ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/attack.C
(Generate patch)

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.10 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.129 by root, Sat Jan 9 13:43:19 2010 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, uint32_t type, object *originator)
92{ 47{
93 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
94 materialtype_t *mt; 49 materialtype_t *mt = op->material;
95 50
96 if (op->materialname == NULL) 51 // destroying objects without material has many bad effects
97 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material)
101 break;
102 }
103 }
104 else
105 mt = name_to_material (op->materialname);
106 if (mt == NULL) 52 if (mt == MATERIAL_NULL)
107 return TRUE; 53 return 1;
54
108 roll = rndm (1, 20); 55 int roll = rndm (1, 20);
109 56
110 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 58 * 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 59 * pure magic is hitting an object, it should save. However, if it
113 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
114 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
115 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
116 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
117 */ 64 */
118 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122 69
123 if (type == 0)
124 return TRUE;
125 if (roll == 20)
126 return TRUE;
127 if (roll == 1)
128 return FALSE;
129 70
130 for (number = 0; number < NROFATTACKS; number++) 71 if (type == 0) return TRUE;
72
73 if (roll == 20) return TRUE;
74 if (roll == 1) return FALSE;
75
76 for_all_bits_sparse_32 (type, number)
131 { 77 {
132 i = 1 << number;
133 if (!(i & type))
134 continue;
135 attacks++; 78 attacks++;
79
136 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
137 saves++; 81 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++; 83 saves++;
140 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141 saves++; 85 saves++;
142 } 86 }
143 87
144 if (saves == attacks || attacks == 0) 88 if (saves == attacks || attacks == 0)
145 return TRUE; 89 return TRUE;
90
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 91 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 92 return FALSE;
93
148 return TRUE; 94 return TRUE;
95}
96
97/* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100void
101cancellation (object *op)
102{
103 if (op->invisible)
104 return;
105
106 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 CLEAR_FLAG (op, FLAG_DAMNED);
120 CLEAR_FLAG (op, FLAG_CURSED);
121 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
122 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
149} 127}
150 128
151/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 131 * calling cancellation, etc.)
154 */ 132 */
155
156void 133void
157save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
158{ 135{
136 op = op->head_ ();
137
159 if (!did_make_save_item (op, type, originator)) 138 if (!did_make_save_item (op, type, originator))
160 { 139 {
161 object *env = op->env; 140 object *env = op->env;
162 int x = op->x, y = op->y; 141 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 142 maptile *m = op->map;
164 143
165 op = stop_item (op); 144 op = stop_item (op);
166 if (op == NULL) 145 if (!op)
167 return; 146 return;
168 147
169 /* Hacked the following so that type LIGHTER will work. 148 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 149 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 150 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 151 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this 152 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn. 153 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 154 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 155 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 156 if (type & (AT_FIRE | AT_ELECTRICITY))
178 { 157 {
179 const char *arch = op->other_arch->name; 158 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
180 159 if (op->type == LAMP || op->type == TORCH)
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 { 160 {
186 if (env) 161 apply_lamp (op, true); // turn on a lamp
162 return;
163 }
164 else if (op->flag [FLAG_IS_LIGHTABLE])
165 {
166 if (op->other_arch)
187 { 167 {
188 op->x = env->x, op->y = env->y; 168 const char *arch = op->other_arch->archname;
189 insert_ob_in_ob (op, env); 169
170 if (op->decrease ())
171 fix_stopped_item (op, m, originator);
172
173 if ((op = archetype::get (arch)))
174 {
190 if (env->contr) 175 if (env)
191 esrv_send_item (env, op); 176 env->insert (op);
177 else
178 m->insert (op, x, y, originator);
179 }
192 } 180 }
181
193 else 182 return;
194 {
195 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0);
197 }
198 } 183 }
199 return;
200 } 184 }
185
201 if (type & AT_CANCELLATION) 186 if (type & AT_CANCELLATION)
202 { /* Cancellation. */ 187 { /* Cancellation. */
203 cancellation (op); 188 cancellation (op);
204 fix_stopped_item (op, m, originator); 189 fix_stopped_item (op, m, originator);
190
205 return; 191 return;
206 } 192 }
193
194 if (type & (AT_FIRE | AT_ELECTRICITY))
195 if (env)
196 {
197 object *op = archetype::get (shstr_burnout);
198 op->x = env->x, op->y = env->y;
199 env->insert (op);
200 }
201 else
202 replace_insert_ob_in_map (shstr_burnout, originator);
203
207 if (op->nrof > 1) 204 if (op->nrof > 1)
208 { 205 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 206 if (op->decrease (rndm (0, op->nrof - 1)))
210 if (op)
211 fix_stopped_item (op, m, originator); 207 fix_stopped_item (op, m, originator);
212 } 208 }
213 else 209 else
214 { 210 {
215 if (op->env) 211 // drop everything to the ground, if possible
216 { 212 op->insert_at (originator);
217 object *tmp = is_player_inv (op->env); 213 op->drop_and_destroy ();
218
219 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count);
222 }
223 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED))
225 remove_ob (op);
226 free_object (op);
227 }
228 if (type & (AT_FIRE | AT_ELECTRICITY))
229 { 214 }
230 if (env) 215
231 {
232 op = get_archetype ("burnout");
233 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env);
235 }
236 else
237 {
238 replace_insert_ob_in_map ("burnout", originator);
239 }
240 }
241 return; 216 return;
242 } 217 }
218
243 /* The value of 50 is arbitrary. */ 219 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 220 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
245 { 221 {
246 object *tmp;
247 archetype *at = find_archetype ("icecube"); 222 archetype *at = archetype::find (shstr_icecube);
248 223
249 if (at == NULL) 224 if (at == NULL)
250 return; 225 return;
226
251 op = stop_item (op); 227 op = stop_item (op);
252 if (op == NULL) 228 if (op == NULL)
253 return; 229 return;
230
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 231 object *tmp = present_arch (at, op->map, op->x, op->y);
232 if (!tmp)
255 { 233 {
256 tmp = arch_to_object (at); 234 tmp = at->instance ();
257 tmp->x = op->x, tmp->y = op->y; 235 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) - 236 /* This was in the old (pre new movement code) -
259 * icecubes have slow_move set to 1 - don't want 237 * icecubes have slow_move set to 1 - don't want
260 * that for ones we create. 238 * that for ones we create.
261 */ 239 */
262 tmp->move_slow_penalty = 0; 240 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0; 241 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0); 242 insert_ob_in_map (tmp, op->map, originator, 0);
265 } 243 }
266 if (!QUERY_FLAG (op, FLAG_REMOVED)) 244
267 remove_ob (op); 245 tmp->insert (op);
268 (void) insert_ob_in_ob (op, tmp);
269 return; 246 return;
270 } 247 }
271} 248}
272 249
273/* Object op is hitting the map. 250/* Object op is hitting the map.
274 * op is going in direction 'dir' 251 * op is going in direction 'dir'
275 * type is the attacktype of the object. 252 * type is the attacktype of the object.
276 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
277 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
278 */ 255 */
279
280int 256int
281hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, uint32_t type, int full_hit)
282{ 258{
283 object *tmp, *next;
284 mapstruct *map; 259 maptile *map;
285 sint16 x, y; 260 sint16 x, y;
286 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
287 262
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED)) 263 if (QUERY_FLAG (op, FLAG_FREED))
291 { 264 {
292 LOG (llevError, "BUG: hit_map(): free object\n"); 265 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0; 266 return 0;
294 } 267 }
295 268
296 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297 { 270 {
298 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
299 return 0; 272 return 0;
300 } 273 }
301 274
302 if (!op->map) 275 if (!op->map)
303 { 276 {
306 } 279 }
307 280
308 if (op->head) 281 if (op->head)
309 op = op->head; 282 op = op->head;
310 283
311 op_tag = op->count; 284 mapxy pos (op);
285 pos.move (dir);
312 286
313 map = op->map; 287 if (!pos.normalise ())
314 x = op->x + freearr_x[dir]; 288 return 0;
315 y = op->y + freearr_y[dir];
316
317 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318 289
319 // elmex: a safe map tile can't be hit! 290 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there. 291 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 292 mapspace &ms = pos.ms ();
293
294 if (ms.flags () & P_SAFE)
322 return 0; 295 return 0;
323 296
324 /* peterm: a few special cases for special attacktypes --counterspell 297 /* peterm: a few special cases for special attacktypes --counterspell
325 * must be out here because it strikes things which are not alive 298 * must be out here because it strikes things which are not alive
326 */ 299 */
327 300 if (type & (AT_COUNTERSPELL | AT_CHAOS))
301 {
328 if (type & AT_COUNTERSPELL) 302 if (type & AT_COUNTERSPELL)
329 { 303 {
330 counterspell (op, dir); /* see spell_effect.c */ 304 counterspell (op, dir); /* see spell_effect.c */
331 305
332 /* If the only attacktype is counterspell or magic, don't need 306 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing. 307 * 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 */ 308 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 309 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
367 break; 310 return 0;
311
312 type &= ~AT_COUNTERSPELL;
313 }
314
315 if (type & AT_CHAOS)
368 } 316 {
317 shuffle_attack (op, 1); /* flag tells it to change the face */
318 update_object (op, UP_OBJ_FACE);
319 type &= ~AT_CHAOS;
320 }
321 }
322
323 /* There may still be objects that were above 'next', but there is no
324 * simple way to find out short of copying all object references and
325 * tags into a temporary array before we start processing the first
326 * object. That's why we just abort on destroy.
327 *
328 * This happens whenever attack spells (like fire) hit a pile
329 * of objects. This is not a bug - nor an error.
330 */
331 for (object *next = ms.bot; next && !next->destroyed (); )
332 {
369 tmp = next; 333 object *tmp = next;
370 next = tmp->above; 334 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 }
379 335
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 336 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube. 337 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used. 338 * This is one of the few cases where on_same_map should not be used.
383 */ 339 */
384 if (tmp->map != map || tmp->x != x || tmp->y != y) 340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
385 continue; 341 continue;
386 342
387 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 343 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 { 344 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit); 345 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1; 346 retflag |= 1;
347
391 if (was_destroyed (op, op_tag)) 348 if (op->destroyed ())
392 break; 349 break;
393 } 350 }
394 /* Here we are potentially destroying an object. If the object has 351 /* 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 352 * 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 353 * that weak walls have is_alive set, which prevent objects from
397 * passing over/through them. We don't care what type of movement 354 * 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 355 * the wall blocks - if it blocks any type of movement, can't be
399 * destroyed right now. 356 * destroyed right now.
357 * Without the material check the server completely fails to work,
358 * objects detsroy themselves, floors get destroyed etc. etc.
400 */ 359 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 360 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
402 { 361 {
403 save_throw_object (tmp, type, op); 362 save_throw_object (tmp, type, op);
363
404 if (was_destroyed (op, op_tag)) 364 if (op->destroyed ())
405 break; 365 break;
406 } 366 }
407 } 367 }
368
408 return 0; 369 return 0;
409} 370}
410 371
411void 372static void
412attack_message (int dam, int type, object *op, object *hitter) 373attack_message (int dam, int type, object *op, object *hitter)
413{ 374{
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0; 376 int i, found = 0;
416 mapstruct *map; 377 maptile *map;
417 object *next, *tmp; 378 object *next, *tmp;
418 379
419 /* put in a few special messages for some of the common attacktypes 380 /* put in a few special messages for some of the common attacktypes
420 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919] 382 * [garbled 20010919]
422 */ 383 */
423
424 if (dam == 9998 && op->type == DOOR) 384 if (dam == 9998 && op->type == DOOR)
425 { 385 {
426 sprintf (buf1, "unlock %s", &op->name); 386 sprintf (buf1, "unlock %s", &op->name);
427 sprintf (buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
428 found++; 388 found++;
429 } 389 }
430 if (dam < 0) 390 else if (dam < 0)
431 { 391 {
432 sprintf (buf1, "hit %s", &op->name); 392 sprintf (buf1, "hit %s", &op->name);
433 sprintf (buf2, " hits"); 393 sprintf (buf2, " hits");
434 found++; 394 found++;
435 } 395 }
438 sprintf (buf1, "missed %s", &op->name); 398 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses"); 399 sprintf (buf2, " misses");
440 found++; 400 found++;
441 } 401 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 402 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 403 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
444 { 404 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 405 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) 406 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447 { 407 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 408 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); 420 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++; 421 found++;
462 break; 422 break;
463 } 423 }
464 } 424 }
465 else if (hitter->type == PLAYER && IS_LIVE (op)) 425 else if (hitter->type == PLAYER && op->is_alive ())
466 { 426 {
467 if (USING_SKILL (hitter, SK_KARATE)) 427 if (USING_SKILL (hitter, SK_KARATE))
468 { 428 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 429 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) 430 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
496 found++; 456 found++;
497 break; 457 break;
498 } 458 }
499 } 459 }
500 } 460 }
461
501 if (found) 462 if (found)
502 { 463 {
503 /* done */ 464 /* done */
504 } 465 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 466 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
506 { 467 {
507 sprintf (buf1, "hit"); /* just in case */ 468 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++) 469 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 470 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 { 471 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 472 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++; 473 found++;
513 break; 474 break;
514 } 475 }
515 } 476 }
516 else if (type & AT_DRAIN && IS_LIVE (op)) 477 else if (type & AT_DRAIN && op->is_alive ())
517 { 478 {
518 /* drain is first, because some items have multiple attypes */ 479 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 480 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) 481 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 { 482 {
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 484 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++; 485 found++;
525 break; 486 break;
526 } 487 }
527 } 488 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 489 else if (type & AT_ELECTRICITY && op->is_alive ())
529 { 490 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 491 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) 492 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 { 493 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 494 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); 495 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++; 496 found++;
536 break; 497 break;
537 } 498 }
538 } 499 }
539 else if (type & AT_COLD && IS_LIVE (op)) 500 else if (type & AT_COLD && op->is_alive ())
540 { 501 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 502 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) 503 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 { 504 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 505 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); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
557 found++; 518 found++;
558 break; 519 break;
559 } 520 }
560 } 521 }
561 else if (hitter->current_weapon != NULL) 522 else if (hitter->current_weapon)
562 { 523 {
563 int mtype; 524 int mtype;
564 525
565 switch (hitter->current_weapon->weapontype) 526 switch (hitter->current_weapon->weapontype)
566 { 527 {
567 case WEAP_HIT: 528 case WEAP_HIT:
568 mtype = ATM_BASIC; 529 mtype = ATM_BASIC;
569 break; 530 break;
570 case WEAP_SLASH: 531 case WEAP_SLASH:
571 mtype = ATM_SLASH; 532 mtype = ATM_SLASH;
572 break; 533 break;
573 case WEAP_PIERCE: 534 case WEAP_PIERCE:
574 mtype = ATM_PIERCE; 535 mtype = ATM_PIERCE;
575 break; 536 break;
576 case WEAP_CLEAVE: 537 case WEAP_CLEAVE:
577 mtype = ATM_CLEAVE; 538 mtype = ATM_CLEAVE;
578 break; 539 break;
579 case WEAP_SLICE: 540 case WEAP_SLICE:
580 mtype = ATM_SLICE; 541 mtype = ATM_SLICE;
581 break; 542 break;
582 case WEAP_STAB: 543 case WEAP_STAB:
583 mtype = ATM_STAB; 544 mtype = ATM_STAB;
584 break; 545 break;
585 case WEAP_WHIP: 546 case WEAP_WHIP:
586 mtype = ATM_WHIP; 547 mtype = ATM_WHIP;
587 break; 548 break;
588 case WEAP_CRUSH: 549 case WEAP_CRUSH:
589 mtype = ATM_CRUSH; 550 mtype = ATM_CRUSH;
590 break; 551 break;
591 case WEAP_BLUD: 552 case WEAP_BLUD:
592 mtype = ATM_BLUD; 553 mtype = ATM_BLUD;
593 break; 554 break;
594 default: 555 default:
595 mtype = ATM_BASIC; 556 mtype = ATM_BASIC;
596 break; 557 break;
597 } 558 }
559
598 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 560 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) 561 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
600 { 562 {
601 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 563 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); 564 strcpy (buf2, attack_mess[mtype][i].buf3);
621 strcpy (buf1, "hit"); 583 strcpy (buf1, "hit");
622 strcpy (buf2, " hits"); 584 strcpy (buf2, " hits");
623 } 585 }
624 586
625 /* bail out if a monster is casting spells */ 587 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 588 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
627 return; 589 return;
628 590
629 /* scale down magic considerably. */ 591 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5)) 592 if (type & AT_MAGIC && rndm (0, 5))
631 return; 593 return;
632 594
633 /* Did a player hurt another player? Inform both! */ 595 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 596 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 { 597 {
636 if (get_owner (hitter) != NULL) 598 if (hitter->owner != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 599 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else 600 else
639 { 601 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2); 602 sprintf (buf, "%s%s you.", &hitter->name, buf2);
603
641 if (dam != 0) 604 if (dam != 0)
642 { 605 {
643 if (dam < 10) 606 if (dam < 10)
644 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit1"));
645 else if (dam < 20) 608 else if (dam < 20)
646 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 609 op->contr->play_sound (sound_find ("player_is_hit2"));
647 else 610 else
648 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 611 op->contr->play_sound (sound_find ("player_is_hit3"));
649 } 612 }
650 } 613 }
614
651 new_draw_info (NDI_BLACK, 0, op, buf); 615 new_draw_info (NDI_BLACK, 0, op, buf);
652 } /* end of player hitting player */ 616 } /* end of player hitting player */
653 617
654 if (hitter->type == PLAYER) 618 if (hitter->type == PLAYER)
655 { 619 {
656 sprintf (buf, "You %s.", buf1); 620 sprintf (buf, "You %s.", buf1);
621
657 if (dam != 0) 622 if (dam != 0)
658 { 623 {
659 if (dam < 10) 624 if (dam < 10)
660 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 625 op->play_sound (sound_find ("player_hits1"));
661 else if (dam < 20) 626 else if (dam < 20)
662 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 627 op->play_sound (sound_find ("player_hits2"));
663 else 628 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 629 op->play_sound (sound_find ("player_hits3"));
665 } 630 }
631
666 new_draw_info (NDI_BLACK, 0, hitter, buf); 632 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 } 633 }
668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 634 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
669 { 635 {
670 /* look for stacked spells and start reducing the message chances */ 636 /* 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)) 637 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672 { 638 {
673 i = 4; 639 i = 4;
674 map = hitter->map; 640 map = hitter->map;
675 if (out_of_map (map, hitter->x, hitter->y)) 641 if (out_of_map (map, hitter->x, hitter->y))
676 return; 642 return;
643
677 next = get_map_ob (map, hitter->x, hitter->y); 644 next = GET_MAP_OB (map, hitter->x, hitter->y);
678 if (next) 645 if (next)
679 while (next) 646 while (next)
680 { 647 {
681 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 648 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682 i *= 3; 649 i *= 3;
650
683 tmp = next; 651 tmp = next;
684 next = tmp->above; 652 next = tmp->above;
685 } 653 }
654
686 if (i < 0) 655 if (i < 0)
687 return; 656 return;
657
688 if (rndm (0, i) != 0) 658 if (rndm (0, i) != 0)
689 return; 659 return;
690 } 660 }
691 else if (rndm (0, 5) != 0) 661 else if (rndm (0, 5) != 0)
692 return; 662 return;
663
693 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 664 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 665 op->play_sound (sound_find ("player_hits4"));
695 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 666 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 } 667 }
697} 668}
698
699 669
700static int 670static int
701get_attack_mode (object **target, object **hitter, int *simple_attack) 671get_attack_mode (object **target, object **hitter, int *simple_attack)
702{ 672{
703 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 673 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
704 { 674 {
705 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 675 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
706 return 1; 676 return 1;
707 } 677 }
708 if ((*target)->head) 678
709 *target = (*target)->head; 679 *target = (*target)->head_ ();
710 if ((*hitter)->head)
711 *hitter = (*hitter)->head; 680 *hitter = (*hitter)->head_ ();
681
682 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit
684
712 if ((*hitter)->env != NULL || (*target)->env != NULL) 685 if ((*hitter)->env || (*target)->env)
713 { 686 {
714 *simple_attack = 1; 687 *simple_attack = 1;
715 return 0; 688 return 0;
716 } 689 }
690
717 if (QUERY_FLAG (*target, FLAG_REMOVED) 691 if (QUERY_FLAG (*target, FLAG_REMOVED)
718 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 692 || QUERY_FLAG (*hitter, FLAG_REMOVED)
693 || !(*hitter)->map
694 || !on_same_map (*hitter, *target))
719 { 695 {
720 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697 (*hitter)->debug_desc (), (*target)->debug_desc ());
721 return 1; 698 return 1;
722 } 699 }
700
723 *simple_attack = 0; 701 *simple_attack = 0;
724 return 0; 702 return 0;
725} 703}
726 704
727static int 705static int
728abort_attack (object *target, object *hitter, int simple_attack) 706abort_attack (object *target, object *hitter, int simple_attack)
729{ 707{
730
731/* Check if target and hitter are still in a relation similar to the one 708 /* 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. 709 * determined by get_attack_mode(). Returns true if the relation has changed.
733 */ 710 */
734 int new_mode; 711 int new_mode;
735 712
736 if (hitter->env == target || target->env == hitter) 713 if (hitter->env == target || target->env == hitter)
737 new_mode = 1; 714 new_mode = 1;
738 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 715 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
716 || hitter->map == NULL || !on_same_map (hitter, target))
739 return 1; 717 return 1;
740 else 718 else
741 new_mode = 0; 719 new_mode = 0;
720
742 return new_mode != simple_attack; 721 return new_mode != simple_attack;
743} 722}
744 723
724/* thrown_item_effect() - handles any special effects of thrown
725 * items (like attacking living creatures--a potion thrown at a
726 * monster).
727 */
728static void
745static void thrown_item_effect (object *, object *); 729thrown_item_effect (object *hitter, object *victim)
730{
731 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
732 {
733 /* May not need a switch for just 2 types, but this makes it
734 * easier for expansion.
735 */
736 switch (hitter->type)
737 {
738 case POTION:
739 /* should player get a save throw instead of checking magic protection? */
740 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
741 apply_potion (victim, hitter);
742 break;
743
744 case POISON: /* poison drinks */
745 /* As with potions, should monster get a save? */
746 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
747 apply_poison (victim, hitter);
748 break;
749
750 /* Removed case statements that did nothing.
751 * food may be poisonous, but monster must be willing to eat it,
752 * so we don't handle it here.
753 * Containers should perhaps break open, but that code was disabled.
754 */
755 }
756 }
757}
758
759/* determine if the object is an 'aimed' missile */
760static int
761is_aimed_missile (object *op)
762{
763
764 /* I broke what used to be one big if into a few nested
765 * ones so that figuring out the logic is at least possible.
766 */
767 if (op && (op->move_type & MOVE_FLYING))
768 if (op->type == ARROW || op->type == THROWN_OBJ)
769 return 1;
770 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
771 return 1;
772
773 return 0;
774}
775/* adj_attackroll() - adjustments to attacks by various conditions */
776static int
777adj_attackroll (object *hitter, object *target)
778{
779 object *attacker = hitter;
780 int adjust = 0;
781
782 /* safety */
783 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
784 {
785 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
786 return 0;
787 }
788
789 /* aimed missiles use the owning object's sight */
790 if (is_aimed_missile (hitter))
791 {
792 if ((attacker = hitter->owner) == NULL)
793 attacker = hitter;
794 /* A player who saves but hasn't quit still could have objects
795 * owned by him - need to handle that case to avoid crashes.
796 */
797 if (QUERY_FLAG (attacker, FLAG_REMOVED))
798 attacker = hitter;
799 }
800 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
801 return 0;
802
803 /* determine the condtions under which we make an attack.
804 * Add more cases, as the need occurs. */
805
806 if (!can_see_enemy (attacker, target))
807 {
808 /* target is unseen */
809 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
810 adjust -= 10;
811 /* dark map penalty for the hitter (lacks infravision if we got here). */
812 else if (!stand_in_light (target))
813 adjust -= target->map->darklevel ();
814 }
815
816 if (QUERY_FLAG (attacker, FLAG_SCARED))
817 adjust -= 3;
818
819 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
820 adjust += 1;
821
822 if (QUERY_FLAG (target, FLAG_SCARED))
823 adjust += 1;
824
825 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
826 adjust -= 3;
827
828 /* if we attack at a different 'altitude' its harder */
829 if ((attacker->move_type & target->move_type) == 0)
830 adjust -= 2;
831
832#if 0
833 /* slower attacks are less likely to succeed. We should use a
834 * comparison between attacker/target speeds BUT, players have
835 * a generally faster speed, so this will wind up being a HUGE
836 * disadantage for the monsters! Too bad, because missiles which
837 * fly fast should have a better chance of hitting a slower target.
838 */
839 if (hitter->speed < target->speed)
840 adjust += ((float) hitter->speed - target->speed);
841#endif
842
843#if 0
844 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
845#endif
846
847 return adjust;
848}
746 849
747static int 850static int
748attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 851attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749{ 852{
750 int simple_attack, roll, dam = 0; 853 int simple_attack, roll, dam = 0;
751 uint32 type; 854 uint32 type;
752 shstr op_name; 855 shstr op_name;
753 tag_t op_tag, hitter_tag;
754 856
755 if (get_attack_mode (&op, &hitter, &simple_attack)) 857 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error; 858 goto error;
757 859
758 if (hitter->current_weapon) 860 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 861 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0); 862 return RESULT_INT (0);
761 863
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 864 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0); 865 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767 866
768 /* 867 /*
769 * A little check to make it more difficult to dance forward and back 868 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters. 869 * to avoid ever being hit by monsters.
771 */ 870 */
772 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 871 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > op->speed * -0.3f)
773 { 872 {
774 /* Decrease speed BEFORE calling process_object. Otherwise, an 873 /* Decrease speed BEFORE calling process_object. Otherwise, an
775 * infinite loop occurs, with process_object calling move_monster, 874 * infinite loop occurs, with process_object calling move_monster,
776 * which then gets here again. By decreasing the speed before 875 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail. 876 * we call process_object, the 'if' statement above will fail.
778 */ 877 */
779 op->speed_left--; 878 --op->speed_left;
780 process_object (op); 879 process_object (op);
880
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 881 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
782 goto error; 882 goto error;
783 } 883 }
784 884
785 op_name = op->name; 885 op_name = op->name;
786 886
793 /* See if we hit the creature */ 893 /* See if we hit the creature */
794 if (roll == 20 || op->stats.ac >= base_wc - roll) 894 if (roll == 20 || op->stats.ac >= base_wc - roll)
795 { 895 {
796 int hitdam = base_dam; 896 int hitdam = base_dam;
797 897
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) 898 if (!simple_attack)
816 { 899 {
817 /* If you hit something, the victim should *always* wake up. 900 /* If you hit something, the victim should *always* wake up.
818 * Before, invisible hitters could avoid doing this. 901 * Before, invisible hitters could avoid doing this.
819 * -b.t. */ 902 * -b.t. */
820 if (QUERY_FLAG (op, FLAG_SLEEP)) 903 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP); 904 CLEAR_FLAG (op, FLAG_SLEEP);
822 905
823 /* If the victim can't see the attacker, it may alert others 906 /* If the victim can't see the attacker, it may alert others
824 * for help. */ 907 * for help. */
825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 908 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
826 npc_call_help (op); 909 npc_call_help (op);
827 910
828 /* if you were hidden and hit by a creature, you are discovered */ 911 /* if you were hidden and hit by a creature, you are discovered */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 912 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
830 { 913 {
831 make_visible (op); 914 make_visible (op);
915
832 if (op->type == PLAYER) 916 if (op->type == PLAYER)
833 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 917 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
834 } 918 }
835 919
836 /* thrown items (hitter) will have various effects 920 /* thrown items (hitter) will have various effects
837 * when they hit the victim. For things like thrown daggers, 921 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the 922 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object. 923 * wrapper object.
840 */ 924 */
841 thrown_item_effect (hitter, op); 925 thrown_item_effect (hitter, op);
926
842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 927 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
843 goto leave; 928 goto leave;
844 } 929 }
845 930
846 /* Need to do at least 1 damage, otherwise there is no point 931 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below. 932 * to go further and it will cause FPE's below.
848 */ 933 */
849 if (hitdam <= 0) 934 if (hitdam <= 0)
850 hitdam = 1; 935 hitdam = 1;
851 936
852 type = hitter->attacktype; 937 type = hitter->attacktype;
938
939 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
940 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
941 * This check is important for the most simple monsters out there in the
942 * game content (maps, archs). For example orcs: They would have
943 * no attacktype at all.
944 *
945 * Some time in the future someone should just go into the game data
946 * and fix every monster out there ;-/ Until then we will kill some
947 * more trees in the african rain forests with this check.
948 */
853 if (!type) 949 if (!type)
854 type = AT_PHYSICAL; 950 type = AT_PHYSICAL;
951
855 /* Handle monsters that hit back */ 952 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 953 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 { 954 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 955 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 956 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
957
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 958 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
959
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 960 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
862 goto leave; 961 goto leave;
863 } 962 }
864 963
865 /* In the new attack code, it should handle multiple attack 964 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here. 965 * types in its area, so remove it from here.
867 */ 966 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 967 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
968
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 969 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
870 goto leave; 970 goto leave;
871 } /* end of if hitter hit op */ 971 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */ 972 /* if we missed, dam=0 */
873 973
874 /*attack_message(dam, type, op, hitter); */ 974 /*attack_message(dam, type, op, hitter); */
884} 984}
885 985
886int 986int
887attack_ob (object *op, object *hitter) 987attack_ob (object *op, object *hitter)
888{ 988{
889
890 if (hitter->head)
891 hitter = hitter->head; 989 hitter = hitter->head_ ();
990
892 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 991 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
893} 992}
894 993
895/* op is the arrow, tmp is what is stopping the arrow. 994/* op is the arrow, tmp is what is stopping the arrow.
896 * 995 *
905 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1004 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
906 * stick around. 1005 * stick around.
907 */ 1006 */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1007 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 { 1008 {
910 if (tmp->head != NULL) 1009 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; 1010 return 1;
920 } 1011 }
921 else 1012 else
922 return 0; 1013 return 0;
923} 1014}
931object * 1022object *
932hit_with_arrow (object *op, object *victim) 1023hit_with_arrow (object *op, object *victim)
933{ 1024{
934 object *container, *hitter; 1025 object *container, *hitter;
935 int hit_something = 0; 1026 int hit_something = 0;
936 tag_t victim_tag, hitter_tag;
937 sint16 victim_x, victim_y;
938 1027
939 /* Disassemble missile */ 1028 /* Disassemble missile */
940 if (op->inv) 1029 if (op->inv)
941 { 1030 {
942 container = op; 1031 container = op;
943 hitter = op->inv; 1032 hitter = op->inv;
944 remove_ob (hitter);
945 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1033 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 1034 /* 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 1035 * 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 1036 * removed at the end of this function must be able to deal with empty
949 * THROWN_OBJs. */ 1037 * THROWN_OBJs. */
950 } 1038 }
951 else 1039 else
952 { 1040 {
953 container = NULL; 1041 container = 0;
954 hitter = op; 1042 hitter = op;
955 } 1043 }
956 1044
957 /* Try to hit victim */ 1045 /* 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); 1046 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
964 1047
965 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1048 /* Arrow attacks door, rune of summoning is triggered, demon is put on
966 * arrow, move_apply() calls this function, arrow sticks in demon, 1049 * arrow, move_apply() calls this function, arrow sticks in demon,
967 * attack_ob_simple() returns, and we've got an arrow that still exists 1050 * 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 1051 * but is no longer on the map. Ugh. (Beware: Such things can happen at
969 * other places as well!) 1052 * other places as well!)
970 */ 1053 */
971 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 1054 if (hitter->destroyed () || hitter->env != NULL)
972 { 1055 {
973 if (container) 1056 if (container)
974 { 1057 container->destroy ();
975 remove_ob (container); 1058
976 free_object (container);
977 }
978 return NULL; 1059 return 0;
979 } 1060 }
980 1061
981 /* Missile hit victim */ 1062 /* Missile hit victim */
982 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1063 /* if the speed is > 10, then this is a fast moving arrow, we go straight
983 * through the target 1064 * through the target
984 */ 1065 */
985 if (hit_something && op->speed <= 10.0) 1066 if (hit_something && op->speed <= 10.0)
986 { 1067 {
987 /* Stop arrow */ 1068 /* Stop arrow */
988 if (container == NULL) 1069 if (!container)
989 { 1070 {
990 hitter = fix_stopped_arrow (hitter); 1071 hitter = fix_stopped_arrow (hitter);
991 if (hitter == NULL) 1072 if (!hitter)
992 return NULL; 1073 return 0;
993 } 1074 }
994 else 1075 else
995 { 1076 container->destroy ();
996 remove_ob (container);
997 free_object (container);
998 }
999 1077
1000 /* Try to stick arrow into victim */ 1078 /* Try to stick arrow into victim */
1001 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 1079 if (!victim->destroyed () && stick_arrow (hitter, victim))
1002 return NULL; 1080 return 0;
1003 1081
1004 /* Else try to put arrow on victim's map square 1082 /* Else try to put arrow on victim's map square
1005 * remove check for P_WALL here. If the arrow got to this 1083 * remove check for P_WALL here. If the arrow got to this
1006 * space, that is good enough - with the new movement code, 1084 * space, that is good enough - with the new movement code,
1007 * there is now the potential for lots of spaces where something 1085 * there is now the potential for lots of spaces where something
1008 * can fly over but not otherwise move over. What is the correct 1086 * can fly over but not otherwise move over. What is the correct
1009 * way to handle those otherwise? 1087 * way to handle those otherwise?
1010 */ 1088 */
1011 if (victim_x != hitter->x || victim_y != hitter->y) 1089 if (victim->x != hitter->x || victim->y != hitter->y)
1090 {
1091 if (victim->destroyed ())
1092 hitter->destroy ();
1093 else
1012 { 1094 {
1013 remove_ob (hitter); 1095 hitter->remove ();
1014 hitter->x = victim_x; 1096 hitter->x = victim->x;
1015 hitter->y = victim_y; 1097 hitter->y = victim->y;
1016 insert_ob_in_map (hitter, victim->map, hitter, 0); 1098 insert_ob_in_map (hitter, victim->map, hitter, 0);
1099 }
1017 } 1100 }
1018 else 1101 else
1019 {
1020 /* Else leave arrow where it is */ 1102 /* Else leave arrow where it is */
1021 merge_ob (hitter, NULL); 1103 merge_ob (hitter, NULL);
1022 } 1104
1023 return NULL; 1105 return 0;
1024 } 1106 }
1025 1107
1026 if (hit_something && op->speed >= 10.0) 1108 if (hit_something && op->speed >= 10.0)
1027 op->speed -= 1.0; 1109 op->speed -= 1.0;
1028 1110
1029 /* Missile missed victim - reassemble missile */ 1111 /* Missile missed victim - reassemble missile */
1030 if (container) 1112 if (container)
1031 { 1113 {
1032 remove_ob (hitter); 1114 hitter->remove ();
1033 insert_ob_in_ob (hitter, container); 1115 insert_ob_in_ob (hitter, container);
1034 } 1116 }
1117
1035 return op; 1118 return op;
1036} 1119}
1037 1120
1038 1121static void
1039void
1040tear_down_wall (object *op) 1122tear_down_wall (object *op)
1041{ 1123{
1042 int perc = 0;
1043
1044 if (!op->stats.maxhp) 1124 if (!op->stats.maxhp)
1045 {
1046 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1125 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1047 perc = 1; 1126 else if (!op->has_anim ())
1048 }
1049 else if (!GET_ANIM_ID (op))
1050 { 1127 {
1051 /* Object has been called - no animations, so remove it */ 1128 /* Object has been called - no animations, so remove it */
1052 if (op->stats.hp < 0) 1129 if (op->stats.hp < 0)
1130 op->destroy ();
1053 { 1131
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 */ 1132 return; /* no animations, so nothing more to do */
1060 } 1133 }
1061 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1134
1062 if (perc >= (int) NUM_ANIMATIONS (op)) 1135 // we use frames 1..num-2 as intermediate frames, so
1063 perc = NUM_ANIMATIONS (op) - 1; 1136 // the last frame is used only when hp < 0.
1064 else if (perc < 1) 1137 int perc = clamp (
1065 perc = 1; 1138 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1066 SET_ANIMATION (op, perc); 1139 0, op->anim_frames () - 1
1140 );
1141
1142 op->set_anim_frame (perc);
1067 update_object (op, UP_OBJ_FACE); 1143 update_object (op, UP_OBJ_FACE);
1068 if (perc == NUM_ANIMATIONS (op) - 1) 1144
1145 if (op->stats.hp < 0)
1069 { /* Reached the last animation */ 1146 { /* Reached the last animation */
1070 if (op->face == blank_face) 1147 if (op->face == blank_face)
1071 {
1072 /* If the last face is blank, remove the ob */ 1148 /* If the last face is blank, remove the ob */
1073 remove_ob (op); /* Should update LOS */ 1149 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 1150 else
1081 { /* The last face was not blank, leave an image */ 1151 { /* The last face was not blank, leave an image */
1082 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1152 op->flag [FLAG_BLOCKSVIEW] = false;
1083 update_all_los (op->map, op->x, op->y); 1153 update_all_los (op->map, op->x, op->y);
1084 op->move_block = 0; 1154 op->move_block = 0;
1085 CLEAR_FLAG (op, FLAG_ALIVE); 1155 op->flag [FLAG_ALIVE] = false;
1086 } 1156 }
1087 } 1157 }
1088} 1158}
1089 1159
1090void 1160static void
1091scare_creature (object *target, object *hitter) 1161scare_creature (object *target, object *hitter)
1092{ 1162{
1093 object *owner = get_owner (hitter); 1163 target->flag [FLAG_SCARED] = true;
1094 1164
1095 if (!owner)
1096 owner = hitter;
1097
1098 SET_FLAG (target, FLAG_SCARED);
1099 if (!target->enemy) 1165 if (!target->enemy)
1100 target->enemy = owner; 1166 target->enemy = hitter->outer_owner ();
1101} 1167}
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 1168
1412/* GROS: This code comes from hit_player. It has been made external to 1169/* 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. 1170 * allow script procedures to "kill" objects in a combat-like fashion.
1414 * It was initially used by (kill-object) developed for the Collector's 1171 * It was initially used by (kill-object) developed for the Collector's
1415 * Sword. Note that nothing has been changed from the original version 1172 * Sword. Note that nothing has been changed from the original version
1426 */ 1183 */
1427int 1184int
1428kill_object (object *op, int dam, object *hitter, int type) 1185kill_object (object *op, int dam, object *hitter, int type)
1429{ 1186{
1430 char buf[MAX_BUF]; 1187 char buf[MAX_BUF];
1431 const char *skill; 1188 shstr skill;
1432 int maxdam = 0; 1189 int maxdam = 0;
1433 int battleg = 0; /* true if op standing on battleground */ 1190 int battleg = 0; /* true if op standing on battleground */
1434 int pk = 0; /* true if op and what controls hitter are both players */ 1191 int pk = 0; /* true if op and what controls hitter are both players */
1435 object *owner = NULL; 1192 object *owner = 0;
1436 object *skop = NULL; 1193 object *skop = 0;
1437 1194
1438 if (op->stats.hp >= 0) 1195 if (op->stats.hp >= 0)
1439 return -1; 1196 return -1;
1440 1197
1441 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1198 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1450 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1207 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1451 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1208 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1452 1209
1453 if (op->type == DOOR) 1210 if (op->type == DOOR)
1454 { 1211 {
1455 op->speed = 0.1; 1212 op->set_speed (0.1f);
1456 update_ob_speed (op);
1457 op->speed_left = -0.05; 1213 op->speed_left = -0.05f;
1458 return maxdam; 1214 return maxdam;
1459 } 1215 }
1216
1460 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1217 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1461 { 1218 {
1462 remove_friendly_object (op); 1219 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; 1220 return maxdam;
1472 } 1221 }
1473 1222
1474 /* Now lets start dealing with experience we get for killing something */ 1223 /* Now lets start dealing with experience we get for killing something */
1475 1224
1476 owner = get_owner (hitter); 1225 owner = hitter->outer_owner ();
1477 if (owner == NULL) 1226 if (!owner)
1478 owner = hitter; 1227 owner = hitter;
1479 1228
1480 /* is the victim (op) standing on battleground? */ 1229 /* is the victim (op) standing on battleground? */
1481 if (op_on_battleground (op, NULL, NULL)) 1230 if (op_on_battleground (op, NULL, NULL))
1482 battleg = 1; 1231 battleg = 1;
1486 pk = 1; 1235 pk = 1;
1487 1236
1488 /* Player killed something */ 1237 /* Player killed something */
1489 if (owner->type == PLAYER) 1238 if (owner->type == PLAYER)
1490 { 1239 {
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 1240 /* Log players killing other players - makes it easier to detect
1495 * and filter out malicious player killers - that is why the 1241 * and filter out malicious player killers - that is why the
1496 * ip address is included. 1242 * ip address is included.
1497 */ 1243 */
1498 if (op->type == PLAYER && !battleg) 1244 if (op->type == PLAYER && !battleg)
1502 char buf[256]; 1248 char buf[256];
1503 1249
1504 tmv = localtime (&t); 1250 tmv = localtime (&t);
1505 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1251 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1506 1252
1507 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1253 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1508 } 1254 }
1509 1255
1510 /* try to filter some things out - basically, if you are 1256 /* try to filter some things out - basically, if you are
1511 * killing a level 1 creature and your level 20, you 1257 * killing a level 1 creature and your level 20, you
1512 * probably don't want to see that. 1258 * probably don't want to see that.
1513 */ 1259 */
1514 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1260 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1515 { 1261 {
1516 if (owner != hitter) 1262 if (owner != hitter)
1517 {
1518 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1263 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1519 }
1520 else 1264 else
1521 {
1522 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1265 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1523 } 1266
1524 /* Only play sounds for melee kills */ 1267 /* Only play sounds for melee kills */
1525 if (hitter->type == PLAYER) 1268 if (hitter->type == PLAYER)
1526 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1269 owner->play_sound (sound_find ("player_kills"));
1527 } 1270 }
1528 1271
1529 /* If a player kills another player, not on 1272 /* If a player kills another player, not on
1530 * battleground, the "killer" looses 1 luck. Since this is 1273 * battleground, the "killer" looses 1 luck. Since this is
1531 * not reversible, it's actually quite a pain IMHO. -AV 1274 * not reversible, it's actually quite a pain IMHO. -AV
1533 * player that the object belonged to - so if you killed another player 1276 * player that the object belonged to - so if you killed another player
1534 * with spells, pets, whatever, there was no penalty. 1277 * with spells, pets, whatever, there was no penalty.
1535 * Changed to make luck penalty configurable in settings. 1278 * Changed to make luck penalty configurable in settings.
1536 */ 1279 */
1537 if (op->type == PLAYER && owner != op && !battleg) 1280 if (op->type == PLAYER && owner != op && !battleg)
1538 change_luck (owner, -settings.pk_luck_penalty); 1281 owner->change_luck (-settings.pk_luck_penalty);
1539 1282
1540 /* This code below deals with finding the appropriate skill 1283 /* This code below deals with finding the appropriate skill
1541 * to credit exp to. This is a bit problematic - we should 1284 * to credit exp to. This is a bit problematic - we should
1542 * probably never really have to look at current_weapon->skill 1285 * probably never really have to look at current_weapon->skill
1543 */ 1286 */
1544 skill = NULL;
1545 if (hitter->skill && hitter->type != PLAYER) 1287 if (hitter->skill && hitter->type != PLAYER)
1546 skill = hitter->skill; 1288 skill = hitter->skill;
1547 else if (owner->chosen_skill) 1289 else if (owner->chosen_skill)
1548 { 1290 {
1549 skill = owner->chosen_skill->skill;
1550 skop = owner->chosen_skill; 1291 skop = owner->chosen_skill;
1292 skill = skop->skill;
1551 } 1293 }
1552 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1294 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1553 skill = owner->current_weapon->skill; 1295 skill = owner->current_weapon->skill;
1554 else 1296 else
1297 {
1555 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1298 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1299 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1300 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1301 skill = 0;
1302 }
1556 1303
1557 /* We have the skill we want to credit to - now find the object this goes 1304 /* 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! 1305 * to. Make sure skop is an actual skill, and not a skill tool!
1559 */ 1306 */
1560 if ((!skop || skop->type != SKILL) && skill) 1307 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 */ 1308 } /* Was it a player that hit somethign */
1572 else 1309 else
1573 {
1574 skill = NULL; 1310 skill = 0;
1575 }
1576 1311
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 */ 1312 /* These may have been set in the player code section above */
1590 if (!skop) 1313 if (!skop)
1591 skop = hitter->chosen_skill; 1314 skop = hitter->chosen_skill;
1315
1592 if (!skill && skop) 1316 if (!skill && skop)
1593 skill = skop->skill; 1317 skill = skop->skill;
1594 1318
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 */ 1319 /* If you didn't kill yourself, and your not the wizard */
1599 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1320 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1600 { 1321 {
1601 int exp; 1322 int exp;
1602 1323
1603 /* Really don't give much experience for killing other players */ 1324 /* Really don't give much experience for killing other players */
1604 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1325 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1605 if (op->type == PLAYER)
1606 {
1607 if (battleg) 1326 if (battleg)
1327 {
1328 if (op->is_player ())
1608 { 1329 {
1609 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1330 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1610 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1331 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1611 } 1332 }
1612 else 1333
1334 exp = 0;
1335 }
1336 else if (op->is_player ())
1613 exp = op->stats.exp / 1000; 1337 exp = op->stats.exp / 1000;
1614 }
1615 else 1338 else
1616 exp = calc_skill_exp (owner, op, skop); 1339 exp = calc_skill_exp (owner, op, skop);
1617
1618 /* if op is standing on "battleground" (arena), no way to gain
1619 * exp by killing him
1620 */
1621 if (battleg)
1622 exp = 0;
1623 1340
1624 /* Don't know why this is set this way - doesn't make 1341 /* Don't know why this is set this way - doesn't make
1625 * sense to just divide everything by two for no reason. 1342 * sense to just divide everything by two for no reason.
1626 */ 1343 */
1627 1344
1628 if (!settings.simple_exp) 1345 if (!settings.simple_exp)
1629 exp = exp / 2; 1346 exp = exp / 2;
1630 1347
1631 if (owner->type != PLAYER || owner->contr->party == NULL) 1348 if (owner->type != PLAYER || owner->contr->party == NULL)
1632 {
1633 change_exp (owner, exp, skill, 0); 1349 change_exp (owner, exp, skill, 0);
1634 }
1635 else 1350 else
1636 { 1351 {
1637 int shares = 0, count = 0; 1352 int shares = 0, count = 0;
1638
1639 player *pl;
1640
1641 partylist *party = owner->contr->party; 1353 partylist *party = owner->contr->party;
1642 1354
1643#ifdef PARTY_KILL_LOG
1644 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1355 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1645#endif 1356
1646 for (pl = first_player; pl != NULL; pl = pl->next) 1357 for_all_players (pl)
1647 {
1648 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1358 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1649 { 1359 {
1650 count++; 1360 count++;
1651 shares += (pl->ob->level + 4); 1361 shares += (pl->ob->level + 4);
1652 } 1362 }
1653 } 1363
1654 if (count == 1 || shares > exp) 1364 if (count == 1 || shares > exp || !shares)
1655 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1365 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1656 else 1366 else
1657 { 1367 {
1658 int share = exp / shares, given = 0, nexp; 1368 int share = exp / shares, given = 0, nexp;
1659 1369
1660 for (pl = first_player; pl != NULL; pl = pl->next) 1370 for_all_players (pl)
1661 {
1662 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1371 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1663 { 1372 {
1664 nexp = (pl->ob->level + 4) * share; 1373 nexp = (pl->ob->level + 4) * share;
1665 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1374 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1666 given += nexp; 1375 given += nexp;
1667 } 1376 }
1668 } 1377
1669 exp -= given; 1378 exp -= given;
1670 /* give any remainder to the player */ 1379 /* give any remainder to the player */
1671 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1380 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1672 } 1381 }
1673 } /* else part of a party */ 1382 } /* else part of a party */
1674
1675 } /* end if person didn't kill himself */ 1383 } /* end if person didn't kill himself */
1676 1384
1677 if (op->type != PLAYER) 1385 if (op->type != PLAYER)
1678 { 1386 {
1679 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1387 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1680 { 1388 {
1681 object *owner1 = get_owner (op); 1389 object *owner1 = op->owner;
1682 1390
1683 if (owner1 != NULL && owner1->type == PLAYER) 1391 if (owner1 && owner1->type == PLAYER)
1684 { 1392 {
1685 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1393 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1686 /* Maybe we should include the owner that killed this, maybe not */ 1394 /* 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); 1395 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1688 } 1396 }
1397
1689 remove_friendly_object (op); 1398 remove_friendly_object (op);
1690 } 1399 }
1691 remove_ob (op); 1400
1692 free_object (op); 1401 op->drop_and_destroy ();
1693 } 1402 }
1694 /* Player has been killed! */
1695 else 1403 else
1696 { 1404 /* Player has been killed! */
1697 if (owner->type == PLAYER) 1405 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1698 { 1406
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 1407 /* This was return -1 - that doesn't seem correct - if we return -1, process
1708 * continues in the calling function. 1408 * continues in the calling function.
1709 */ 1409 */
1710 return maxdam; 1410 return maxdam;
1711} 1411}
1712 1412
1713/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1413/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1714 * Returns 0 this is not friendly fire 1414 * Returns 0 this is not friendly fire
1715 */ 1415 */
1716
1717int 1416int
1718friendly_fire (object *op, object *hitter) 1417friendly_fire (object *op, object *hitter)
1719{ 1418{
1720 object *owner; 1419 object *owner;
1721 int friendlyfire; 1420 int friendlyfire;
1731 return 0; 1430 return 0;
1732 1431
1733 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1432 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1734 return 1; 1433 return 1;
1735 1434
1736 if ((owner = get_owner (hitter)) != NULL) 1435 if ((owner = hitter->owner) != NULL)
1737 { 1436 {
1738 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1437 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1739 friendlyfire = 2; 1438 friendlyfire = 2;
1740 } 1439 }
1741 1440
1742 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1441 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1743 friendlyfire = 0; 1442 friendlyfire = 0;
1744 } 1443 }
1444
1745 return friendlyfire; 1445 return friendlyfire;
1746} 1446}
1747
1748 1447
1749/* This isn't used just for players, but in fact most objects. 1448/* 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 1449 * 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 1450 * is what is hitting the object, type is the attacktype, and
1752 * full_hit is set if monster area does not matter. 1451 * full_hit is set if monster area does not matter.
1753 * dam is base damage - protections/vulnerabilities/slaying matches can 1452 * dam is base damage - protections/vulnerabilities/slaying matches can
1754 * modify it. 1453 * modify it.
1755 */ 1454 */
1756
1757 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1455/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1758 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1456 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1759
1760int 1457int
1761hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1458hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1762{ 1459{
1763 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1460 int magic = type & AT_MAGIC;
1764 int maxattacktype, attacknum;
1765 int body_attack = op && op->head; /* Did we hit op's head? */ 1461 int body_attack = op && op->head; /* Did we hit op's head? */
1462 int maxdam = 0, ndam = 0, attacktype = 1;
1463 int maxattacktype;
1766 int simple_attack; 1464 int simple_attack;
1767 tag_t op_tag, hitter_tag;
1768 int rtn_kill = 0; 1465 int rtn_kill = 0;
1769 int friendlyfire; 1466 int friendlyfire;
1770 1467
1771 if (get_attack_mode (&op, &hitter, &simple_attack)) 1468 if (get_attack_mode (&op, &hitter, &simple_attack))
1772 return 0; 1469 return 0;
1773 1470
1774 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1471 /* 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)) 1472 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1776 return 0; 1473 return 0;
1777 1474
1778#ifdef PROHIBIT_PLAYERKILL 1475 // only allow pk for hostile players
1779 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1780 { 1477 {
1781 object *owner = get_owner (hitter); 1478 object *owner = hitter->owner;
1782 1479
1783 if (!owner) 1480 if (!owner)
1784 owner = hitter; 1481 owner = hitter;
1785 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1482
1786 { 1483 if (owner->type == PLAYER
1484 && (!op_on_battleground (op, 0, 0)
1485 && (op->contr->peaceful || owner->contr->peaceful))
1486 && op != owner)
1787 return 0; 1487 return 0;
1788 }
1789 } 1488 }
1790#endif
1791
1792 op_tag = op->count;
1793 hitter_tag = hitter->count;
1794 1489
1795 if (body_attack) 1490 if (body_attack)
1796 { 1491 {
1797 /* slow and paralyze must hit the head. But we don't want to just 1492 /* 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 1493 * return - we still need to process other attacks the spell still
1804 * attack so we don't cancel out things like magic bullet. 1499 * attack so we don't cancel out things like magic bullet.
1805 */ 1500 */
1806 if (type & (AT_PARALYZE | AT_SLOW)) 1501 if (type & (AT_PARALYZE | AT_SLOW))
1807 { 1502 {
1808 type &= ~(AT_PARALYZE | AT_SLOW); 1503 type &= ~(AT_PARALYZE | AT_SLOW);
1504
1809 if (!type || type == AT_MAGIC) 1505 if (!type || type == AT_MAGIC)
1810 return 0; 1506 return 0;
1811 } 1507 }
1812 } 1508 }
1813 1509
1814 if (!simple_attack && op->type == DOOR) 1510 if (!simple_attack && op->type == DOOR)
1815 { 1511 {
1816 object *tmp;
1817
1818 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1512 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1819 if (tmp->type == RUNE || tmp->type == TRAP) 1513 if (tmp->type == RUNE || tmp->type == TRAP)
1820 { 1514 {
1821 spring_trap (tmp, hitter); 1515 spring_trap (tmp, hitter);
1516
1822 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1517 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1823 return 0; 1518 return 0;
1519
1824 break; 1520 break;
1825 } 1521 }
1826 } 1522 }
1827 1523
1828 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1524 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1829 { 1525 {
1830 /* FIXME: If a player is killed by a rune in a door, the 1526 /* 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. 1527 * destroyed() check above doesn't return, and might get here.
1832 */ 1528 */
1529
1530 /* FIXME: This for example happens when a dead door is on a mover and
1531 gets it's speed_left raised on each mover-tick.
1532 Doors are removed in a kinda funny way by giving them speed and speed_left
1533 and waiting for that to run out.
1534 */
1833 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1535 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1834 return 0; 1536 return 0;
1835 } 1537 }
1836 1538
1837#ifdef ATTACK_DEBUG 1539#ifdef ATTACK_DEBUG
1838 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1540 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 */ 1546 * in case 0>dam>1, we try to "simulate" a float value-effect */
1845 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1547 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1846 if (dam >= 100) 1548 if (dam >= 100)
1847 dam /= 100; 1549 dam /= 100;
1848 else 1550 else
1849 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1551 dam = (dam > rndm (0, 99)) ? 1 : 0;
1850 } 1552 }
1851 1553
1852 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1554 /* 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 1555 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1854 */ 1556 */
1865 */ 1567 */
1866 if (type & AT_HOLYWORD) 1568 if (type & AT_HOLYWORD)
1867 { 1569 {
1868 object *god; 1570 object *god;
1869 1571
1870 if ((!hitter->slaying || 1572 if ((!hitter->slaying
1871 (!(op->race && strstr (hitter->slaying, op->race)) && 1573 || (!(op->race && hitter->slaying.contains (op->race))
1872 !(op->name && strstr (hitter->slaying, op->name)))) && 1574 && !(op->name && hitter->slaying.contains (op->name))))
1873 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1575 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1874 (hitter->title != NULL 1576 || (hitter->title
1875 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1577 && (god = find_god (determine_god (hitter))) != NULL
1578 && god->race.contains (shstr_undead))))
1876 return 0; 1579 return 0;
1877 } 1580 }
1878 1581
1879 maxattacktype = type; /* initialize this to something */ 1582 maxattacktype = type; /* initialise this to something */
1880 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1583 for_all_bits_sparse_32 (type, attacknum)
1881 { 1584 {
1585 uint32_t attacktype = 1 << attacknum;
1586
1882 /* Magic isn't really a true attack type - it gets combined with other 1587 /* 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 1588 * attack types. As such, skip it over. However, if magic is
1884 * the only attacktype in the group, then still attack with it 1589 * the only attacktype in the group, then still attack with it
1885 */ 1590 */
1886 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1591 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1889 /* Go through and hit the player with each attacktype, one by one. 1594 /* Go through and hit the player with each attacktype, one by one.
1890 * hit_player_attacktype only figures out the damage, doesn't inflict 1595 * hit_player_attacktype only figures out the damage, doesn't inflict
1891 * it. It will do the appropriate action for attacktypes with 1596 * it. It will do the appropriate action for attacktypes with
1892 * effects (slow, paralization, etc. 1597 * effects (slow, paralization, etc.
1893 */ 1598 */
1894 if (type & attacktype)
1895 {
1896 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1599 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1600
1897 /* the >= causes us to prefer messages from special attacks, if 1601 /* the >= causes us to prefer messages from special attacks, if
1898 * the damage is equal. 1602 * the damage is equal.
1899 */ 1603 */
1900 if (ndam >= maxdam) 1604 if (ndam >= maxdam)
1901 { 1605 {
1902 maxdam = ndam; 1606 maxdam = ndam;
1903 maxattacktype = 1 << attacknum; 1607 maxattacktype = 1 << attacknum;
1904 }
1905 } 1608 }
1906 } 1609 }
1907 1610
1908 /* if this is friendly fire then do a set % of damage only 1611 /* if this is friendly fire then do a set % of damage only
1909 * Note - put a check in to make sure this attack is actually 1612 * Note - put a check in to make sure this attack is actually
1912 */ 1615 */
1913 friendlyfire = friendly_fire (op, hitter); 1616 friendlyfire = friendly_fire (op, hitter);
1914 if (friendlyfire && maxdam) 1617 if (friendlyfire && maxdam)
1915 { 1618 {
1916 maxdam = ((dam * settings.set_friendly_fire) / 100); 1619 maxdam = ((dam * settings.set_friendly_fire) / 100);
1917#ifndef COZY_SERVER
1918 maxdam++;
1919#endif
1920 1620
1921#ifdef ATTACK_DEBUG 1621#ifdef ATTACK_DEBUG
1922 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1622 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1923 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1623 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1924#endif 1624#endif
1925 } 1625 }
1926 1626
1927 if (!full_hit) 1627 if (!full_hit)
1928 { 1628 {
1929 archetype *at;
1930 int area; 1629 int area;
1931 int remainder; 1630 int remainder;
1932 1631
1933 area = 0; 1632 area = 0;
1934 for (at = op->arch; at != NULL; at = at->more) 1633
1634 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1935 area++; 1635 area++;
1636
1936 assert (area > 0); 1637 assert (area > 0);
1937 1638
1938 /* basically: maxdam /= area; we try to "simulate" a float 1639 /* basically: maxdam /= area; we try to "simulate" a float
1939 value-effect */ 1640 value-effect */
1940 remainder = 100 * (maxdam % area) / area; 1641 remainder = 100 * (maxdam % area) / area;
1941 maxdam /= area; 1642 maxdam /= area;
1942 if (RANDOM () % 100 < remainder) 1643 if (rndm (100) < remainder)
1943 maxdam++; 1644 maxdam++;
1944 } 1645 }
1945 1646
1946#ifdef ATTACK_DEBUG 1647#ifdef ATTACK_DEBUG
1947 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1648 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1948#endif 1649#endif
1949 1650
1950 if (get_owner (hitter)) 1651 // for now, only do this for active objects, otherwise they
1652 // keep a refcount for a long time and I see no usefulness
1653 // for an non-active objetc to know its enemy.
1654 if (op->active)
1655 if (hitter->owner)
1951 op->enemy = hitter->owner; 1656 op->enemy = hitter->owner;
1952 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1657 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1953 op->enemy = hitter; 1658 op->enemy = hitter;
1954 1659
1955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1660 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1956 { 1661 {
1957 /* The unaggressives look after themselves 8) */ 1662 /* The unaggressives look after themselves 8) */
1958 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1663 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1965 attack_message (maxdam, maxattacktype, op, hitter); 1670 attack_message (maxdam, maxattacktype, op, hitter);
1966 1671
1967 op->stats.hp -= maxdam; 1672 op->stats.hp -= maxdam;
1968 1673
1969 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1674 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1970 if ((op->stats.hp >= 0) && 1675 if (op->stats.hp >= 0
1971 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1676 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1972 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1677 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1973 { 1678 {
1974 1679
1975 if (QUERY_FLAG (op, FLAG_MONSTER)) 1680 if (QUERY_FLAG (op, FLAG_MONSTER))
1976 SET_FLAG (op, FLAG_RUN_AWAY); 1681 SET_FLAG (op, FLAG_RUN_AWAY);
1977 else 1682 else
1980 1685
1981 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1686 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1982 { 1687 {
1983 if (maxdam) 1688 if (maxdam)
1984 tear_down_wall (op); 1689 tear_down_wall (op);
1690
1985 return maxdam; /* nothing more to do for wall */ 1691 return maxdam; /* nothing more to do for wall */
1986 } 1692 }
1987 1693
1988 /* See if the creature has been killed */ 1694 /* See if the creature has been killed */
1989 rtn_kill = kill_object (op, maxdam, hitter, type); 1695 rtn_kill = kill_object (op, maxdam, hitter, type);
1990 if (rtn_kill != -1) 1696 if (rtn_kill != -1)
1991 return rtn_kill; 1697 return rtn_kill;
1992
1993 1698
1994 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1699 /* 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 1700 * that before if the player was immune to ghosthit, the monster
1996 * remained - that is no longer the case. 1701 * remained - that is no longer the case.
1997 */ 1702 */
1998 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1703 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1999 { 1704 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 */ 1705 /* Lets handle creatures that are splitting now */
2006 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1706 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2007 { 1707 {
2008 int i;
2009 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1708 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2010 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1709 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2011 object *owner = get_owner (op); 1710 object *owner = op->owner;
2012 1711
2013 if (!op->other_arch) 1712 if (!op->other_arch)
2014 { 1713 {
2015 LOG (llevError, "SPLITTING without other_arch error.\n"); 1714 LOG (llevError, "SPLITTING without other_arch error.\n");
2016 return maxdam; 1715 return maxdam;
2017 } 1716 }
1717
2018 remove_ob (op); 1718 op->remove ();
2019 for (i = 0; i < NROFNEWOBJS (op); i++) 1719
1720 for (int i = 0; i < op->stats.food; i++)
2020 { /* This doesn't handle op->more yet */ 1721 { /* This doesn't handle op->more yet */
2021 object *tmp = arch_to_object (op->other_arch); 1722 object *tmp = op->other_arch->instance ();
2022 int j;
2023 1723
2024 tmp->stats.hp = op->stats.hp; 1724 tmp->stats.hp = op->stats.hp;
1725
2025 if (friendly) 1726 if (friendly)
2026 { 1727 {
2027 SET_FLAG (tmp, FLAG_FRIENDLY);
2028 add_friendly_object (tmp); 1728 add_friendly_object (tmp);
2029 tmp->attack_movement = PETMOVE; 1729 tmp->attack_movement = PETMOVE;
1730
2030 if (owner != NULL) 1731 if (owner)
2031 set_owner (tmp, owner); 1732 tmp->set_owner (owner);
2032 } 1733 }
1734
2033 if (unaggressive) 1735 if (unaggressive)
2034 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1736 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1737
2035 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1738 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1739
2036 if (j == -1) /* No spot to put this monster */ 1740 if (j == -1) /* No spot to put this monster */
2037 free_object (tmp); 1741 tmp->destroy ();
2038 else 1742 else
2039 { 1743 {
2040 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1744 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2041 insert_ob_in_map (tmp, op->map, NULL, 0); 1745 insert_ob_in_map (tmp, op->map, NULL, 0);
2042 } 1746 }
2043 } 1747 }
2044 if (friendly) 1748
2045 remove_friendly_object (op); 1749 op->destroy ();
2046 free_object (op);
2047 } 1750 }
2048 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1751 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2049 { 1752 hitter->drop_and_destroy ();
2050 remove_ob (hitter); 1753
2051 free_object (hitter);
2052 }
2053 return maxdam; 1754 return maxdam;
2054} 1755}
2055 1756
2056 1757static void
2057void
2058poison_player (object *op, object *hitter, int dam) 1758poison_player (object *op, object *hitter, int dam)
2059{ 1759{
2060 archetype *at = find_archetype ("poisoning"); 1760 archetype *at = archetype::find (shstr_poisoning);
2061 object *tmp = present_arch_in_ob (at, op); 1761 object *tmp = present_arch_in_ob (at, op);
2062 1762
2063 if (tmp == NULL) 1763 if (tmp == NULL)
2064 { 1764 {
2065 if ((tmp = arch_to_object (at)) == NULL) 1765 tmp = insert_ob_in_ob (at->instance (), op);
2066 LOG (llevError, "Failed to clone arch poisoning.\n"); 1766 /* peterm: give poisoning some teeth. It should
1767 * be able to kill things better than it does:
1768 * damage should be dependent something--I choose to
1769 * do this: if it's a monster, the damage from the
1770 * poisoning goes as the level of the monster/2.
1771 * If anything else, goes as damage.
1772 */
1773
1774 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1775 tmp->stats.dam += hitter->level / 2;
2067 else 1776 else
2068 {
2069 tmp = insert_ob_in_ob (tmp, op);
2070 /* peterm: give poisoning some teeth. It should
2071 * be able to kill things better than it does:
2072 * damage should be dependent something--I choose to
2073 * do this: if it's a monster, the damage from the
2074 * poisoning goes as the level of the monster/2.
2075 * If anything else, goes as damage.
2076 */
2077
2078 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2079 tmp->stats.dam += hitter->level / 2;
2080 else
2081 tmp->stats.dam = dam; 1777 tmp->stats.dam = dam;
2082 1778
2083 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1779 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2084 if (hitter->skill && hitter->skill != tmp->skill) 1780 if (hitter->skill && hitter->skill != tmp->skill)
2085 {
2086 tmp->skill = hitter->skill; 1781 tmp->skill = hitter->skill;
2087 }
2088 1782
2089 tmp->stats.food += dam; /* more damage, longer poisoning */ 1783 tmp->stats.food += dam; /* more damage, longer poisoning */
2090 1784
2091 if (op->type == PLAYER) 1785 if (op->type == PLAYER)
2092 { 1786 {
2093 /* player looses stats, maximum is -10 of each */ 1787 /* player looses stats, maximum is -10 of each */
2094 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1788 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2095 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1789 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2096 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1790 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2097 tmp->stats.Int = MAX (-dam / 7, -10); 1791 tmp->stats.Int = max (-(dam / 7 ), -10);
2098 SET_FLAG (tmp, FLAG_APPLIED); 1792 SET_FLAG (tmp, FLAG_APPLIED);
2099 fix_player (op); 1793 op->update_stats ();
2100 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1794 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1795 op->play_sound (tmp->sound);
2101 } 1796 }
1797
2102 if (hitter->type == PLAYER) 1798 if (hitter->type == PLAYER)
2103 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1799 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2104 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1800 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); 1801 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2106 } 1802
2107 tmp->speed_left = 0; 1803 tmp->speed_left = 0;
2108 } 1804 }
2109 else 1805 else
2110 tmp->stats.food++; 1806 tmp->stats.food++;
2111} 1807}
2112 1808
2113void 1809static void
2114slow_player (object *op, object *hitter, int dam) 1810slow_player (object *op, object *hitter, int dam)
2115{ 1811{
2116 archetype *at = find_archetype ("slowness"); 1812 archetype *at = archetype::find (shstr_slowness);
2117 object *tmp; 1813 object *tmp;
2118 1814
2119 if (at == NULL) 1815 if (at == NULL)
2120 {
2121 LOG (llevError, "Can't find slowness archetype.\n"); 1816 LOG (llevError, "Can't find slowness archetype.\n");
2122 } 1817
2123 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1818 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2124 { 1819 {
2125 tmp = arch_to_object (at); 1820 tmp = at->instance ();
2126 tmp = insert_ob_in_ob (tmp, op); 1821 tmp = insert_ob_in_ob (tmp, op);
2127 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2128 } 1823 }
2129 else 1824 else
2130 tmp->stats.food++; 1825 tmp->stats.food++;
1826
2131 SET_FLAG (tmp, FLAG_APPLIED); 1827 SET_FLAG (tmp, FLAG_APPLIED);
2132 tmp->speed_left = 0; 1828 tmp->speed_left = 0;
2133 fix_player (op); 1829 op->update_stats ();
2134} 1830}
2135 1831
2136void 1832void
2137confuse_player (object *op, object *hitter, int dam) 1833confuse_player (object *op, object *hitter, int dam)
2138{ 1834{
2139 object *tmp; 1835 object *tmp;
2140 int maxduration; 1836 int maxduration;
2141 1837
2142 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1838 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2143 if (!tmp) 1839 if (!tmp)
2144 { 1840 {
2145 tmp = get_archetype (FORCE_NAME); 1841 tmp = get_archetype (FORCE_NAME);
2146 tmp = insert_ob_in_ob (tmp, op); 1842 tmp = insert_ob_in_ob (tmp, op);
2147 } 1843 }
2149 /* Duration added per hit and max. duration of confusion both depend 1845 /* Duration added per hit and max. duration of confusion both depend
2150 * on the player's resistance 1846 * on the player's resistance
2151 */ 1847 */
2152 tmp->speed = 0.05; 1848 tmp->speed = 0.05;
2153 tmp->subtype = FORCE_CONFUSION; 1849 tmp->subtype = FORCE_CONFUSION;
2154 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1850 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2155 tmp->name = "confusion"; 1851 tmp->name = shstr_confusion;
2156 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1852 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1853
2157 if (tmp->duration > maxduration) 1854 if (tmp->duration > maxduration)
2158 tmp->duration = maxduration; 1855 tmp->duration = maxduration;
2159 1856
2160 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1857 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2161 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1858 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1859
2162 SET_FLAG (op, FLAG_CONFUSED); 1860 SET_FLAG (op, FLAG_CONFUSED);
2163} 1861}
2164 1862
2165void 1863void
2166blind_player (object *op, object *hitter, int dam) 1864blind_player (object *op, object *hitter, int dam)
2172 return; 1870 return;
2173 1871
2174 tmp = present_in_ob (BLINDNESS, op); 1872 tmp = present_in_ob (BLINDNESS, op);
2175 if (!tmp) 1873 if (!tmp)
2176 { 1874 {
2177 tmp = get_archetype ("blindness"); 1875 tmp = get_archetype (shstr_blindness);
2178 SET_FLAG (tmp, FLAG_BLIND); 1876 SET_FLAG (tmp, FLAG_BLIND);
2179 SET_FLAG (tmp, FLAG_APPLIED); 1877 SET_FLAG (tmp, FLAG_APPLIED);
2180 /* use floats so we don't lose too much precision due to rounding errors. 1878 /* use floats so we don't lose too much precision due to rounding errors.
2181 * speed is a float anyways. 1879 * speed is a float anyways.
2182 */ 1880 */
2183 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 1881 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2184 1882
2185 tmp = insert_ob_in_ob (tmp, op); 1883 tmp = insert_ob_in_ob (tmp, op);
2186 change_abil (op, tmp); /* Mostly to display any messages */ 1884 change_abil (op, tmp); /* Mostly to display any messages */
2187 fix_player (op); /* This takes care of some other stuff */ 1885 op->update_stats (); /* This takes care of some other stuff */
2188 1886
2189 if (hitter->owner) 1887 if (hitter->owner)
2190 owner = get_owner (hitter); 1888 owner = hitter->owner;
2191 else 1889 else
2192 owner = hitter; 1890 owner = hitter;
2193 1891
2194 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1892 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2195 } 1893 }
2199} 1897}
2200 1898
2201void 1899void
2202paralyze_player (object *op, object *hitter, int dam) 1900paralyze_player (object *op, object *hitter, int dam)
2203{ 1901{
2204 float effect, max;
2205
2206 /* object *tmp; */
2207
2208 /* This is strange stuff... someone knows for what this is 1902 /* This is strange stuff... someone knows for what this is
2209 * written? Well, i think this can and should be removed 1903 * written? Well, i think this can and should be removed
2210 */ 1904 */
2211 1905
2212 /* 1906 /*
2216 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1910 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2217 } 1911 }
2218 */ 1912 */
2219 1913
2220 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1914 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2221 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1915 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2222 1916
2223 if (effect == 0)
2224 return;
2225
2226 op->speed_left -= FABS (op->speed) * effect; 1917 op->speed_left -= op->speed * effect;
2227 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1918 /* tmp->stats.food+=(signed short) effect/op->speed; */
2228 1919
2229 /* max number of ticks to be affected for. */ 1920 /* max number of ticks to be affected for. */
2230 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1921 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1922
2231 if (op->speed_left < -(FABS (op->speed) * max)) 1923 max_it (op->speed_left, -op->speed * max);
2232 op->speed_left = (float) -(FABS (op->speed) * max);
2233 1924
2234/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1925/* tmp->stats.food = (signed short) (max / op->speed); */
2235} 1926}
2236
2237 1927
2238/* Attempts to kill 'op'. hitter is the attack object, dam is 1928/* Attempts to kill 'op'. hitter is the attack object, dam is
2239 * the computed damaged. 1929 * the computed damaged.
2240 */ 1930 */
2241void 1931static void
2242deathstrike_player (object *op, object *hitter, int *dam) 1932deathstrike_player (object *op, object *hitter, int *dam)
2243{ 1933{
2244 /* The intention of a death attack is to kill outright things 1934 /* 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 1935 ** that are a lot weaker than the attacker, have a chance of killing
2246 ** things somewhat weaker than the caster, and no chance of 1936 ** things somewhat weaker than the caster, and no chance of
2250 ** field of the deathstriking object */ 1940 ** field of the deathstriking object */
2251 1941
2252 int atk_lev, def_lev, kill_lev; 1942 int atk_lev, def_lev, kill_lev;
2253 1943
2254 if (hitter->slaying) 1944 if (hitter->slaying)
2255 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1945 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1946 || (op->race && hitter->slaying.contains (op->race))))
2256 return; 1947 return;
2257 1948
2258 def_lev = op->level; 1949 def_lev = op->level;
2259 if (def_lev < 1) 1950 if (def_lev < 1)
2260 { 1951 {
2261 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1952 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2262 def_lev = 1; 1953 def_lev = 1;
2263 } 1954 }
1955
2264 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1956 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2265 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1957 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2266 atk_lev, def_lev); */ 1958 atk_lev, def_lev); */
2267 1959
2268 if (atk_lev >= def_lev) 1960 if (atk_lev >= def_lev)
2283 */ 1975 */
2284 *dam *= kill_lev / def_lev; 1976 *dam *= kill_lev / def_lev;
2285 } 1977 }
2286 } 1978 }
2287 else 1979 else
2288 {
2289 *dam = 0; /* no harm done */ 1980 *dam = 0; /* no harm done */
1981}
1982
1983/* This returns the amount of damage hitter does to op with the
1984 * appropriate attacktype. Only 1 attacktype should be set at a time.
1985 * This doesn't damage the player, but returns how much it should
1986 * take. However, it will do other effects (paralyzation, slow, etc.)
1987 * Note - changed for PR code - we now pass the attack number and not
1988 * the attacktype. Makes it easier for the PR code. */
1989int
1990hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1991{
1992 int doesnt_slay = 1;
1993
1994 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1995 if (attacknum >= NROFATTACKS)
2290 } 1996 {
2291} 1997 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2292 1998 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 { 1999 }
2302 /* May not need a switch for just 2 types, but this makes it 2000
2303 * easier for expansion. 2001 if (dam < 0)
2002 {
2003 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2004 dam, hitter->debug_desc (), op->debug_desc ());
2005 return 0;
2006 }
2007
2008 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2009 * people can't mess with that or it otherwise get confused. */
2010 if (attacknum == ATNR_INTERNAL)
2011 return dam;
2012
2013 if (hitter->slaying)
2014 {
2015 if ((op->race && hitter->slaying.contains (op->race))
2016 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2304 */ 2017 {
2305 switch (hitter->type) 2018 doesnt_slay = 0;
2019 dam *= 3;
2306 { 2020 }
2307 case POTION: 2021 }
2308 /* should player get a save throw instead of checking magic protection? */ 2022
2309 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2023 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2310 (void) apply_potion (victim, hitter); 2024 if (op->resist[attacknum])
2025 {
2026 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2027 * in case 0>dam>1, we try to "simulate" a float value-effect */
2028 dam *= (100 - op->resist[attacknum]);
2029 if (dam >= 100)
2030 dam /= 100;
2031 else
2032 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2033 }
2034
2035 /* Special hack. By default, if immune to something, you
2036 * shouldn't need to worry. However, acid is an exception, since
2037 * it can still damage your items. Only include attacktypes if
2038 * special processing is needed */
2039
2040 if (op->resist[attacknum] >= 100
2041 && doesnt_slay
2042 && attacknum != ATNR_ACID)
2043 return 0;
2044
2045 /* Keep this in order - makes things easier to find */
2046
2047 switch (attacknum)
2048 {
2049 case ATNR_PHYSICAL:
2050 /* here also check for diseases */
2051 check_physically_infect (op, hitter);
2311 break; 2052 break;
2312 2053
2313 case POISON: /* poison drinks */ 2054 /* Don't need to do anything for:
2314 /* As with potions, should monster get a save? */ 2055 magic,
2315 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2056 fire,
2316 apply_poison (victim, hitter); 2057 electricity,
2058 cold */
2059
2060 case ATNR_CONFUSION:
2061 case ATNR_POISON:
2062 case ATNR_SLOW:
2063 case ATNR_PARALYZE:
2064 case ATNR_FEAR:
2065 case ATNR_CANCELLATION:
2066 case ATNR_DEPLETE:
2067 case ATNR_BLIND:
2068 {
2069 /* chance for inflicting a special attack depends on the
2070 * difference between attacker's and defender's level
2071 */
2072 int level_diff = min (110, max (0, op->level - hitter->level));
2073
2074 /* First, only creatures/players with speed can be affected.
2075 * Second, just getting hit doesn't mean it always affects
2076 * you. Third, you still get a saving through against the
2077 * effect.
2078 */
2079 if (op->has_active_speed ()
2080 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2081 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2082 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2083 {
2084
2085 /* Player has been hit by something */
2086 if (attacknum == ATNR_CONFUSION)
2087 confuse_player (op, hitter, dam);
2088 else if (attacknum == ATNR_POISON)
2089 poison_player (op, hitter, dam);
2090 else if (attacknum == ATNR_SLOW)
2091 slow_player (op, hitter, dam);
2092 else if (attacknum == ATNR_PARALYZE)
2093 paralyze_player (op, hitter, dam);
2094 else if (attacknum == ATNR_FEAR)
2095 scare_creature (op, hitter);
2096 else if (attacknum == ATNR_CANCELLATION)
2097 cancellation (op);
2098 else if (attacknum == ATNR_DEPLETE)
2099 op->drain_stat ();
2100 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2101 blind_player (op, hitter, dam);
2102 }
2103
2104 dam = 0; /* These are all effects and don't do real damage */
2105 }
2317 break; 2106 break;
2318 2107
2319 /* Removed case statements that did nothing. 2108 case ATNR_ACID:
2320 * food may be poisonous, but monster must be willing to eat it, 2109 {
2321 * so we don't handle it here. 2110 int flag = 0;
2322 * Containers should perhaps break open, but that code was disabled. 2111
2112 /* Items only get corroded if you're not on a battleground and
2113 * if your acid resistance is below 50%. */
2114 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2115 {
2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 {
2118 if (tmp->invisible)
2119 continue;
2120 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2121 /* >= 10% acid res. on items will protect these */
2122 continue;
2123 if (!(tmp->materials & M_IRON))
2124 continue;
2125 if (tmp->magic < -4) /* Let's stop at -5 */
2126 continue;
2127 if (tmp->type == RING
2128 /* removed boots and gloves from exclusion list in PR */
2129 || tmp->type == GIRDLE
2130 || tmp->type == AMULET
2131 || tmp->type == WAND
2132 || tmp->type == ROD
2133 || tmp->type == HORN)
2134 continue; /* To avoid some strange effects */
2135
2136 /* High damage acid has better chance of corroding
2137 objects */
2138 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2139 {
2140 flag = 1;
2141 tmp->magic--;
2142
2143 if (object *pl = tmp->visible_to ())
2144 {
2145 /* Make this more visible */
2146 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2147 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2148
2149 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2150 }
2151 }
2152 }
2153
2154 if (flag)
2155 op->update_stats (); /* Something was corroded */
2156 }
2157 }
2158 break;
2159
2160 case ATNR_DRAIN:
2161 {
2162 /* rate is the proportion of exp drained. High rate means
2163 * not much is drained, low rate means a lot is drained.
2164 */
2165 int rate;
2166
2167 if (op->resist[ATNR_DRAIN] >= 0)
2168 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2169 else
2170 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2171
2172 if (op->stats.exp <= rate)
2173 {
2174 if (op->type == GOLEM)
2175 dam = 999; /* Its force is "sucked" away. 8) */
2176 else
2177 /* If we can't drain, lets try to do physical damage */
2178 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2179 }
2180 else
2181 {
2182 /* Randomly give the hitter some hp */
2183 if (hitter->stats.hp < hitter->stats.maxhp &&
2184 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2185 hitter->stats.hp++;
2186
2187 /* Can't do drains on battleground spaces.
2188 * Move the wiz check up here - before, the hitter wouldn't gain exp
2189 * exp, but the wiz would still lose exp! If drainee is a wiz,
2190 * nothing happens.
2191 * Try to credit the owner. We try to display player -> player drain
2192 * attacks, hence all the != PLAYER checks.
2323 */ 2193 */
2194 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2195 {
2196 object *owner = hitter->owner;
2197
2198 if (owner && owner != hitter)
2199 {
2200 if (op->type != PLAYER || owner->type != PLAYER)
2201 change_exp (owner, op->stats.exp / (rate * 2),
2202 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2203 }
2204 else if (op->type != PLAYER || hitter->type != PLAYER)
2205 change_exp (hitter, op->stats.exp / (rate * 2),
2206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2207
2208 change_exp (op, -op->stats.exp / rate, NULL, 0);
2209 }
2210
2211 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2212 * drain attack, you won't know that you are actually sucking out EXP,
2213 * as the messages will say you missed
2214 */
2215 }
2216 }
2217 break;
2218
2219 case ATNR_TURN_UNDEAD:
2324 } 2220 {
2325 } 2221 if (QUERY_FLAG (op, FLAG_UNDEAD))
2326} 2222 {
2223 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2224 object *god = find_god (determine_god (owner));
2225 int div = 1;
2327 2226
2328/* adj_attackroll() - adjustments to attacks by various conditions */ 2227 /* if undead are not an enemy of your god, you turn them
2228 * at half strength */
2229 if (!god || !god->slaying.contains (shstr_undead))
2230 div = 2;
2329 2231
2330int 2232 /* Give a bonus if you resist turn undead */
2331adj_attackroll (object *hitter, object *target) 2233 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2332{ 2234 scare_creature (op, owner);
2333 object *attacker = hitter; 2235 }
2334 int adjust = 0; 2236 else
2237 dam = 0; /* don't damage non undead - should we damage
2238 undead? */
2239 }
2240 break;
2335 2241
2336 /* safety */ 2242 case ATNR_DEATH:
2337 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2243 deathstrike_player (op, hitter, &dam);
2338 { 2244 break;
2339 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2340 return 0;
2341 }
2342 2245
2343 /* aimed missiles use the owning object's sight */ 2246 case ATNR_CHAOS:
2344 if (is_aimed_missile (hitter)) 2247 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2345 { 2248 dam = 0;
2346 if ((attacker = get_owner (hitter)) == NULL) 2249 break;
2347 attacker = hitter; 2250
2348 /* A player who saves but hasn't quit still could have objects 2251 case ATNR_COUNTERSPELL:
2349 * owned by him - need to handle that case to avoid crashes. 2252 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2253 dam = 0;
2254 /* This should never happen. Counterspell is handled
2255 * seperately and filtered out. If this does happen,
2256 * Counterspell has no effect on anything but spells, so it
2257 * does no damage. */
2258 break;
2259
2260 case ATNR_HOLYWORD:
2261 {
2262 /* This has already been handled by hit_player,
2263 * no need to check twice -- DAMN */
2264 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2265
2266 /* As with turn undead above, give a bonus on the saving throw */
2267 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2268 scare_creature (op, owner);
2269 }
2270 break;
2271
2272 case ATNR_LIFE_STEALING:
2273 {
2274 int new_hp;
2275
2276 /* this is replacement to drain for players, instead of taking
2277 * exp it takes hp. It is geared for players, probably not
2278 * much use giving it to monsters
2279 *
2280 * life stealing doesn't do a lot of damage, but it gives the
2281 * damage it does do to the player. Given that,
2282 * it only does 1/10'th normal damage (hence the divide by
2283 * 1000).
2350 */ 2284 */
2351 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2285 /* You can't steal life from something undead */
2352 attacker = hitter; 2286 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; 2287 return 0;
2417 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2288
2418 return 1; 2289 /* If drain protection is higher than life stealing, use that */
2290 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2291 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2292 else
2293 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2294
2295 /* You die at -1 hp, not zero. */
2296 if (dam > (op->stats.hp + 1))
2297 dam = op->stats.hp + 1;
2298
2299 new_hp = hitter->stats.hp + dam;
2300 if (new_hp > hitter->stats.maxhp)
2301 new_hp = hitter->stats.maxhp;
2302
2303 if (new_hp > hitter->stats.hp)
2304 hitter->stats.hp = new_hp;
2305 }
2419 } 2306 }
2307
2420 return 0; 2308 return dam;
2421} 2309}
2310

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines