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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.101 by root, Fri Dec 26 13:33:22 2008 UTC vs.
Revision 1.143 by root, Sat Apr 23 04:56:54 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <assert.h> 25#include <assert.h>
35 char *msg2; 36 char *msg2;
36} att_msg; 37} att_msg;
37 38
38/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
39 40
40/* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43void
44cancellation (object *op)
45{
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
71
72/* 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
73 * 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
74 * any further action (like destroying the item). 43 * any further action (like destroying the item).
75 */ 44 */
76int 45static int
77did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, uint32_t type, object *originator)
78{ 47{
79 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
80 materialtype_t *mt; 49 materialtype_t *mt = op->material;
81 50
82 if (!op->materialname) 51 // destroying objects without material has many bad effects
83 { 52 if (mt == MATERIAL_NULL)
84 for (mt = materialt; mt && mt->next; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE; 53 return 1;
93 54
94 roll = rndm (1, 20); 55 int roll = rndm (1, 20);
95 56
96 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
97 * 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
98 * 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
99 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
103 */ 64 */
104 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 69
70
109 if (type == 0) return TRUE; 71 if (type == 0) return TRUE;
110 72
111 if (roll == 20) return TRUE; 73 if (roll == 20) return TRUE;
112 if (roll == 1) return FALSE; 74 if (roll == 1) return FALSE;
113 75
114 for (number = 0; number < NROFATTACKS; number++) 76 for_all_bits_sparse_32 (type, number)
115 { 77 {
116 i = 1 << number;
117
118 if (!(i & type))
119 continue;
120
121 attacks++; 78 attacks++;
79
122 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
123 saves++; 81 saves++;
124 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)
125 saves++; 83 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 92 return FALSE;
135 93
136 return TRUE; 94 return TRUE;
137} 95}
138 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 (op->flag [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 op->clr_flag (FLAG_DAMNED);
120 op->clr_flag (FLAG_CURSED);
121 op->clr_flag (FLAG_KNOWN_MAGICAL);
122 op->clr_flag (FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
127}
128
139/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 131 * calling cancellation, etc.)
142 */ 132 */
143void 133void
144save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
145{ 135{
136 op = op->head_ ();
137
146 if (!did_make_save_item (op, type, originator)) 138 if (!did_make_save_item (op, type, originator))
147 { 139 {
148 object *env = op->env; 140 object *env = op->env;
149 int x = op->x, y = op->y; 141 int x = op->x, y = op->y;
150 maptile *m = op->map; 142 maptile *m = op->map;
159 * object with +/- glow_radius and an "other_arch" to change to. 151 * object with +/- glow_radius and an "other_arch" to change to.
160 * (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
161 * function if the object doesnt contain a material that can burn. 153 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 154 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 155 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 156 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 157 {
166 const char *arch = op->other_arch->archname; 158 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 159 if (op->type == LAMP || op->type == TORCH)
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 { 160 {
173 if (env) 161 apply_lamp (op, true); // turn on a lamp
174 env->insert (op);
175 else 162 return;
176 m->insert (op, x, y, originator);
177 } 163 }
164 else if (op->flag [FLAG_IS_LIGHTABLE])
165 {
166 if (op->other_arch)
167 {
168 const char *arch = op->other_arch->archname;
178 169
170 if (op->decrease ())
171 fix_stopped_item (op, m, originator);
172
173 if ((op = archetype::get (arch)))
174 {
175 if (env)
176 env->insert (op);
177 else
178 m->insert (op, x, y, originator);
179 }
180 }
181
179 return; 182 return;
183 }
180 } 184 }
181 185
182 if (type & AT_CANCELLATION) 186 if (type & AT_CANCELLATION)
183 { /* Cancellation. */ 187 { /* Cancellation. */
184 cancellation (op); 188 cancellation (op);
185 fix_stopped_item (op, m, originator); 189 fix_stopped_item (op, m, originator);
190
186 return; 191 return;
187 }
188
189 if (op->nrof > 1)
190 {
191 if (op->decrease (rndm (0, op->nrof - 1)))
192 fix_stopped_item (op, m, originator);
193 }
194 else
195 {
196 // drop everything to the ground, if possible
197 op->insert_at (originator);
198 op->drop_and_destroy ();
199 } 192 }
200 193
201 if (type & (AT_FIRE | AT_ELECTRICITY)) 194 if (type & (AT_FIRE | AT_ELECTRICITY))
202 if (env) 195 if (env)
203 { 196 {
204 op = archetype::get (shstr_burnout); 197 object *op = archetype::get (shstr_burnout);
205 op->x = env->x, op->y = env->y; 198 op->x = env->x, op->y = env->y;
206 env->insert (op); 199 env->insert (op);
207 } 200 }
208 else 201 else
209 replace_insert_ob_in_map (shstr_burnout, originator); 202 replace_insert_ob_in_map (shstr_burnout, originator);
210 203
204 if (op->nrof > 1)
205 {
206 if (op->decrease (rndm (0, op->nrof - 1)))
207 fix_stopped_item (op, m, originator);
208 }
209 else
210 {
211 // drop everything to the ground, if possible
212 op->insert_at (originator);
213 op->drop_and_destroy ();
214 }
215
211 return; 216 return;
212 } 217 }
213 218
214 /* The value of 50 is arbitrary. */ 219 /* The value of 50 is arbitrary. */
215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) 220 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
216 { 221 {
217 archetype *at = archetype::find (shstr_icecube); 222 archetype *at = archetype::find (shstr_icecube);
218 223
219 if (at == NULL) 224 if (at == NULL)
220 return; 225 return;
224 return; 229 return;
225 230
226 object *tmp = present_arch (at, op->map, op->x, op->y); 231 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp) 232 if (!tmp)
228 { 233 {
229 tmp = arch_to_object (at); 234 tmp = at->instance ();
230 tmp->x = op->x, tmp->y = op->y; 235 tmp->x = op->x, tmp->y = op->y;
231 /* This was in the old (pre new movement code) - 236 /* This was in the old (pre new movement code) -
232 * icecubes have slow_move set to 1 - don't want 237 * icecubes have slow_move set to 1 - don't want
233 * that for ones we create. 238 * that for ones we create.
234 */ 239 */
247 * type is the attacktype of the object. 252 * type is the attacktype of the object.
248 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
249 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
250 */ 255 */
251int 256int
252hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, uint32_t type, int full_hit)
253{ 258{
254 maptile *map; 259 maptile *map;
255 sint16 x, y; 260 sint16 x, y;
256 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 */
257 262
258 if (QUERY_FLAG (op, FLAG_FREED)) 263 if (op->flag [FLAG_FREED])
259 { 264 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 265 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 266 return 0;
262 } 267 }
263 268
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (op->flag [FLAG_REMOVED] || op->env != NULL)
265 { 270 {
266 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
267 return 0; 272 return 0;
268 } 273 }
269 274
333 * 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.
334 */ 339 */
335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) 340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
336 continue; 341 continue;
337 342
338 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 343 if (tmp->flag [FLAG_ALIVE])
339 { 344 {
340 hit_player (tmp, op->stats.dam, op, type, full_hit); 345 hit_player (tmp, op->stats.dam, op, type, full_hit);
341 retflag |= 1; 346 retflag |= 1;
342 347
343 if (op->destroyed ()) 348 if (op->destroyed ())
347 * 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
348 * that weak walls have is_alive set, which prevent objects from 353 * that weak walls have is_alive set, which prevent objects from
349 * 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
350 * 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
351 * 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.
352 */ 359 */
353 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 360 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
354 { 361 {
355 save_throw_object (tmp, type, op); 362 save_throw_object (tmp, type, op);
356 363
357 if (op->destroyed ()) 364 if (op->destroyed ())
358 break; 365 break;
360 } 367 }
361 368
362 return 0; 369 return 0;
363} 370}
364 371
365void 372static void
366attack_message (int dam, int type, object *op, object *hitter) 373attack_message (int dam, int type, object *op, object *hitter)
367{ 374{
368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
369 int i, found = 0; 376 int i, found = 0;
370 maptile *map; 377 maptile *map;
372 379
373 /* 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
374 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
375 * [garbled 20010919] 382 * [garbled 20010919]
376 */ 383 */
377
378 if (dam == 9998 && op->type == DOOR) 384 if (dam == 9998 && op->type == DOOR)
379 { 385 {
380 sprintf (buf1, "unlock %s", &op->name); 386 sprintf (buf1, "unlock %s", &op->name);
381 sprintf (buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
382 found++; 388 found++;
383 } 389 }
384 if (dam < 0) 390 else if (dam < 0)
385 { 391 {
386 sprintf (buf1, "hit %s", &op->name); 392 sprintf (buf1, "hit %s", &op->name);
387 sprintf (buf2, " hits"); 393 sprintf (buf2, " hits");
388 found++; 394 found++;
389 } 395 }
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 518 found++;
513 break; 519 break;
514 } 520 }
515 } 521 }
516 else if (hitter->current_weapon != NULL) 522 else if (hitter->current_weapon)
517 { 523 {
518 int mtype; 524 int mtype;
519 525
520 switch (hitter->current_weapon->weapontype) 526 switch (hitter->current_weapon->weapontype)
521 { 527 {
522 case WEAP_HIT: 528 case WEAP_HIT: mtype = ATM_BASIC; break;
523 mtype = ATM_BASIC; 529 case WEAP_SLASH: mtype = ATM_SLASH; break;
524 break; 530 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
525 case WEAP_SLASH: 531 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
526 mtype = ATM_SLASH; 532 case WEAP_SLICE: mtype = ATM_SLICE; break;
527 break; 533 case WEAP_STAB: mtype = ATM_STAB; break;
528 case WEAP_PIERCE: 534 case WEAP_WHIP: mtype = ATM_WHIP; break;
529 mtype = ATM_PIERCE; 535 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
530 break; 536 case WEAP_BLUD: mtype = ATM_BLUD; break;
531 case WEAP_CLEAVE: 537 default: mtype = ATM_BASIC; break;
532 mtype = ATM_CLEAVE;
533 break;
534 case WEAP_SLICE:
535 mtype = ATM_SLICE;
536 break;
537 case WEAP_STAB:
538 mtype = ATM_STAB;
539 break;
540 case WEAP_WHIP:
541 mtype = ATM_WHIP;
542 break;
543 case WEAP_CRUSH:
544 mtype = ATM_CRUSH;
545 break;
546 case WEAP_BLUD:
547 mtype = ATM_BLUD;
548 break;
549 default:
550 mtype = ATM_BASIC;
551 break;
552 } 538 }
553 539
554 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 540 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
555 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 541 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
556 { 542 {
659 op->play_sound (sound_find ("player_hits4")); 645 op->play_sound (sound_find ("player_hits4"));
660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 646 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
661 } 647 }
662} 648}
663 649
664
665static int 650static int
666get_attack_mode (object **target, object **hitter, int *simple_attack) 651get_attack_mode (object **target, object **hitter, int *simple_attack)
667{ 652{
668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 653 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
669 { 654 {
670 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 655 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
671 return 1; 656 return 1;
672 } 657 }
673 658
674 if ((*target)->head)
675 *target = (*target)->head; 659 *target = (*target)->head_ ();
676
677 if ((*hitter)->head)
678 *hitter = (*hitter)->head; 660 *hitter = (*hitter)->head_ ();
679 661
680 if ((*target)->type == LOCKED_DOOR) 662 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit 663 return 1; // locked doors cannot be hit
682 664
683 if ((*hitter)->env || (*target)->env) 665 if ((*hitter)->env || (*target)->env)
684 { 666 {
685 *simple_attack = 1; 667 *simple_attack = 1;
686 return 0; 668 return 0;
687 } 669 }
688 670
689 if (QUERY_FLAG (*target, FLAG_REMOVED) 671 if ((*target)->flag [FLAG_REMOVED]
690 || QUERY_FLAG (*hitter, FLAG_REMOVED) 672 || (*hitter)->flag [FLAG_REMOVED]
691 || !(*hitter)->map 673 || !(*hitter)->map
692 || !on_same_map (*hitter, *target)) 674 || !on_same_map (*hitter, *target))
693 { 675 {
694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 676 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ()); 677 (*hitter)->debug_desc (), (*target)->debug_desc ());
701} 683}
702 684
703static int 685static int
704abort_attack (object *target, object *hitter, int simple_attack) 686abort_attack (object *target, object *hitter, int simple_attack)
705{ 687{
706
707/* Check if target and hitter are still in a relation similar to the one 688 /* Check if target and hitter are still in a relation similar to the one
708 * determined by get_attack_mode(). Returns true if the relation has changed. 689 * determined by get_attack_mode(). Returns true if the relation has changed.
709 */ 690 */
710 int new_mode; 691 int new_mode;
711 692
712 if (hitter->env == target || target->env == hitter) 693 if (hitter->env == target || target->env == hitter)
713 new_mode = 1; 694 new_mode = 1;
714 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 695 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
696 || hitter->map == NULL || !on_same_map (hitter, target))
715 return 1; 697 return 1;
716 else 698 else
717 new_mode = 0; 699 new_mode = 0;
700
718 return new_mode != simple_attack; 701 return new_mode != simple_attack;
719} 702}
720 703
704/* thrown_item_effect() - handles any special effects of thrown
705 * items (like attacking living creatures--a potion thrown at a
706 * monster).
707 */
708static void
721static void thrown_item_effect (object *, object *); 709thrown_item_effect (object *hitter, object *victim)
710{
711 if (!hitter->flag [FLAG_ALIVE])
712 {
713 /* May not need a switch for just 2 types, but this makes it
714 * easier for expansion.
715 */
716 switch (hitter->type)
717 {
718 case POTION:
719 /* should player get a save throw instead of checking magic protection? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
721 apply_potion (victim, hitter);
722 break;
723
724 case POISON: /* poison drinks */
725 /* As with potions, should monster get a save? */
726 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
727 apply_poison (victim, hitter);
728 break;
729
730 /* Removed case statements that did nothing.
731 * food may be poisonous, but monster must be willing to eat it,
732 * so we don't handle it here.
733 * Containers should perhaps break open, but that code was disabled.
734 */
735 }
736 }
737}
738
739/* determine if the object is an 'aimed' missile */
740static int
741is_aimed_missile (object *op)
742{
743 /* I broke what used to be one big if into a few nested
744 * ones so that figuring out the logic is at least possible.
745 */
746 if (op && (op->move_type & MOVE_FLYING))
747 if (op->type == ARROW || op->type == THROWN_OBJ)
748 return 1;
749 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
750 return 1;
751
752 return 0;
753}
754/* adj_attackroll() - adjustments to attacks by various conditions */
755static int
756adj_attackroll (object *hitter, object *target)
757{
758 object *attacker = hitter;
759 int adjust = 0;
760
761 /* safety */
762 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
763 {
764 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
765 return 0;
766 }
767
768 /* aimed missiles use the owning object's sight */
769 if (is_aimed_missile (hitter))
770 {
771 if ((attacker = hitter->owner) == NULL)
772 attacker = hitter;
773 /* A player who saves but hasn't quit still could have objects
774 * owned by him - need to handle that case to avoid crashes.
775 */
776 if (attacker->flag [FLAG_REMOVED])
777 attacker = hitter;
778 }
779 else if (!hitter->flag [FLAG_ALIVE])
780 return 0;
781
782 /* determine the condtions under which we make an attack.
783 * Add more cases, as the need occurs. */
784
785 if (!can_see_enemy (attacker, target))
786 {
787 /* target is unseen */
788 if (target->invisible || attacker->flag [FLAG_BLIND])
789 adjust -= 10;
790 /* dark map penalty for the hitter (lacks infravision if we got here). */
791 else if (!stand_in_light (target))
792 adjust -= target->map->darklevel ();
793 }
794
795 if (attacker->flag [FLAG_SCARED])
796 adjust -= 3;
797
798 if (target->flag [FLAG_UNAGGRESSIVE])
799 adjust += 1;
800
801 if (target->flag [FLAG_SCARED])
802 adjust += 1;
803
804 if (attacker->flag [FLAG_CONFUSED])
805 adjust -= 3;
806
807 /* if we attack at a different 'altitude' its harder */
808 if ((attacker->move_type & target->move_type) == 0)
809 adjust -= 2;
810
811#if 0
812 /* slower attacks are less likely to succeed. We should use a
813 * comparison between attacker/target speeds BUT, players have
814 * a generally faster speed, so this will wind up being a HUGE
815 * disadantage for the monsters! Too bad, because missiles which
816 * fly fast should have a better chance of hitting a slower target.
817 */
818 if (hitter->speed < target->speed)
819 adjust += ((float) hitter->speed - target->speed);
820#endif
821
822#if 0
823 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
824#endif
825
826 return adjust;
827}
722 828
723static int 829static int
724attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 830attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
725{ 831{
726 int simple_attack, roll, dam = 0; 832 int simple_attack, roll, dam = 0;
739 845
740 /* 846 /*
741 * A little check to make it more difficult to dance forward and back 847 * A little check to make it more difficult to dance forward and back
742 * to avoid ever being hit by monsters. 848 * to avoid ever being hit by monsters.
743 */ 849 */
744 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 850 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
745 { 851 {
746 /* Decrease speed BEFORE calling process_object. Otherwise, an 852 /* Decrease speed BEFORE calling process_object. Otherwise, an
747 * infinite loop occurs, with process_object calling move_monster, 853 * infinite loop occurs, with process_object calling move_monster,
748 * which then gets here again. By decreasing the speed before 854 * which then gets here again. By decreasing the speed before
749 * we call process_object, the 'if' statement above will fail. 855 * we call process_object, the 'if' statement above will fail.
771 if (!simple_attack) 877 if (!simple_attack)
772 { 878 {
773 /* If you hit something, the victim should *always* wake up. 879 /* If you hit something, the victim should *always* wake up.
774 * Before, invisible hitters could avoid doing this. 880 * Before, invisible hitters could avoid doing this.
775 * -b.t. */ 881 * -b.t. */
776 if (QUERY_FLAG (op, FLAG_SLEEP)) 882 if (op->flag [FLAG_SLEEP])
777 CLEAR_FLAG (op, FLAG_SLEEP); 883 op->clr_flag (FLAG_SLEEP);
778 884
779 /* If the victim can't see the attacker, it may alert others 885 /* If the victim can't see the attacker, it may alert others
780 * for help. */ 886 * for help. */
781 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 887 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
782 npc_call_help (op); 888 npc_call_help (op);
785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) 891 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
786 { 892 {
787 make_visible (op); 893 make_visible (op);
788 894
789 if (op->type == PLAYER) 895 if (op->type == PLAYER)
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 896 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
791 } 897 }
792 898
793 /* thrown items (hitter) will have various effects 899 /* thrown items (hitter) will have various effects
794 * when they hit the victim. For things like thrown daggers, 900 * when they hit the victim. For things like thrown daggers,
795 * this sets 'hitter' to the actual dagger, and not the 901 * this sets 'hitter' to the actual dagger, and not the
802 } 908 }
803 909
804 /* Need to do at least 1 damage, otherwise there is no point 910 /* Need to do at least 1 damage, otherwise there is no point
805 * to go further and it will cause FPE's below. 911 * to go further and it will cause FPE's below.
806 */ 912 */
807 if (hitdam <= 0) 913 max_it (hitdam, 1);
808 hitdam = 1;
809 914
810 type = hitter->attacktype; 915 type = hitter->attacktype;
811 916
917 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
918 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
919 * This check is important for the most simple monsters out there in the
920 * game content (maps, archs). For example orcs: They would have
921 * no attacktype at all.
922 *
923 * Some time in the future someone should just go into the game data
924 * and fix every monster out there ;-/ Until then we will kill some
925 * more trees in the african rain forests with this check.
926 */
812 if (!type) 927 if (!type)
813 type = AT_PHYSICAL; 928 type = AT_PHYSICAL;
814 929
815 /* Handle monsters that hit back */ 930 /* Handle monsters that hit back */
816 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 931 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
817 { 932 {
818 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 933 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
819 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 934 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
820 935
821 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 936 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
847} 962}
848 963
849int 964int
850attack_ob (object *op, object *hitter) 965attack_ob (object *op, object *hitter)
851{ 966{
852 hitter = hitter->head_ ();
853
854 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 967 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
855} 968}
856 969
857/* op is the arrow, tmp is what is stopping the arrow. 970/* op is the arrow, tmp is what is stopping the arrow.
858 * 971 *
859 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 972 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
967 1080
968 return 0; 1081 return 0;
969 } 1082 }
970 1083
971 if (hit_something && op->speed >= 10.0) 1084 if (hit_something && op->speed >= 10.0)
972 op->speed -= 1.0; 1085 op->set_speed (op->speed - 1.f);
973 1086
974 /* Missile missed victim - reassemble missile */ 1087 /* Missile missed victim - reassemble missile */
975 if (container) 1088 if (container)
976 { 1089 {
977 hitter->remove (); 1090 hitter->remove ();
979 } 1092 }
980 1093
981 return op; 1094 return op;
982} 1095}
983 1096
984void 1097static void
985tear_down_wall (object *op) 1098tear_down_wall (object *op)
986{ 1099{
987 int perc = 0;
988
989 if (!op->stats.maxhp) 1100 if (!op->stats.maxhp)
990 {
991 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1101 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
992 perc = 1; 1102 else if (!op->has_anim ())
993 }
994 else if (!GET_ANIM_ID (op))
995 { 1103 {
996 /* Object has been called - no animations, so remove it */ 1104 /* Object has been called - no animations, so remove it */
997 if (op->stats.hp < 0) 1105 if (op->stats.hp < 0)
998 op->destroy (); 1106 op->destroy ();
999 1107
1000 return; /* no animations, so nothing more to do */ 1108 return; /* no animations, so nothing more to do */
1001 } 1109 }
1002 1110
1003 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1111 // we use frames 1..num-2 as intermediate frames, so
1112 // the last frame is used only when hp < 0.
1113 int perc = clamp (
1114 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1115 0, op->anim_frames () - 1
1116 );
1004 1117
1005 if (perc >= (int) NUM_ANIMATIONS (op)) 1118 op->set_anim_frame (perc);
1006 perc = NUM_ANIMATIONS (op) - 1;
1007 else if (perc < 1)
1008 perc = 1;
1009
1010 SET_ANIMATION (op, perc);
1011 update_object (op, UP_OBJ_FACE); 1119 update_object (op, UP_OBJ_FACE);
1012 1120
1013 if (perc == NUM_ANIMATIONS (op) - 1) 1121 if (op->stats.hp < 0)
1014 { /* Reached the last animation */ 1122 { /* Reached the last animation */
1015 if (op->face == blank_face) 1123 if (op->face == blank_face)
1016 /* If the last face is blank, remove the ob */ 1124 /* If the last face is blank, remove the ob */
1017 op->destroy (); 1125 op->destroy ();
1018 else 1126 else
1019 { /* The last face was not blank, leave an image */ 1127 { /* The last face was not blank, leave an image */
1020 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1128 op->flag [FLAG_BLOCKSVIEW] = false;
1021 update_all_los (op->map, op->x, op->y); 1129 update_all_los (op->map, op->x, op->y);
1022 op->move_block = 0; 1130 op->move_block = 0;
1023 CLEAR_FLAG (op, FLAG_ALIVE); 1131 op->flag [FLAG_ALIVE] = false;
1024 } 1132 }
1025 } 1133 }
1026} 1134}
1027 1135
1028void 1136static void
1029scare_creature (object *target, object *hitter) 1137scare_creature (object *target, object *hitter)
1030{ 1138{
1031 object *owner = hitter->owner; 1139 target->flag [FLAG_SCARED] = true;
1032 1140
1033 if (!owner)
1034 owner = hitter;
1035
1036 SET_FLAG (target, FLAG_SCARED);
1037 if (!target->enemy) 1141 if (!target->enemy)
1038 target->enemy = owner; 1142 target->enemy = hitter->outer_owner ();
1039}
1040
1041/* This returns the amount of damage hitter does to op with the
1042 * appropriate attacktype. Only 1 attacktype should be set at a time.
1043 * This doesn't damage the player, but returns how much it should
1044 * take. However, it will do other effects (paralyzation, slow, etc.)
1045 * Note - changed for PR code - we now pass the attack number and not
1046 * the attacktype. Makes it easier for the PR code. */
1047int
1048hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1049{
1050 int doesnt_slay = 1;
1051
1052 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1053 if (attacknum >= NROFATTACKS)
1054 {
1055 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1056 return 0;
1057 }
1058
1059 if (dam < 0)
1060 {
1061 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1062 dam, hitter->debug_desc (), op->debug_desc ());
1063 return 0;
1064 }
1065
1066 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1067 * people can't mess with that or it otherwise get confused. */
1068 if (attacknum == ATNR_INTERNAL)
1069 return dam;
1070
1071 if (hitter->slaying)
1072 {
1073 if ((op->race && strstr (hitter->slaying, op->race))
1074 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1075 {
1076 doesnt_slay = 0;
1077 dam *= 3;
1078 }
1079 }
1080
1081 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1082 if (op->resist[attacknum])
1083 {
1084 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1085 * in case 0>dam>1, we try to "simulate" a float value-effect */
1086 dam *= (100 - op->resist[attacknum]);
1087 if (dam >= 100)
1088 dam /= 100;
1089 else
1090 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1091 }
1092
1093 /* Special hack. By default, if immune to something, you
1094 * shouldn't need to worry. However, acid is an exception, since
1095 * it can still damage your items. Only include attacktypes if
1096 * special processing is needed */
1097
1098 if (op->resist[attacknum] >= 100
1099 && doesnt_slay
1100 && attacknum != ATNR_ACID)
1101 return 0;
1102
1103 /* Keep this in order - makes things easier to find */
1104
1105 switch (attacknum)
1106 {
1107 case ATNR_PHYSICAL:
1108 /* here also check for diseases */
1109 check_physically_infect (op, hitter);
1110 break;
1111
1112 /* Don't need to do anything for:
1113 magic,
1114 fire,
1115 electricity,
1116 cold */
1117
1118 case ATNR_CONFUSION:
1119 case ATNR_POISON:
1120 case ATNR_SLOW:
1121 case ATNR_PARALYZE:
1122 case ATNR_FEAR:
1123 case ATNR_CANCELLATION:
1124 case ATNR_DEPLETE:
1125 case ATNR_BLIND:
1126 {
1127 /* chance for inflicting a special attack depends on the
1128 * difference between attacker's and defender's level
1129 */
1130 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1131
1132 /* First, only creatures/players with speed can be affected.
1133 * Second, just getting hit doesn't mean it always affects
1134 * you. Third, you still get a saving through against the
1135 * effect.
1136 */
1137 if (op->speed &&
1138 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1139 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1140 {
1141
1142 /* Player has been hit by something */
1143 if (attacknum == ATNR_CONFUSION)
1144 confuse_player (op, hitter, dam);
1145 else if (attacknum == ATNR_POISON)
1146 poison_player (op, hitter, dam);
1147 else if (attacknum == ATNR_SLOW)
1148 slow_player (op, hitter, dam);
1149 else if (attacknum == ATNR_PARALYZE)
1150 paralyze_player (op, hitter, dam);
1151 else if (attacknum == ATNR_FEAR)
1152 scare_creature (op, hitter);
1153 else if (attacknum == ATNR_CANCELLATION)
1154 cancellation (op);
1155 else if (attacknum == ATNR_DEPLETE)
1156 op->drain_stat ();
1157 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1158 blind_player (op, hitter, dam);
1159 }
1160
1161 dam = 0; /* These are all effects and don't do real damage */
1162 }
1163 break;
1164
1165 case ATNR_ACID:
1166 {
1167 int flag = 0;
1168
1169 /* Items only get corroded if you're not on a battleground and
1170 * if your acid resistance is below 50%. */
1171 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1172 {
1173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1174 {
1175 if (tmp->invisible)
1176 continue;
1177 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1178 /* >= 10% acid res. on items will protect these */
1179 continue;
1180 if (!(tmp->materials & M_IRON))
1181 continue;
1182 if (tmp->magic < -4) /* Let's stop at -5 */
1183 continue;
1184 if (tmp->type == RING
1185 /* removed boots and gloves from exclusion list in PR */
1186 || tmp->type == GIRDLE
1187 || tmp->type == AMULET
1188 || tmp->type == WAND
1189 || tmp->type == ROD
1190 || tmp->type == HORN)
1191 continue; /* To avoid some strange effects */
1192
1193 /* High damage acid has better chance of corroding
1194 objects */
1195 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1196 {
1197 flag = 1;
1198 tmp->magic--;
1199
1200 if (object *pl = tmp->visible_to ())
1201 {
1202 /* Make this more visible */
1203 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1204 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1205
1206 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1207 }
1208 }
1209 }
1210
1211 if (flag)
1212 op->update_stats (); /* Something was corroded */
1213 }
1214 }
1215 break;
1216
1217 case ATNR_DRAIN:
1218 {
1219 /* rate is the proportion of exp drained. High rate means
1220 * not much is drained, low rate means a lot is drained.
1221 */
1222 int rate;
1223
1224 if (op->resist[ATNR_DRAIN] >= 0)
1225 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1226 else
1227 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1228
1229 if (op->stats.exp <= rate)
1230 {
1231 if (op->type == GOLEM)
1232 dam = 999; /* Its force is "sucked" away. 8) */
1233 else
1234 /* If we can't drain, lets try to do physical damage */
1235 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1236 }
1237 else
1238 {
1239 /* Randomly give the hitter some hp */
1240 if (hitter->stats.hp < hitter->stats.maxhp &&
1241 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1242 hitter->stats.hp++;
1243
1244 /* Can't do drains on battleground spaces.
1245 * Move the wiz check up here - before, the hitter wouldn't gain exp
1246 * exp, but the wiz would still lose exp! If drainee is a wiz,
1247 * nothing happens.
1248 * Try to credit the owner. We try to display player -> player drain
1249 * attacks, hence all the != PLAYER checks.
1250 */
1251 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1252 {
1253 object *owner = hitter->owner;
1254
1255 if (owner && owner != hitter)
1256 {
1257 if (op->type != PLAYER || owner->type != PLAYER)
1258 change_exp (owner, op->stats.exp / (rate * 2),
1259 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1260 }
1261 else if (op->type != PLAYER || hitter->type != PLAYER)
1262 change_exp (hitter, op->stats.exp / (rate * 2),
1263 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1264
1265 change_exp (op, -op->stats.exp / rate, NULL, 0);
1266 }
1267
1268 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1269 * drain attack, you won't know that you are actually sucking out EXP,
1270 * as the messages will say you missed
1271 */
1272 }
1273 }
1274 break;
1275
1276 case ATNR_TURN_UNDEAD:
1277 {
1278 if (QUERY_FLAG (op, FLAG_UNDEAD))
1279 {
1280 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1281 object *god = find_god (determine_god (owner));
1282 int div = 1;
1283
1284 /* if undead are not an enemy of your god, you turn them
1285 * at half strength */
1286 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1287 div = 2;
1288
1289 /* Give a bonus if you resist turn undead */
1290 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1291 scare_creature (op, owner);
1292 }
1293 else
1294 dam = 0; /* don't damage non undead - should we damage
1295 undead? */
1296 }
1297 break;
1298
1299 case ATNR_DEATH:
1300 deathstrike_player (op, hitter, &dam);
1301 break;
1302
1303 case ATNR_CHAOS:
1304 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1305 dam = 0;
1306 break;
1307
1308 case ATNR_COUNTERSPELL:
1309 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1310 dam = 0;
1311 /* This should never happen. Counterspell is handled
1312 * seperately and filtered out. If this does happen,
1313 * Counterspell has no effect on anything but spells, so it
1314 * does no damage. */
1315 break;
1316
1317 case ATNR_HOLYWORD:
1318 {
1319 /* This has already been handled by hit_player,
1320 * no need to check twice -- DAMN */
1321 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1322
1323 /* As with turn undead above, give a bonus on the saving throw */
1324 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1325 scare_creature (op, owner);
1326 }
1327 break;
1328
1329 case ATNR_LIFE_STEALING:
1330 {
1331 int new_hp;
1332
1333 /* this is replacement to drain for players, instead of taking
1334 * exp it takes hp. It is geared for players, probably not
1335 * much use giving it to monsters
1336 *
1337 * life stealing doesn't do a lot of damage, but it gives the
1338 * damage it does do to the player. Given that,
1339 * it only does 1/10'th normal damage (hence the divide by
1340 * 1000).
1341 */
1342 /* You can't steal life from something undead */
1343 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1344 return 0;
1345
1346 /* If drain protection is higher than life stealing, use that */
1347 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1348 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1349 else
1350 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1351
1352 /* You die at -1 hp, not zero. */
1353 if (dam > (op->stats.hp + 1))
1354 dam = op->stats.hp + 1;
1355
1356 new_hp = hitter->stats.hp + dam;
1357 if (new_hp > hitter->stats.maxhp)
1358 new_hp = hitter->stats.maxhp;
1359
1360 if (new_hp > hitter->stats.hp)
1361 hitter->stats.hp = new_hp;
1362 }
1363 }
1364
1365 return dam;
1366} 1143}
1367 1144
1368/* GROS: This code comes from hit_player. It has been made external to 1145/* GROS: This code comes from hit_player. It has been made external to
1369 * allow script procedures to "kill" objects in a combat-like fashion. 1146 * allow script procedures to "kill" objects in a combat-like fashion.
1370 * It was initially used by (kill-object) developed for the Collector's 1147 * It was initially used by (kill-object) developed for the Collector's
1401 * this creature. The function(s) that call us have already 1178 * this creature. The function(s) that call us have already
1402 * adjusted the creatures HP total, so that is negative. 1179 * adjusted the creatures HP total, so that is negative.
1403 */ 1180 */
1404 maxdam = dam + op->stats.hp + 1; 1181 maxdam = dam + op->stats.hp + 1;
1405 1182
1406 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1183 if (op->flag [FLAG_BLOCKSVIEW])
1407 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1184 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1408 1185
1409 if (op->type == DOOR) 1186 if (op->type == DOOR)
1410 { 1187 {
1411 op->set_speed (0.1f); 1188 op->set_speed (0.1f);
1412 op->speed_left = -0.05f; 1189 op->speed_left = -0.05f;
1413 return maxdam; 1190 return maxdam;
1414 } 1191 }
1415 1192
1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1193 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1417 { 1194 {
1418 op->drop_and_destroy (); 1195 op->drop_and_destroy ();
1419 return maxdam; 1196 return maxdam;
1420 } 1197 }
1421 1198
1488 else if (owner->chosen_skill) 1265 else if (owner->chosen_skill)
1489 { 1266 {
1490 skop = owner->chosen_skill; 1267 skop = owner->chosen_skill;
1491 skill = skop->skill; 1268 skill = skop->skill;
1492 } 1269 }
1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) 1270 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1494 skill = owner->current_weapon->skill; 1271 skill = owner->current_weapon->skill;
1495 else 1272 else
1496 { 1273 {
1274 LOG (llevError | logBacktrace,
1497 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" 1275 "BUG: kill_object - unable to find skill that killed monster\n"
1498 "op: %s\n" "hitter: %s\n" "owner: %s\n", 1276 "op: %s\n" "hitter: %s\n" "op: %s\n",
1499 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); 1277 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1500 skill = 0; 1278 skill = 0;
1501 } 1279 }
1502 1280
1503 /* We have the skill we want to credit to - now find the object this goes 1281 /* We have the skill we want to credit to - now find the object this goes
1504 * to. Make sure skop is an actual skill, and not a skill tool! 1282 * to. Make sure skop is an actual skill, and not a skill tool!
1514 1292
1515 if (!skill && skop) 1293 if (!skill && skop)
1516 skill = skop->skill; 1294 skill = skop->skill;
1517 1295
1518 /* If you didn't kill yourself, and your not the wizard */ 1296 /* If you didn't kill yourself, and your not the wizard */
1519 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1297 if (owner != op && !op->flag [FLAG_WIZ])
1520 { 1298 {
1521 int exp; 1299 int exp;
1522 1300
1523 /* Really don't give much experience for killing other players */ 1301 /* Really don't give much experience for killing other players */
1524 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1302 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1525 if (op->type == PLAYER)
1526 {
1527 if (battleg) 1303 if (battleg)
1304 {
1305 if (op->is_player ())
1528 { 1306 {
1529 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1307 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1530 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1308 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1531 } 1309 }
1532 else 1310
1311 exp = 0;
1312 }
1313 else if (op->is_player ())
1533 exp = op->stats.exp / 1000; 1314 exp = op->stats.exp / 1000;
1534 }
1535 else 1315 else
1536 exp = calc_skill_exp (owner, op, skop); 1316 exp = calc_skill_exp (owner, op, skop);
1537
1538 /* if op is standing on "battleground" (arena), no way to gain
1539 * exp by killing him
1540 */
1541 if (battleg)
1542 exp = 0;
1543 1317
1544 /* Don't know why this is set this way - doesn't make 1318 /* Don't know why this is set this way - doesn't make
1545 * sense to just divide everything by two for no reason. 1319 * sense to just divide everything by two for no reason.
1546 */ 1320 */
1547 1321
1585 } /* else part of a party */ 1359 } /* else part of a party */
1586 } /* end if person didn't kill himself */ 1360 } /* end if person didn't kill himself */
1587 1361
1588 if (op->type != PLAYER) 1362 if (op->type != PLAYER)
1589 { 1363 {
1590 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1364 if (op->flag [FLAG_FRIENDLY])
1591 { 1365 {
1592 object *owner1 = op->owner; 1366 object *owner1 = op->owner;
1593 1367
1594 if (owner1 && owner1->type == PLAYER) 1368 if (owner1 && owner1->type == PLAYER)
1595 { 1369 {
1656 * modify it. 1430 * modify it.
1657 */ 1431 */
1658/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1432/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1659 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1433 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1660int 1434int
1661hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1435hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1662{ 1436{
1663 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1437 int magic = type & AT_MAGIC;
1664 int maxattacktype, attacknum;
1665 int body_attack = op && op->head; /* Did we hit op's head? */ 1438 int body_attack = op && op->head; /* Did we hit op's head? */
1439 int maxdam = 0, ndam = 0, attacktype = 1;
1440 int maxattacktype;
1666 int simple_attack; 1441 int simple_attack;
1667 int rtn_kill = 0; 1442 int rtn_kill = 0;
1668 int friendlyfire; 1443 int friendlyfire;
1669 1444
1670 if (get_attack_mode (&op, &hitter, &simple_attack)) 1445 if (get_attack_mode (&op, &hitter, &simple_attack))
1671 return 0; 1446 return 0;
1672 1447
1673 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1448 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1674 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1449 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1675 return 0; 1450 return 0;
1676 1451
1677 // only allow pk for hostile players 1452 // only allow pk for hostile players
1678 if (op->type == PLAYER) 1453 if (op->type == PLAYER)
1679 { 1454 {
1721 1496
1722 break; 1497 break;
1723 } 1498 }
1724 } 1499 }
1725 1500
1726 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1501 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1727 { 1502 {
1728 /* FIXME: If a player is killed by a rune in a door, the 1503 /* FIXME: If a player is killed by a rune in a door, the
1729 * destroyed() check above doesn't return, and might get here. 1504 * destroyed() check above doesn't return, and might get here.
1730 */ 1505 */
1731 1506
1769 */ 1544 */
1770 if (type & AT_HOLYWORD) 1545 if (type & AT_HOLYWORD)
1771 { 1546 {
1772 object *god; 1547 object *god;
1773 1548
1774 if ((!hitter->slaying || 1549 if ((!hitter->slaying
1775 (!(op->race && strstr (hitter->slaying, op->race)) && 1550 || (!(op->race && hitter->slaying.contains (op->race))
1776 !(op->name && strstr (hitter->slaying, op->name)))) && 1551 && !(op->name && hitter->slaying.contains (op->name))))
1777 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1552 && (!op->flag [FLAG_UNDEAD]
1778 (hitter->title != NULL 1553 || (hitter->title
1779 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1554 && (god = find_god (determine_god (hitter))) != NULL
1555 && god->race.contains (shstr_undead))))
1780 return 0; 1556 return 0;
1781 } 1557 }
1782 1558
1783 maxattacktype = type; /* initialise this to something */ 1559 maxattacktype = type; /* initialise this to something */
1784 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1560 for_all_bits_sparse_32 (type, attacknum)
1785 { 1561 {
1562 uint32_t attacktype = 1 << attacknum;
1563
1786 /* Magic isn't really a true attack type - it gets combined with other 1564 /* Magic isn't really a true attack type - it gets combined with other
1787 * attack types. As such, skip it over. However, if magic is 1565 * attack types. As such, skip it over. However, if magic is
1788 * the only attacktype in the group, then still attack with it 1566 * the only attacktype in the group, then still attack with it
1789 */ 1567 */
1790 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1568 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1793 /* Go through and hit the player with each attacktype, one by one. 1571 /* Go through and hit the player with each attacktype, one by one.
1794 * hit_player_attacktype only figures out the damage, doesn't inflict 1572 * hit_player_attacktype only figures out the damage, doesn't inflict
1795 * it. It will do the appropriate action for attacktypes with 1573 * it. It will do the appropriate action for attacktypes with
1796 * effects (slow, paralization, etc. 1574 * effects (slow, paralization, etc.
1797 */ 1575 */
1798 if (type & attacktype)
1799 {
1800 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1576 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1577
1801 /* the >= causes us to prefer messages from special attacks, if 1578 /* the >= causes us to prefer messages from special attacks, if
1802 * the damage is equal. 1579 * the damage is equal.
1803 */ 1580 */
1804 if (ndam >= maxdam) 1581 if (ndam >= maxdam)
1805 { 1582 {
1806 maxdam = ndam; 1583 maxdam = ndam;
1807 maxattacktype = 1 << attacknum; 1584 maxattacktype = 1 << attacknum;
1808 }
1809 } 1585 }
1810 } 1586 }
1811 1587
1812 /* if this is friendly fire then do a set % of damage only 1588 /* if this is friendly fire then do a set % of damage only
1813 * Note - put a check in to make sure this attack is actually 1589 * Note - put a check in to make sure this attack is actually
1853 // keep a refcount for a long time and I see no usefulness 1629 // keep a refcount for a long time and I see no usefulness
1854 // for an non-active objetc to know its enemy. 1630 // for an non-active objetc to know its enemy.
1855 if (op->active) 1631 if (op->active)
1856 if (hitter->owner) 1632 if (hitter->owner)
1857 op->enemy = hitter->owner; 1633 op->enemy = hitter->owner;
1858 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1634 else if (hitter->flag [FLAG_ALIVE])
1859 op->enemy = hitter; 1635 op->enemy = hitter;
1860 1636
1861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1637 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1862 { 1638 {
1863 /* The unaggressives look after themselves 8) */ 1639 /* The unaggressives look after themselves 8) */
1864 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1640 op->clr_flag (FLAG_UNAGGRESSIVE);
1865 npc_call_help (op); 1641 npc_call_help (op);
1866 } 1642 }
1867 1643
1868 if (magic && did_make_save (op, op->level, 0)) 1644 if (magic && did_make_save (op, op->level, 0))
1869 maxdam = maxdam / 2; 1645 maxdam = maxdam / 2;
1871 attack_message (maxdam, maxattacktype, op, hitter); 1647 attack_message (maxdam, maxattacktype, op, hitter);
1872 1648
1873 op->stats.hp -= maxdam; 1649 op->stats.hp -= maxdam;
1874 1650
1875 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1651 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1876 if ((op->stats.hp >= 0) && 1652 if (op->stats.hp >= 0
1877 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1653 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1878 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1654 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1879 { 1655 {
1880 1656
1881 if (QUERY_FLAG (op, FLAG_MONSTER)) 1657 if (op->flag [FLAG_MONSTER])
1882 SET_FLAG (op, FLAG_RUN_AWAY); 1658 op->set_flag (FLAG_RUN_AWAY);
1883 else 1659 else
1884 scare_creature (op, hitter); 1660 scare_creature (op, hitter);
1885 } 1661 }
1886 1662
1887 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1663 if (op->flag [FLAG_TEAR_DOWN])
1888 { 1664 {
1889 if (maxdam) 1665 if (maxdam)
1890 tear_down_wall (op); 1666 tear_down_wall (op);
1891 1667
1892 return maxdam; /* nothing more to do for wall */ 1668 return maxdam; /* nothing more to do for wall */
1899 1675
1900 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1676 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1901 * that before if the player was immune to ghosthit, the monster 1677 * that before if the player was immune to ghosthit, the monster
1902 * remained - that is no longer the case. 1678 * remained - that is no longer the case.
1903 */ 1679 */
1904 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1680 if (hitter->flag [FLAG_ONE_HIT])
1905 hitter->drop_and_destroy (); 1681 hitter->drop_and_destroy ();
1906 /* Lets handle creatures that are splitting now */ 1682 /* Lets handle creatures that are splitting now */
1907 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1683 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1908 { 1684 {
1909 int i;
1910 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1685 int friendly = op->flag [FLAG_FRIENDLY];
1911 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1686 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1912 object *owner = op->owner; 1687 object *owner = op->owner;
1913 1688
1914 if (!op->other_arch) 1689 if (!op->other_arch)
1915 { 1690 {
1916 LOG (llevError, "SPLITTING without other_arch error.\n"); 1691 LOG (llevError, "SPLITTING without other_arch error.\n");
1917 return maxdam; 1692 return maxdam;
1918 } 1693 }
1919 1694
1920 op->remove (); 1695 op->remove ();
1921 1696
1922 for (i = 0; i < op->stats.food; i++) 1697 for (int i = 0; i < op->stats.food; i++)
1923 { /* This doesn't handle op->more yet */ 1698 { /* This doesn't handle op->more yet */
1924 object *tmp = arch_to_object (op->other_arch); 1699 object *tmp = op->other_arch->instance ();
1925 int j;
1926 1700
1927 tmp->stats.hp = op->stats.hp; 1701 tmp->stats.hp = op->stats.hp;
1928 1702
1929 if (friendly) 1703 if (friendly)
1930 { 1704 {
1934 if (owner) 1708 if (owner)
1935 tmp->set_owner (owner); 1709 tmp->set_owner (owner);
1936 } 1710 }
1937 1711
1938 if (unaggressive) 1712 if (unaggressive)
1939 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1713 tmp->set_flag (FLAG_UNAGGRESSIVE);
1940 1714
1941 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1715 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1942 1716
1943 if (j == -1) /* No spot to put this monster */ 1717 if (j == -1) /* No spot to put this monster */
1944 tmp->destroy (); 1718 tmp->destroy ();
1945 else 1719 else
1946 { 1720 {
1955 hitter->drop_and_destroy (); 1729 hitter->drop_and_destroy ();
1956 1730
1957 return maxdam; 1731 return maxdam;
1958} 1732}
1959 1733
1960void 1734static void
1961poison_player (object *op, object *hitter, int dam) 1735poison_player (object *op, object *hitter, int dam)
1962{ 1736{
1963 archetype *at = archetype::find ("poisoning"); 1737 archetype *at = archetype::find (shstr_poisoning);
1964 object *tmp = present_arch_in_ob (at, op); 1738 object *tmp = present_arch_in_ob (at, op);
1965 1739
1966 if (tmp == NULL) 1740 if (!tmp)
1967 { 1741 {
1968 if ((tmp = arch_to_object (at)) == NULL) 1742 tmp = insert_ob_in_ob (at->instance (), op);
1969 LOG (llevError, "Failed to clone arch poisoning.\n"); 1743 /* peterm: give poisoning some teeth. It should
1744 * be able to kill things better than it does:
1745 * damage should be dependent something--I choose to
1746 * do this: if it's a monster, the damage from the
1747 * poisoning goes as the level of the monster/2.
1748 * If anything else, goes as damage.
1749 */
1750
1751 if (hitter->flag [FLAG_ALIVE])
1752 tmp->stats.dam += hitter->level / 2;
1970 else 1753 else
1971 {
1972 tmp = insert_ob_in_ob (tmp, op);
1973 /* peterm: give poisoning some teeth. It should
1974 * be able to kill things better than it does:
1975 * damage should be dependent something--I choose to
1976 * do this: if it's a monster, the damage from the
1977 * poisoning goes as the level of the monster/2.
1978 * If anything else, goes as damage.
1979 */
1980
1981 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1982 tmp->stats.dam += hitter->level / 2;
1983 else
1984 tmp->stats.dam = dam; 1754 tmp->stats.dam = dam;
1985 1755
1986 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1756 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1987 if (hitter->skill && hitter->skill != tmp->skill) 1757 if (hitter->skill && hitter->skill != tmp->skill)
1988 {
1989 tmp->skill = hitter->skill; 1758 tmp->skill = hitter->skill;
1990 }
1991 1759
1992 tmp->stats.food += dam; /* more damage, longer poisoning */ 1760 tmp->stats.food += dam; /* more damage, longer poisoning */
1993 1761
1994 if (op->type == PLAYER) 1762 if (op->type == PLAYER)
1995 { 1763 {
1996 /* player looses stats, maximum is -10 of each */ 1764 /* player looses stats, maximum is -10 of each */
1997 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1765 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1998 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1766 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1999 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1767 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2000 tmp->stats.Int = MAX (-dam / 7, -10); 1768 tmp->stats.Int = max (-(dam / 7 ), -10);
2001 SET_FLAG (tmp, FLAG_APPLIED); 1769 tmp->set_flag (FLAG_APPLIED);
2002 op->update_stats (); 1770 op->update_stats ();
2003 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2004 op->play_sound (tmp->sound); 1772 op->play_sound (tmp->sound);
2005 } 1773 }
2006 1774
2007 if (hitter->type == PLAYER) 1775 if (hitter->type == PLAYER)
2008 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1776 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2009 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1777 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2010 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1778 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2011 }
2012 1779
2013 tmp->speed_left = 0; 1780 tmp->speed_left = 0;
2014 } 1781 }
2015 else 1782 else
2016 tmp->stats.food++; 1783 tmp->stats.food++;
2017} 1784}
2018 1785
2019void 1786static void
2020slow_player (object *op, object *hitter, int dam) 1787slow_player (object *op, object *hitter, int dam)
2021{ 1788{
2022 archetype *at = archetype::find ("slowness"); 1789 archetype *at = archetype::find (shstr_slowness);
2023 object *tmp; 1790 object *tmp;
2024 1791
2025 if (at == NULL) 1792 if (!at)
2026 LOG (llevError, "Can't find slowness archetype.\n"); 1793 LOG (llevError, "Can't find slowness archetype.\n");
2027 1794
2028 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1795 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2029 { 1796 {
2030 tmp = arch_to_object (at); 1797 tmp = at->instance ();
2031 tmp = insert_ob_in_ob (tmp, op); 1798 tmp = insert_ob_in_ob (tmp, op);
2032 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1799 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2033 } 1800 }
2034 else 1801 else
2035 tmp->stats.food++; 1802 tmp->stats.food++;
2036 1803
2037 SET_FLAG (tmp, FLAG_APPLIED); 1804 tmp->set_flag (FLAG_APPLIED);
2038 tmp->speed_left = 0; 1805 tmp->speed_left = 0;
2039 op->update_stats (); 1806 op->update_stats ();
2040} 1807}
2041 1808
2042void 1809void
2043confuse_player (object *op, object *hitter, int dam) 1810confuse_player (object *op, object *hitter, int dam)
2044{ 1811{
2045 object *tmp; 1812 object *tmp;
2046 int maxduration; 1813 int maxduration;
2047 1814
2048 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1815 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2049 if (!tmp) 1816 if (!tmp)
2050 { 1817 {
2051 tmp = get_archetype (FORCE_NAME); 1818 tmp = get_archetype (FORCE_NAME);
2052 tmp = insert_ob_in_ob (tmp, op); 1819 tmp = insert_ob_in_ob (tmp, op);
2053 } 1820 }
2054 1821
2055 /* Duration added per hit and max. duration of confusion both depend 1822 /* Duration added per hit and max. duration of confusion both depend
2056 * on the player's resistance 1823 * on the player's resistance
2057 */ 1824 */
2058 tmp->speed = 0.05; 1825 tmp->set_speed (0.05);
2059 tmp->subtype = FORCE_CONFUSION; 1826 tmp->subtype = FORCE_CONFUSION;
2060 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1827 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2061 tmp->name = "confusion"; 1828 tmp->name = shstr_confusion;
2062 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1829 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2063 1830
2064 if (tmp->duration > maxduration) 1831 if (tmp->duration > maxduration)
2065 tmp->duration = maxduration; 1832 tmp->duration = maxduration;
2066 1833
2067 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1834 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2068 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1835 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2069 1836
2070 SET_FLAG (op, FLAG_CONFUSED); 1837 op->set_flag (FLAG_CONFUSED);
2071} 1838}
2072 1839
2073void 1840void
2074blind_player (object *op, object *hitter, int dam) 1841blind_player (object *op, object *hitter, int dam)
2075{ 1842{
2076 object *tmp, *owner;
2077
2078 /* Save some work if we know it isn't going to affect the player */ 1843 /* Save some work if we know it isn't going to affect the player */
2079 if (op->resist[ATNR_BLIND] == 100) 1844 if (op->resist[ATNR_BLIND] == 100)
2080 return; 1845 return;
2081 1846
2082 tmp = present_in_ob (BLINDNESS, op); 1847 object *tmp = present_in_ob (BLINDNESS, op);
2083 if (!tmp) 1848 if (!tmp)
2084 { 1849 {
2085 tmp = get_archetype ("blindness"); 1850 tmp = get_archetype (shstr_blindness);
2086 SET_FLAG (tmp, FLAG_BLIND); 1851 tmp->set_flag (FLAG_BLIND);
2087 SET_FLAG (tmp, FLAG_APPLIED); 1852 tmp->set_flag (FLAG_APPLIED);
2088 /* use floats so we don't lose too much precision due to rounding errors. 1853 // use floats so we don't lose too much precision due to rounding errors.
2089 * speed is a float anyways. 1854 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2090 */
2091 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2092 1855
2093 tmp = insert_ob_in_ob (tmp, op); 1856 tmp = insert_ob_in_ob (tmp, op);
2094 change_abil (op, tmp); /* Mostly to display any messages */ 1857 change_abil (op, tmp); /* Mostly to display any messages */
2095 op->update_stats (); /* This takes care of some other stuff */ 1858 op->update_stats (); /* This takes care of some other stuff */
2096 1859
2097 if (hitter->owner)
2098 owner = hitter->owner;
2099 else
2100 owner = hitter;
2101
2102 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1860 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2103 } 1861 }
1862
2104 tmp->stats.food += dam; 1863 tmp->stats.food += dam;
2105 if (tmp->stats.food > 10) 1864 min_it (tmp->stats.food, 10);
2106 tmp->stats.food = 10;
2107} 1865}
2108 1866
2109void 1867void
2110paralyze_player (object *op, object *hitter, int dam) 1868paralyze_player (object *op, object *hitter, int dam)
2111{ 1869{
2112 float effect, max;
2113
2114 /* object *tmp; */
2115
2116 /* This is strange stuff... someone knows for what this is 1870 /* This is strange stuff... someone knows for what this is
2117 * written? Well, i think this can and should be removed 1871 * written? Well, i think this can and should be removed
2118 */ 1872 */
2119 1873
2120 /* 1874 /*
2124 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1878 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2125 } 1879 }
2126 */ 1880 */
2127 1881
2128 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1882 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2129 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1883 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2130 1884
2131 if (effect == 0)
2132 return;
2133
2134 op->speed_left -= FABS (op->speed) * effect; 1885 op->speed_left -= op->speed * effect;
2135 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1886 /* tmp->stats.food+=(signed short) effect/op->speed; */
2136 1887
2137 /* max number of ticks to be affected for. */ 1888 /* max number of ticks to be affected for. */
2138 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1889 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1890
2139 if (op->speed_left < -(FABS (op->speed) * max)) 1891 max_it (op->speed_left, -op->speed * max);
2140 op->speed_left = (float) -(FABS (op->speed) * max);
2141 1892
2142/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1893/* tmp->stats.food = (signed short) (max / op->speed); */
2143} 1894}
2144 1895
2145/* Attempts to kill 'op'. hitter is the attack object, dam is 1896/* Attempts to kill 'op'. hitter is the attack object, dam is
2146 * the computed damaged. 1897 * the computed damaged.
2147 */ 1898 */
2148void 1899static void
2149deathstrike_player (object *op, object *hitter, int *dam) 1900deathstrike_player (object *op, object *hitter, int *dam)
2150{ 1901{
2151 /* The intention of a death attack is to kill outright things 1902 /* The intention of a death attack is to kill outright things
2152 ** that are a lot weaker than the attacker, have a chance of killing 1903 ** that are a lot weaker than the attacker, have a chance of killing
2153 ** things somewhat weaker than the caster, and no chance of 1904 ** things somewhat weaker than the caster, and no chance of
2157 ** field of the deathstriking object */ 1908 ** field of the deathstriking object */
2158 1909
2159 int atk_lev, def_lev, kill_lev; 1910 int atk_lev, def_lev, kill_lev;
2160 1911
2161 if (hitter->slaying) 1912 if (hitter->slaying)
2162 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 1913 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1914 || (op->race && hitter->slaying.contains (op->race))))
2163 return; 1915 return;
2164 1916
2165 def_lev = op->level; 1917 def_lev = op->level;
2166 if (def_lev < 1) 1918 if (def_lev < 1)
2167 { 1919 {
2194 } 1946 }
2195 else 1947 else
2196 *dam = 0; /* no harm done */ 1948 *dam = 0; /* no harm done */
2197} 1949}
2198 1950
2199/* thrown_item_effect() - handles any special effects of thrown 1951/* This returns the amount of damage hitter does to op with the
2200 * items (like attacking living creatures--a potion thrown at a 1952 * appropriate attacktype. Only 1 attacktype should be set at a time.
2201 * monster). 1953 * This doesn't damage the player, but returns how much it should
2202 */ 1954 * take. However, it will do other effects (paralyzation, slow, etc.)
2203static void 1955 * Note - changed for PR code - we now pass the attack number and not
2204thrown_item_effect (object *hitter, object *victim) 1956 * the attacktype. Makes it easier for the PR code. */
1957int
1958hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2205{ 1959{
2206 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 1960 int doesnt_slay = 1;
1961
1962 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1963 if (attacknum >= NROFATTACKS)
1964 {
1965 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1966 return 0;
2207 { 1967 }
2208 /* May not need a switch for just 2 types, but this makes it 1968
2209 * easier for expansion. 1969 if (dam < 0)
1970 {
1971 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1972 dam, hitter->debug_desc (), op->debug_desc ());
1973 return 0;
1974 }
1975
1976 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1977 * people can't mess with that or it otherwise get confused. */
1978 if (attacknum == ATNR_INTERNAL)
1979 return dam;
1980
1981 if (hitter->slaying)
1982 {
1983 if ((op->race && hitter->slaying.contains (op->race))
1984 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2210 */ 1985 {
2211 switch (hitter->type) 1986 doesnt_slay = 0;
1987 dam *= 3;
2212 { 1988 }
2213 case POTION: 1989 }
2214 /* should player get a save throw instead of checking magic protection? */ 1990
2215 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1991 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2216 (void) apply_potion (victim, hitter); 1992 if (op->resist[attacknum])
1993 {
1994 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1995 * in case 0>dam>1, we try to "simulate" a float value-effect */
1996 dam *= (100 - op->resist[attacknum]);
1997 if (dam >= 100)
1998 dam /= 100;
1999 else
2000 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2001 }
2002
2003 /* Special hack. By default, if immune to something, you
2004 * shouldn't need to worry. However, acid is an exception, since
2005 * it can still damage your items. Only include attacktypes if
2006 * special processing is needed */
2007
2008 if (op->resist[attacknum] >= 100
2009 && doesnt_slay
2010 && attacknum != ATNR_ACID)
2011 return 0;
2012
2013 /* Keep this in order - makes things easier to find */
2014
2015 switch (attacknum)
2016 {
2017 case ATNR_PHYSICAL:
2018 /* here also check for diseases */
2019 check_physically_infect (op, hitter);
2217 break; 2020 break;
2218 2021
2219 case POISON: /* poison drinks */ 2022 /* Don't need to do anything for:
2220 /* As with potions, should monster get a save? */ 2023 magic,
2221 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2024 fire,
2222 apply_poison (victim, hitter); 2025 electricity,
2026 cold */
2027
2028 case ATNR_CONFUSION:
2029 case ATNR_POISON:
2030 case ATNR_SLOW:
2031 case ATNR_PARALYZE:
2032 case ATNR_FEAR:
2033 case ATNR_CANCELLATION:
2034 case ATNR_DEPLETE:
2035 case ATNR_BLIND:
2036 {
2037 /* chance for inflicting a special attack depends on the
2038 * difference between attacker's and defender's level
2039 */
2040 int level_diff = min (110, max (0, op->level - hitter->level));
2041
2042 /* First, only creatures/players with speed can be affected.
2043 * Second, just getting hit doesn't mean it always affects
2044 * you. Third, you still get a saving through against the
2045 * effect.
2046 */
2047 if (op->has_active_speed ()
2048 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2049 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2050 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2051 {
2052
2053 /* Player has been hit by something */
2054 if (attacknum == ATNR_CONFUSION)
2055 confuse_player (op, hitter, dam);
2056 else if (attacknum == ATNR_POISON)
2057 poison_player (op, hitter, dam);
2058 else if (attacknum == ATNR_SLOW)
2059 slow_player (op, hitter, dam);
2060 else if (attacknum == ATNR_PARALYZE)
2061 paralyze_player (op, hitter, dam);
2062 else if (attacknum == ATNR_FEAR)
2063 scare_creature (op, hitter);
2064 else if (attacknum == ATNR_CANCELLATION)
2065 cancellation (op);
2066 else if (attacknum == ATNR_DEPLETE)
2067 op->drain_stat ();
2068 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2069 blind_player (op, hitter, dam);
2070 }
2071
2072 dam = 0; /* These are all effects and don't do real damage */
2073 }
2223 break; 2074 break;
2224 2075
2225 /* Removed case statements that did nothing. 2076 case ATNR_ACID:
2226 * food may be poisonous, but monster must be willing to eat it, 2077 {
2227 * so we don't handle it here. 2078 int flag = 0;
2228 * Containers should perhaps break open, but that code was disabled. 2079
2080 /* Items only get corroded if you're not on a battleground and
2081 * if your acid resistance is below 50%. */
2082 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2083 {
2084 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2085 {
2086 if (tmp->invisible)
2087 continue;
2088 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2089 /* >= 10% acid res. on items will protect these */
2090 continue;
2091 if (!(tmp->materials & M_IRON))
2092 continue;
2093 if (tmp->magic < -4) /* Let's stop at -5 */
2094 continue;
2095 if (tmp->type == RING
2096 /* removed boots and gloves from exclusion list in PR */
2097 || tmp->type == GIRDLE
2098 || tmp->type == AMULET
2099 || tmp->type == WAND
2100 || tmp->type == ROD
2101 || tmp->type == HORN)
2102 continue; /* To avoid some strange effects */
2103
2104 /* High damage acid has better chance of corroding
2105 objects */
2106 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2107 {
2108 flag = 1;
2109 tmp->magic--;
2110
2111 if (object *pl = tmp->visible_to ())
2112 {
2113 /* Make this more visible */
2114 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2115 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2116
2117 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2118 }
2119 }
2120 }
2121
2122 if (flag)
2123 op->update_stats (); /* Something was corroded */
2124 }
2125 }
2126 break;
2127
2128 case ATNR_DRAIN:
2129 {
2130 /* rate is the proportion of exp drained. High rate means
2131 * not much is drained, low rate means a lot is drained.
2132 */
2133 int rate;
2134
2135 if (op->resist[ATNR_DRAIN] >= 0)
2136 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2137 else
2138 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2139
2140 if (op->stats.exp <= rate)
2141 {
2142 if (op->type == GOLEM)
2143 dam = 9998; /* Its force is "sucked" away. 8) */
2144 else
2145 /* If we can't drain, lets try to do physical damage */
2146 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2147 }
2148 else
2149 {
2150 /* Randomly give the hitter some hp */
2151 if (hitter->stats.hp < hitter->stats.maxhp &&
2152 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2153 hitter->stats.hp++;
2154
2155 /* Can't do drains on battleground spaces.
2156 * Move the wiz check up here - before, the hitter wouldn't gain exp
2157 * exp, but the wiz would still lose exp! If drainee is a wiz,
2158 * nothing happens.
2159 * Try to credit the owner. We try to display player -> player drain
2160 * attacks, hence all the != PLAYER checks.
2229 */ 2161 */
2162 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2163 {
2164 object *owner = hitter->owner;
2165
2166 if (owner && owner != hitter)
2167 {
2168 if (op->type != PLAYER || owner->type != PLAYER)
2169 change_exp (owner, op->stats.exp / (rate * 2),
2170 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2171 }
2172 else if (op->type != PLAYER || hitter->type != PLAYER)
2173 change_exp (hitter, op->stats.exp / (rate * 2),
2174 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2175
2176 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2177 }
2178
2179 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2180 * drain attack, you won't know that you are actually sucking out EXP,
2181 * as the messages will say you missed
2182 */
2183 }
2184 }
2185 break;
2186
2187 case ATNR_TURN_UNDEAD:
2230 } 2188 {
2231 } 2189 if (op->flag [FLAG_UNDEAD])
2232} 2190 {
2191 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2192 object *god = find_god (determine_god (owner));
2193 int div = 1;
2233 2194
2234/* adj_attackroll() - adjustments to attacks by various conditions */ 2195 /* if undead are not an enemy of your god, you turn them
2235int 2196 * at half strength */
2236adj_attackroll (object *hitter, object *target) 2197 if (!god || !god->slaying.contains (shstr_undead))
2237{ 2198 div = 2;
2238 object *attacker = hitter;
2239 int adjust = 0;
2240 2199
2241 /* safety */ 2200 /* Give a bonus if you resist turn undead */
2242 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2201 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2243 { 2202 scare_creature (op, owner);
2244 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2203 }
2204 else
2205 dam = 0; /* don't damage non undead - should we damage
2206 undead? */
2207 }
2208 break;
2209
2210 case ATNR_DEATH:
2211 deathstrike_player (op, hitter, &dam);
2212 break;
2213
2214 case ATNR_CHAOS:
2215 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2216 dam = 0;
2217 break;
2218
2219 case ATNR_COUNTERSPELL:
2220 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2221 dam = 0;
2222 /* This should never happen. Counterspell is handled
2223 * seperately and filtered out. If this does happen,
2224 * Counterspell has no effect on anything but spells, so it
2225 * does no damage. */
2226 break;
2227
2228 case ATNR_HOLYWORD:
2229 {
2230 /* This has already been handled by hit_player,
2231 * no need to check twice -- DAMN */
2232 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2233
2234 /* As with turn undead above, give a bonus on the saving throw */
2235 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2236 scare_creature (op, owner);
2237 }
2238 break;
2239
2240 case ATNR_LIFE_STEALING:
2241 {
2242 int new_hp;
2243
2244 /* this is replacement to drain for players, instead of taking
2245 * exp it takes hp. It is geared for players, probably not
2246 * much use giving it to monsters
2247 *
2248 * life stealing doesn't do a lot of damage, but it gives the
2249 * damage it does do to the player. Given that,
2250 * it only does 1/10'th normal damage (hence the divide by
2251 * 1000).
2252 */
2253 /* You can't steal life from something undead */
2254 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2245 return 0; 2255 return 0;
2246 }
2247 2256
2248 /* aimed missiles use the owning object's sight */ 2257 /* If drain protection is higher than life stealing, use that */
2249 if (is_aimed_missile (hitter)) 2258 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2259 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2260 else
2261 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2262
2263 /* You die at -1 hp, not zero. */
2264 if (dam > (op->stats.hp + 1))
2265 dam = op->stats.hp + 1;
2266
2267 new_hp = hitter->stats.hp + dam;
2268 if (new_hp > hitter->stats.maxhp)
2269 new_hp = hitter->stats.maxhp;
2270
2271 if (new_hp > hitter->stats.hp)
2272 hitter->stats.hp = new_hp;
2273 }
2250 { 2274 }
2251 if ((attacker = hitter->owner) == NULL)
2252 attacker = hitter;
2253 /* A player who saves but hasn't quit still could have objects
2254 * owned by him - need to handle that case to avoid crashes.
2255 */
2256 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2257 attacker = hitter;
2258 }
2259 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2260 return 0;
2261 2275
2262 /* determine the condtions under which we make an attack.
2263 * Add more cases, as the need occurs. */
2264
2265 if (!can_see_enemy (attacker, target))
2266 {
2267 /* target is unseen */
2268 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2269 adjust -= 10;
2270 /* dark map penalty for the hitter (lacks infravision if we got here). */
2271 else if (target->map && target->map->darklevel () > 0 && !stand_in_light (target))
2272 adjust -= target->map->darklevel ();
2273 }
2274
2275 if (QUERY_FLAG (attacker, FLAG_SCARED))
2276 adjust -= 3;
2277
2278 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2279 adjust += 1;
2280
2281 if (QUERY_FLAG (target, FLAG_SCARED))
2282 adjust += 1;
2283
2284 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2285 adjust -= 3;
2286
2287 /* if we attack at a different 'altitude' its harder */
2288 if ((attacker->move_type & target->move_type) == 0)
2289 adjust -= 2;
2290
2291#if 0
2292 /* slower attacks are less likely to succeed. We should use a
2293 * comparison between attacker/target speeds BUT, players have
2294 * a generally faster speed, so this will wind up being a HUGE
2295 * disadantage for the monsters! Too bad, because missiles which
2296 * fly fast should have a better chance of hitting a slower target.
2297 */
2298 if (hitter->speed < target->speed)
2299 adjust += ((float) hitter->speed - target->speed);
2300#endif
2301
2302#if 0
2303 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2304#endif
2305
2306 return adjust;
2307}
2308
2309/* determine if the object is an 'aimed' missile */
2310int
2311is_aimed_missile (object *op)
2312{
2313
2314 /* I broke what used to be one big if into a few nested
2315 * ones so that figuring out the logic is at least possible.
2316 */
2317 if (op && (op->move_type & MOVE_FLYING))
2318 if (op->type == ARROW || op->type == THROWN_OBJ)
2319 return 1;
2320 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2321 return 1;
2322
2323 return 0; 2276 return dam;
2324} 2277}
2278

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