 /* You die at -1 hp, not zero. */
2325 if (dam > (op->stats.hp + 1))
2326 dam = op->stats.hp + 1;
2327
2328 new_hp = hitter->stats.hp + dam;
2329 if (new_hp > hitter->stats.maxhp)
2330 new_hp = hitter->stats.maxhp;
2331
2332 if (new_hp > hitter->stats.hp)
2333 hitter->stats.hp = new_hp;
2334 }
2419 } 2335 }
2336
2420 return 0; 2337 return dam;
2421} 2338}
2339

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