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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 1.154 by root, Sat Nov 17 23:40:03 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <assert.h> 26#include <assert.h>
25#include <global.h> 27#include <global.h>
27#include <material.h> 29#include <material.h>
28#include <skills.h> 30#include <skills.h>
29#include <sounds.h> 31#include <sounds.h>
30#include <sproto.h> 32#include <sproto.h>
31 33
32typedef struct att_msg_str
33{
34 char *msg1;
35 char *msg2;
36} att_msg;
37
38/*#define ATTACK_DEBUG*/ 34/*#define ATTACK_DEBUG*/
39
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 35
72/* did_make_save_item just checks to make sure the item actually 36/* 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 37 * made its saving throw based on the tables. It does not take
74 * any further action (like destroying the item). 38 * any further action (like destroying the item).
75 */ 39 */
76int 40static int
77did_make_save_item (object *op, int type, object *originator) 41did_make_save_item (object *op, uint32_t type, object *originator)
78{ 42{
79 int i, roll, saves = 0, attacks = 0, number; 43 int saves = 0, attacks = 0;
80 materialtype_t *mt; 44 materialtype_t *mt = op->material;
81 45
82 if (!op->materialname) 46 // destroying objects without material has many bad effects
83 { 47 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; 48 return 1;
93 49
94 roll = rndm (1, 20); 50 int roll = rndm (1, 20);
95 51
96 /* the attacktypes have no meaning for object saves 52 /* the attacktypes have no meaning for object saves
97 * If the type is only magic, don't adjust type - basically, if 53 * 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 54 * pure magic is hitting an object, it should save. However, if it
99 * is magic teamed with something else, then strip out the 55 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 56 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 57 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 58 * destroying objects because it has magic attacktype.
103 */ 59 */
104 if (type != AT_MAGIC) 60 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 61 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 62 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 63 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 64
65
109 if (type == 0) return TRUE; 66 if (type == 0) return TRUE;
110 67
111 if (roll == 20) return TRUE; 68 if (roll == 20) return TRUE;
112 if (roll == 1) return FALSE; 69 if (roll == 1) return FALSE;
113 70
114 for (number = 0; number < NROFATTACKS; number++) 71 for_all_bits_sparse_32 (type, number)
115 { 72 {
116 i = 1 << number;
117
118 if (!(i & type))
119 continue;
120
121 attacks++; 73 attacks++;
74
122 if (op->resist[number] == 100) 75 if (op->resist[number] == 100)
123 saves++; 76 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 77 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 78 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 79 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 87 return FALSE;
135 88
136 return TRUE; 89 return TRUE;
137} 90}
138 91
92/* cancels object *op. Cancellation basically means an object loses
93 * its magical benefits.
94 */
95void
96cancellation (object *op)
97{
98 if (op->invisible)
99 return;
100
101 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
102 {
103 /* Recurse through the inventory */
104 for (object *tmp = op->inv; tmp; tmp = tmp->below)
105 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
106 cancellation (tmp);
107 }
108 else if (fabs (op->magic) <= rndm (0, 5))
109 {
110 /* Nullify this object. This code could probably be more complete */
111 /* in what abilities it should cancel */
112 op->magic = 0;
113
114 op->clr_flag (FLAG_DAMNED);
115 op->clr_flag (FLAG_CURSED);
116 op->clr_flag (FLAG_KNOWN_MAGICAL);
117 op->clr_flag (FLAG_KNOWN_CURSED);
118
119 if (object *pl = op->visible_to ())
120 esrv_update_item (UPD_FLAGS, pl, op);
121 }
122}
123
139/* This function calls did_make_save_item. It then performs the 124/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 125 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 126 * calling cancellation, etc.)
142 */ 127 */
143void 128void
144save_throw_object (object *op, int type, object *originator) 129save_throw_object (object *op, int type, object *originator)
145{ 130{
131 op = op->head_ ();
132
146 if (!did_make_save_item (op, type, originator)) 133 if (!did_make_save_item (op, type, originator))
147 { 134 {
148 object *env = op->env; 135 object *env = op->env;
149 int x = op->x, y = op->y; 136 int x = op->x, y = op->y;
150 maptile *m = op->map; 137 maptile *m = op->map;
151 138
152 op = stop_item (op); 139 op = stop_item (op);
153 if (!op) 140 if (!op)
154 return; 141 return;
155 142
156 /* Hacked the following so that type LIGHTER will work. 143 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potential "lights" that are hit by 144 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 145 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 146 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 147 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 148 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 149 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 150 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 151 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 152 {
166 const char *arch = op->other_arch->archname; 153 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 154 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 { 155 {
173 if (env) 156 apply_lamp (op, true); // turn on a lamp
174 env->insert (op);
175 else 157 return;
176 m->insert (op, x, y, originator);
177 } 158 }
159 else if (op->flag [FLAG_IS_LIGHTABLE])
160 {
161 if (op->other_arch)
162 {
163 const char *arch = op->other_arch->archname;
178 164
165 if (op->decrease ())
166 fix_stopped_item (op, m, originator);
167
168 if ((op = archetype::get (arch)))
169 {
170 if (env)
171 env->insert (op);
172 else
173 m->insert (op, x, y, originator);
174 }
175 }
176
179 return; 177 return;
178 }
180 } 179 }
181 180
182 if (type & AT_CANCELLATION) 181 if (type & AT_CANCELLATION)
183 { /* Cancellation. */ 182 { /* Cancellation. */
184 cancellation (op); 183 cancellation (op);
185 fix_stopped_item (op, m, originator); 184 fix_stopped_item (op, m, originator);
185
186 return; 186 return;
187 }
188
189 if (op->nrof > 1)
190 {
191 if (op->decrease (rndm (0, op->nrof - 1)))
192 fix_stopped_item (op, m, originator);
193 }
194 else
195 {
196 // drop everything to the ground, if possible
197 op->insert_at (originator);
198 op->drop_and_destroy ();
199 } 187 }
200 188
201 if (type & (AT_FIRE | AT_ELECTRICITY)) 189 if (type & (AT_FIRE | AT_ELECTRICITY))
202 if (env) 190 if (env)
203 { 191 {
204 op = archetype::get (shstr_burnout); 192 object *op = archetype::get (shstr_burnout);
205 op->x = env->x, op->y = env->y; 193 op->x = env->x, op->y = env->y;
206 env->insert (op); 194 env->insert (op);
207 } 195 }
208 else 196 else
209 replace_insert_ob_in_map (shstr_burnout, originator); 197 replace_insert_ob_in_map (shstr_burnout, originator);
210 198
199 if (op->nrof > 1)
200 {
201 if (op->decrease (rndm (0, op->nrof - 1)))
202 fix_stopped_item (op, m, originator);
203 }
204 else
205 {
206 // drop everything to the ground, if possible
207 op->insert_at (originator);
208 op->drop_and_destroy ();
209 }
210
211 return; 211 return;
212 } 212 }
213 213
214 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) 215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
216 { 216 {
217 archetype *at = archetype::find (shstr_icecube); 217 archetype *at = archetype::find (shstr_icecube);
218 218
219 if (at == NULL) 219 if (at == NULL)
220 return; 220 return;
224 return; 224 return;
225 225
226 object *tmp = present_arch (at, op->map, op->x, op->y); 226 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp) 227 if (!tmp)
228 { 228 {
229 tmp = arch_to_object (at); 229 tmp = at->instance ();
230 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
231 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
232 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
233 * that for ones we create. 233 * that for ones we create.
234 */ 234 */
247 * type is the attacktype of the object. 247 * type is the attacktype of the object.
248 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
249 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
250 */ 250 */
251int 251int
252hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, uint32_t type, int full_hit)
253{ 253{
254 maptile *map;
255 sint16 x, y; 254 sint16 x, y;
256 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 255 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
257 256
258 if (QUERY_FLAG (op, FLAG_FREED)) 257 if (op->flag [FLAG_FREED])
259 { 258 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 259 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 260 return 0;
262 } 261 }
263 262
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 263 if (op->flag [FLAG_REMOVED] || op->env != NULL)
265 { 264 {
266 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
267 return 0; 266 return 0;
268 } 267 }
269 268
333 * This is one of the few cases where on_same_map should not be used. 332 * This is one of the few cases where on_same_map should not be used.
334 */ 333 */
335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) 334 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
336 continue; 335 continue;
337 336
338 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 337 if (tmp->flag [FLAG_ALIVE])
339 { 338 {
340 hit_player (tmp, op->stats.dam, op, type, full_hit); 339 hit_player (tmp, op->stats.dam, op, type, full_hit);
341 retflag |= 1; 340 retflag |= 1;
342 341
343 if (op->destroyed ()) 342 if (op->destroyed ())
344 break; 343 break;
345 } 344 }
346 /* Here we are potentially destroying an object. If the object has 345 /* Here we are potentially destroying an object. If the object has
347 * NO_PASS set, it is also immune - you can't destroy walls. Note 346 * 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 347 * that weak walls have is_alive set, which prevent objects from
349 * passing over/through them. We don't care what type of movement 348 * 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 349 * the wall blocks - if it blocks any type of movement, can't be
351 * destroyed right now. 350 * destroyed right now.
351 * Without the material check the server completely fails to work,
352 * objects detsroy themselves, floors get destroyed etc. etc.
352 */ 353 */
353 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 354 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
354 { 355 {
355 save_throw_object (tmp, type, op); 356 save_throw_object (tmp, type, op);
356 357
357 if (op->destroyed ()) 358 if (op->destroyed ())
358 break; 359 break;
359 } 360 }
360 } 361 }
361 362
362 return 0; 363 return retflag;
363} 364}
364 365
365void 366static void
366attack_message (int dam, int type, object *op, object *hitter) 367attack_message (int dam, int type, object *op, object *hitter)
367{ 368{
368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 369 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
369 int i, found = 0; 370 int i, found = 0;
370 maptile *map; 371 maptile *map;
372 373
373 /* put in a few special messages for some of the common attacktypes 374 /* put in a few special messages for some of the common attacktypes
374 * a player might have. For example, fire, electric, cold, etc 375 * a player might have. For example, fire, electric, cold, etc
375 * [garbled 20010919] 376 * [garbled 20010919]
376 */ 377 */
377
378 if (dam == 9998 && op->type == DOOR) 378 if (dam == 9998 && op->type == DOOR)
379 { 379 {
380 sprintf (buf1, "unlock %s", &op->name); 380 sprintf (buf1, "unlock %s", &op->name);
381 sprintf (buf2, " unlocks"); 381 sprintf (buf2, " unlocks");
382 found++; 382 found++;
383 } 383 }
384 if (dam < 0) 384 else if (dam < 0)
385 { 385 {
386 sprintf (buf1, "hit %s", &op->name); 386 sprintf (buf1, "hit %s", &op->name);
387 sprintf (buf2, " hits"); 387 sprintf (buf2, " hits");
388 found++; 388 found++;
389 } 389 }
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 512 found++;
513 break; 513 break;
514 } 514 }
515 } 515 }
516 else if (hitter->current_weapon != NULL) 516 else if (hitter->current_weapon)
517 { 517 {
518 int mtype; 518 int mtype;
519 519
520 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
521 { 521 {
522 case WEAP_HIT: 522 case WEAP_HIT: mtype = ATM_BASIC; break;
523 mtype = ATM_BASIC; 523 case WEAP_SLASH: mtype = ATM_SLASH; break;
524 break; 524 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
525 case WEAP_SLASH: 525 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
526 mtype = ATM_SLASH; 526 case WEAP_SLICE: mtype = ATM_SLICE; break;
527 break; 527 case WEAP_STAB: mtype = ATM_STAB; break;
528 case WEAP_PIERCE: 528 case WEAP_WHIP: mtype = ATM_WHIP; break;
529 mtype = ATM_PIERCE; 529 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
530 break; 530 case WEAP_BLUD: mtype = ATM_BLUD; break;
531 case WEAP_CLEAVE: 531 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 } 532 }
553 533
554 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 534 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) 535 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
556 { 536 {
659 op->play_sound (sound_find ("player_hits4")); 639 op->play_sound (sound_find ("player_hits4"));
660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 640 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
661 } 641 }
662} 642}
663 643
664
665static int 644static int
666get_attack_mode (object **target, object **hitter, int *simple_attack) 645get_attack_mode (object **target, object **hitter, int *simple_attack)
667{ 646{
668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 647 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
669 { 648 {
670 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 649 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
671 return 1; 650 return 1;
672 } 651 }
673 652
674 if ((*target)->head)
675 *target = (*target)->head; 653 *target = (*target)->head_ ();
676
677 if ((*hitter)->head)
678 *hitter = (*hitter)->head; 654 *hitter = (*hitter)->head_ ();
679 655
680 if ((*target)->type == LOCKED_DOOR) 656 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit 657 return 1; // locked doors cannot be hit
682 658
683 if ((*hitter)->env || (*target)->env) 659 if ((*hitter)->env || (*target)->env)
684 { 660 {
685 *simple_attack = 1; 661 *simple_attack = 1;
686 return 0; 662 return 0;
687 } 663 }
688 664
689 if (QUERY_FLAG (*target, FLAG_REMOVED) 665 if ((*target)->flag [FLAG_REMOVED]
690 || QUERY_FLAG (*hitter, FLAG_REMOVED) 666 || (*hitter)->flag [FLAG_REMOVED]
691 || !(*hitter)->map 667 || !(*hitter)->map
692 || !on_same_map (*hitter, *target)) 668 || !on_same_map (*hitter, *target))
693 { 669 {
694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 670 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ()); 671 (*hitter)->debug_desc (), (*target)->debug_desc ());
701} 677}
702 678
703static int 679static int
704abort_attack (object *target, object *hitter, int simple_attack) 680abort_attack (object *target, object *hitter, int simple_attack)
705{ 681{
706
707/* Check if target and hitter are still in a relation similar to the one 682 /* 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. 683 * determined by get_attack_mode(). Returns true if the relation has changed.
709 */ 684 */
710 int new_mode; 685 int new_mode;
711 686
712 if (hitter->env == target || target->env == hitter) 687 if (hitter->env == target || target->env == hitter)
713 new_mode = 1; 688 new_mode = 1;
714 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 689 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
690 || hitter->map == NULL || !on_same_map (hitter, target))
715 return 1; 691 return 1;
716 else 692 else
717 new_mode = 0; 693 new_mode = 0;
694
718 return new_mode != simple_attack; 695 return new_mode != simple_attack;
719} 696}
720 697
698/* thrown_item_effect() - handles any special effects of thrown
699 * items (like attacking living creatures--a potion thrown at a
700 * monster).
701 */
702static void
721static void thrown_item_effect (object *, object *); 703thrown_item_effect (object *hitter, object *victim)
704{
705 if (!hitter->flag [FLAG_ALIVE])
706 {
707 /* May not need a switch for just 2 types, but this makes it
708 * easier for expansion.
709 */
710 switch (hitter->type)
711 {
712 case POTION:
713 /* should player get a save throw instead of checking magic protection? */
714 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
715 apply_potion (victim, hitter);
716 break;
717
718 case POISON: /* poison drinks */
719 /* As with potions, should monster get a save? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
721 apply_poison (victim, hitter);
722 break;
723
724 /* Removed case statements that did nothing.
725 * food may be poisonous, but monster must be willing to eat it,
726 * so we don't handle it here.
727 * Containers should perhaps break open, but that code was disabled.
728 */
729 }
730 }
731}
732
733/* determine if the object is an 'aimed' missile */
734static int
735is_aimed_missile (object *op)
736{
737 /* I broke what used to be one big if into a few nested
738 * ones so that figuring out the logic is at least possible.
739 */
740 if (op && (op->move_type & MOVE_FLYING))
741 if (op->type == ARROW || op->type == THROWN_OBJ)
742 return 1;
743 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
744 return 1;
745
746 return 0;
747}
748/* adj_attackroll() - adjustments to attacks by various conditions */
749static int
750adj_attackroll (object *hitter, object *target)
751{
752 object *attacker = hitter;
753 int adjust = 0;
754
755 /* safety */
756 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
757 {
758 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
759 return 0;
760 }
761
762 /* aimed missiles use the owning object's sight */
763 if (is_aimed_missile (hitter))
764 {
765 if ((attacker = hitter->owner) == NULL)
766 attacker = hitter;
767 /* A player who saves but hasn't quit still could have objects
768 * owned by him - need to handle that case to avoid crashes.
769 */
770 if (attacker->flag [FLAG_REMOVED])
771 attacker = hitter;
772 }
773 else if (!hitter->flag [FLAG_ALIVE])
774 return 0;
775
776 /* determine the condtions under which we make an attack.
777 * Add more cases, as the need occurs. */
778
779 if (!can_see_enemy (attacker, target))
780 {
781 /* target is unseen */
782 if (target->invisible || attacker->flag [FLAG_BLIND])
783 adjust -= 10;
784 /* dark map penalty for the hitter (lacks infravision if we got here). */
785 else if (!stand_in_light (target))
786 adjust -= target->map->darklevel ();
787 }
788
789 if (attacker->flag [FLAG_SCARED])
790 adjust -= 3;
791
792 if (target->flag [FLAG_UNAGGRESSIVE])
793 adjust += 1;
794
795 if (target->flag [FLAG_SCARED])
796 adjust += 1;
797
798 if (attacker->flag [FLAG_CONFUSED])
799 adjust -= 3;
800
801 /* if we attack at a different 'altitude' its harder */
802 if ((attacker->move_type & target->move_type) == 0)
803 adjust -= 2;
804
805#if 0
806 /* slower attacks are less likely to succeed. We should use a
807 * comparison between attacker/target speeds BUT, players have
808 * a generally faster speed, so this will wind up being a HUGE
809 * disadantage for the monsters! Too bad, because missiles which
810 * fly fast should have a better chance of hitting a slower target.
811 */
812 if (hitter->speed < target->speed)
813 adjust += ((float) hitter->speed - target->speed);
814#endif
815
816#if 0
817 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
818#endif
819
820 return adjust;
821}
722 822
723static int 823static int
724attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 824attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
725{ 825{
726 int simple_attack, roll, dam = 0; 826 int simple_attack, roll, dam = 0;
739 839
740 /* 840 /*
741 * A little check to make it more difficult to dance forward and back 841 * A little check to make it more difficult to dance forward and back
742 * to avoid ever being hit by monsters. 842 * to avoid ever being hit by monsters.
743 */ 843 */
744 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 844 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
745 { 845 {
746 /* Decrease speed BEFORE calling process_object. Otherwise, an 846 /* Decrease speed BEFORE calling process_object. Otherwise, an
747 * infinite loop occurs, with process_object calling move_monster, 847 * infinite loop occurs, with process_object calling move_monster,
748 * which then gets here again. By decreasing the speed before 848 * which then gets here again. By decreasing the speed before
749 * we call process_object, the 'if' statement above will fail. 849 * we call process_object, the 'if' statement above will fail.
769 int hitdam = base_dam; 869 int hitdam = base_dam;
770 870
771 if (!simple_attack) 871 if (!simple_attack)
772 { 872 {
773 /* If you hit something, the victim should *always* wake up. 873 /* If you hit something, the victim should *always* wake up.
774 * Before, invisible hitters could avoid doing this. 874 * Before, invisible hitters could avoid doing this.
775 * -b.t. */ 875 * -b.t. */
776 if (QUERY_FLAG (op, FLAG_SLEEP)) 876 if (op->flag [FLAG_SLEEP])
777 CLEAR_FLAG (op, FLAG_SLEEP); 877 op->clr_flag (FLAG_SLEEP);
778 878
779 /* If the victim can't see the attacker, it may alert others 879 /* If the victim can't see the attacker, it may alert others
780 * for help. */ 880 * for help. */
781 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 881 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
782 npc_call_help (op); 882 npc_call_help (op);
785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) 885 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
786 { 886 {
787 make_visible (op); 887 make_visible (op);
788 888
789 if (op->type == PLAYER) 889 if (op->type == PLAYER)
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 890 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
791 } 891 }
792 892
793 /* thrown items (hitter) will have various effects 893 /* thrown items (hitter) will have various effects
794 * when they hit the victim. For things like thrown daggers, 894 * when they hit the victim. For things like thrown daggers,
795 * this sets 'hitter' to the actual dagger, and not the 895 * this sets 'hitter' to the actual dagger, and not the
802 } 902 }
803 903
804 /* Need to do at least 1 damage, otherwise there is no point 904 /* Need to do at least 1 damage, otherwise there is no point
805 * to go further and it will cause FPE's below. 905 * to go further and it will cause FPE's below.
806 */ 906 */
807 if (hitdam <= 0) 907 max_it (hitdam, 1);
808 hitdam = 1;
809 908
810 type = hitter->attacktype; 909 type = hitter->attacktype;
811 910
911 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
912 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
913 * This check is important for the most simple monsters out there in the
914 * game content (maps, archs). For example orcs: They would have
915 * no attacktype at all.
916 *
917 * Some time in the future someone should just go into the game data
918 * and fix every monster out there ;-/ Until then we will kill some
919 * more trees in the african rain forests with this check.
920 */
812 if (!type) 921 if (!type)
813 type = AT_PHYSICAL; 922 type = AT_PHYSICAL;
814 923
815 /* Handle monsters that hit back */ 924 /* Handle monsters that hit back */
816 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 925 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
817 { 926 {
818 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 927 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
819 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 928 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
820 929
821 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 930 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
847} 956}
848 957
849int 958int
850attack_ob (object *op, object *hitter) 959attack_ob (object *op, object *hitter)
851{ 960{
852 hitter = hitter->head_ ();
853
854 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 961 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
855} 962}
856 963
857/* op is the arrow, tmp is what is stopping the arrow. 964/* op is the arrow, tmp is what is stopping the arrow.
858 * 965 *
859 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 966 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
912 * arrow, move_apply() calls this function, arrow sticks in demon, 1019 * arrow, move_apply() calls this function, arrow sticks in demon,
913 * attack_ob_simple() returns, and we've got an arrow that still exists 1020 * attack_ob_simple() returns, and we've got an arrow that still exists
914 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1021 * but is no longer on the map. Ugh. (Beware: Such things can happen at
915 * other places as well!) 1022 * other places as well!)
916 */ 1023 */
917 if (hitter->destroyed () || hitter->env != NULL) 1024 if (hitter->destroyed () || hitter->env)
918 { 1025 {
919 if (container) 1026 if (container)
920 container->destroy (); 1027 container->destroy ();
921 1028
922 return 0; 1029 return 0;
923 } 1030 }
924 1031
925 /* Missile hit victim */ 1032 /* Missile hit victim */
926 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1033 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
927 * through the target 1034 * through the target
928 */ 1035 */
929 if (hit_something && op->speed <= 10.0) 1036 if (hit_something)
1037 if (op->speed < 10.0)
930 { 1038 {
931 /* Stop arrow */ 1039 /* Stop arrow */
932 if (!container) 1040 if (container)
1041 container->destroy ();
1042 else
933 { 1043 {
934 hitter = fix_stopped_arrow (hitter); 1044 hitter = fix_stopped_arrow (hitter);
935 if (!hitter) 1045 if (!hitter)
936 return 0; 1046 return 0;
937 } 1047 }
938 else
939 container->destroy ();
940 1048
941 /* Try to stick arrow into victim */ 1049 /* Try to stick arrow into victim */
942 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1050 if (!victim->destroyed () && stick_arrow (hitter, victim))
1051 return 0;
1052
1053 /* Else try to put arrow on victim's map square
1054 * remove check for P_WALL here. If the arrow got to this
1055 * space, that is good enough - with the new movement code,
1056 * there is now the potential for lots of spaces where something
1057 * can fly over but not otherwise move over. What is the correct
1058 * way to handle those otherwise?
1059 */
1060 if (victim->x != hitter->x || victim->y != hitter->y)
1061 {
1062 if (victim->destroyed ())
1063 hitter->destroy ();
1064 else
1065 {
1066 hitter->remove ();
1067 hitter->x = victim->x;
1068 hitter->y = victim->y;
1069 insert_ob_in_map (hitter, victim->map, hitter, 0);
1070 }
1071 }
1072 else
1073 /* Else leave arrow where it is */
1074 merge_ob (hitter, NULL);
1075
943 return 0; 1076 return 0;
944
945 /* Else try to put arrow on victim's map square
946 * remove check for P_WALL here. If the arrow got to this
947 * space, that is good enough - with the new movement code,
948 * there is now the potential for lots of spaces where something
949 * can fly over but not otherwise move over. What is the correct
950 * way to handle those otherwise?
951 */
952 if (victim->x != hitter->x || victim->y != hitter->y)
953 {
954 if (victim->destroyed ())
955 hitter->destroy ();
956 else
957 {
958 hitter->remove ();
959 hitter->x = victim->x;
960 hitter->y = victim->y;
961 insert_ob_in_map (hitter, victim->map, hitter, 0);
962 }
963 } 1077 }
964 else 1078 else
965 /* Else leave arrow where it is */ 1079 op->set_speed (op->speed - 1.f);
966 merge_ob (hitter, NULL);
967
968 return 0;
969 }
970
971 if (hit_something && op->speed >= 10.0)
972 op->speed -= 1.0;
973 1080
974 /* Missile missed victim - reassemble missile */ 1081 /* Missile missed victim - reassemble missile */
975 if (container) 1082 if (container)
976 { 1083 {
977 hitter->remove (); 1084 hitter->remove ();
979 } 1086 }
980 1087
981 return op; 1088 return op;
982} 1089}
983 1090
984void 1091static void
985tear_down_wall (object *op) 1092tear_down_wall (object *op)
986{ 1093{
987 int perc = 0;
988
989 if (!op->stats.maxhp) 1094 if (!op->stats.maxhp)
990 {
991 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1095 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
992 perc = 1; 1096 else if (!op->has_anim ())
993 }
994 else if (!GET_ANIM_ID (op))
995 { 1097 {
996 /* Object has been called - no animations, so remove it */ 1098 /* Object has been called - no animations, so remove it */
997 if (op->stats.hp < 0) 1099 if (op->stats.hp < 0)
998 op->destroy (); 1100 op->destroy ();
999 1101
1000 return; /* no animations, so nothing more to do */ 1102 return; /* no animations, so nothing more to do */
1001 } 1103 }
1002 1104
1003 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1105 // we use frames 1..num-2 as intermediate frames, so
1106 // the last frame is used only when hp < 0.
1107 int perc = clamp (
1108 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1109 0, op->anim_frames () - 1
1110 );
1004 1111
1005 if (perc >= (int) NUM_ANIMATIONS (op)) 1112 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); 1113 update_object (op, UP_OBJ_FACE);
1012 1114
1013 if (perc == NUM_ANIMATIONS (op) - 1) 1115 if (op->stats.hp < 0)
1014 { /* Reached the last animation */ 1116 { /* Reached the last animation */
1015 if (op->face == blank_face) 1117 if (op->face == blank_face)
1016 /* If the last face is blank, remove the ob */ 1118 /* If the last face is blank, remove the ob */
1017 op->destroy (); 1119 op->destroy ();
1018 else 1120 else
1019 { /* The last face was not blank, leave an image */ 1121 { /* The last face was not blank, leave an image */
1020 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1122 op->flag [FLAG_BLOCKSVIEW] = false;
1021 update_all_los (op->map, op->x, op->y); 1123 update_all_los (op->map, op->x, op->y);
1022 op->move_block = 0; 1124 op->move_block = 0;
1023 CLEAR_FLAG (op, FLAG_ALIVE); 1125 op->flag [FLAG_ALIVE] = false;
1024 } 1126 }
1025 } 1127 }
1026} 1128}
1027 1129
1028void 1130static void
1029scare_creature (object *target, object *hitter) 1131scare_creature (object *target, object *hitter)
1030{ 1132{
1031 object *owner = hitter->owner; 1133 target->flag [FLAG_SCARED] = true;
1032 1134
1033 if (!owner)
1034 owner = hitter;
1035
1036 SET_FLAG (target, FLAG_SCARED);
1037 if (!target->enemy) 1135 if (!target->enemy)
1038 target->enemy = owner; 1136 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} 1137}
1367 1138
1368/* GROS: This code comes from hit_player. It has been made external to 1139/* 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. 1140 * allow script procedures to "kill" objects in a combat-like fashion.
1370 * It was initially used by (kill-object) developed for the Collector's 1141 * It was initially used by (kill-object) developed for the Collector's
1381 * MSW 2002-07-17 1152 * MSW 2002-07-17
1382 */ 1153 */
1383int 1154int
1384kill_object (object *op, int dam, object *hitter, int type) 1155kill_object (object *op, int dam, object *hitter, int type)
1385{ 1156{
1386 char buf[MAX_BUF];
1387 shstr skill; 1157 shstr skill;
1388 int maxdam = 0; 1158 int maxdam = 0;
1389 int battleg = 0; /* true if op standing on battleground */ 1159 int battleg = 0; /* true if op standing on battleground */
1390 int pk = 0; /* true if op and what controls hitter are both players */ 1160 int pk = 0; /* true if op and what controls hitter are both players */
1391 object *owner = 0; 1161 object *owner = 0;
1401 * this creature. The function(s) that call us have already 1171 * this creature. The function(s) that call us have already
1402 * adjusted the creatures HP total, so that is negative. 1172 * adjusted the creatures HP total, so that is negative.
1403 */ 1173 */
1404 maxdam = dam + op->stats.hp + 1; 1174 maxdam = dam + op->stats.hp + 1;
1405 1175
1406 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1176 if (op->flag [FLAG_BLOCKSVIEW])
1407 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1177 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1408 1178
1409 if (op->type == DOOR) 1179 if (op->type == DOOR)
1410 { 1180 {
1411 op->set_speed (0.1f); 1181 op->set_speed (0.1f);
1412 op->speed_left = -0.05f; 1182 op->speed_left = -0.05f;
1413 return maxdam; 1183 return maxdam;
1414 } 1184 }
1415 1185
1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1186 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1417 { 1187 {
1418 op->drop_and_destroy (); 1188 op->drop_and_destroy ();
1419 return maxdam; 1189 return maxdam;
1420 } 1190 }
1421 1191
1468 owner->play_sound (sound_find ("player_kills")); 1238 owner->play_sound (sound_find ("player_kills"));
1469 } 1239 }
1470 1240
1471 /* If a player kills another player, not on 1241 /* If a player kills another player, not on
1472 * battleground, the "killer" looses 1 luck. Since this is 1242 * battleground, the "killer" looses 1 luck. Since this is
1473 * not reversible, it's actually quite a pain IMHO. -AV 1243 * not reversible, it's actually quite a pain IMHO. -AV
1474 * Fix bug in that we were changing the luck of the hitter, not 1244 * Fix bug in that we were changing the luck of the hitter, not
1475 * player that the object belonged to - so if you killed another player 1245 * player that the object belonged to - so if you killed another player
1476 * with spells, pets, whatever, there was no penalty. 1246 * with spells, pets, whatever, there was no penalty.
1477 * Changed to make luck penalty configurable in settings. 1247 * Changed to make luck penalty configurable in settings.
1478 */ 1248 */
1488 else if (owner->chosen_skill) 1258 else if (owner->chosen_skill)
1489 { 1259 {
1490 skop = owner->chosen_skill; 1260 skop = owner->chosen_skill;
1491 skill = skop->skill; 1261 skill = skop->skill;
1492 } 1262 }
1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) 1263 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1494 skill = owner->current_weapon->skill; 1264 skill = owner->current_weapon->skill;
1495 else 1265 else
1496 { 1266 {
1267 LOG (llevError | logBacktrace,
1497 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" 1268 "BUG: kill_object - unable to find skill that killed monster\n"
1498 "op: %s\n" "hitter: %s\n" "owner: %s\n", 1269 "op: %s\n" "hitter: %s\n" "op: %s\n",
1499 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); 1270 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1500 skill = 0; 1271 skill = 0;
1501 } 1272 }
1502 1273
1503 /* We have the skill we want to credit to - now find the object this goes 1274 /* 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! 1275 * to. Make sure skop is an actual skill, and not a skill tool!
1514 1285
1515 if (!skill && skop) 1286 if (!skill && skop)
1516 skill = skop->skill; 1287 skill = skop->skill;
1517 1288
1518 /* If you didn't kill yourself, and your not the wizard */ 1289 /* If you didn't kill yourself, and your not the wizard */
1519 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1290 if (owner != op && !op->flag [FLAG_WIZ])
1520 { 1291 {
1521 int exp; 1292 int exp;
1522 1293
1523 /* Really don't give much experience for killing other players */ 1294 /* Really don't give much experience for killing other players */
1524 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1295 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1525 if (op->type == PLAYER)
1526 {
1527 if (battleg) 1296 if (battleg)
1297 {
1298 if (op->is_player ())
1528 { 1299 {
1529 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1530 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1301 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1531 } 1302 }
1532 else 1303
1304 exp = 0;
1305 }
1306 else if (op->is_player ())
1533 exp = op->stats.exp / 1000; 1307 exp = op->stats.exp / 1000;
1534 }
1535 else 1308 else
1536 exp = calc_skill_exp (owner, op, skop); 1309 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 1310
1544 /* Don't know why this is set this way - doesn't make 1311 /* Don't know why this is set this way - doesn't make
1545 * sense to just divide everything by two for no reason. 1312 * sense to just divide everything by two for no reason.
1546 */ 1313 */
1547 1314
1585 } /* else part of a party */ 1352 } /* else part of a party */
1586 } /* end if person didn't kill himself */ 1353 } /* end if person didn't kill himself */
1587 1354
1588 if (op->type != PLAYER) 1355 if (op->type != PLAYER)
1589 { 1356 {
1590 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1357 if (op->flag [FLAG_FRIENDLY])
1591 { 1358 {
1592 object *owner1 = op->owner; 1359 object *owner1 = op->owner;
1593 1360
1594 if (owner1 && owner1->type == PLAYER) 1361 if (owner1 && owner1->type == PLAYER)
1595 { 1362 {
1611 * continues in the calling function. 1378 * continues in the calling function.
1612 */ 1379 */
1613 return maxdam; 1380 return maxdam;
1614} 1381}
1615 1382
1616/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1383/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1617 * Returns 0 this is not friendly fire 1384 * Returns 0 this is not friendly fire
1618 */ 1385 */
1619int 1386int
1620friendly_fire (object *op, object *hitter) 1387friendly_fire (object *op, object *hitter)
1621{ 1388{
1656 * modify it. 1423 * modify it.
1657 */ 1424 */
1658/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1425/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1659 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1426 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1660int 1427int
1661hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1428hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1662{ 1429{
1663 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1430 int magic = type & AT_MAGIC;
1664 int maxattacktype, attacknum;
1665 int body_attack = op && op->head; /* Did we hit op's head? */ 1431 int body_attack = op && op->head; /* Did we hit op's head? */
1432 int maxdam = 0, ndam = 0;
1433 int maxattacktype;
1666 int simple_attack; 1434 int simple_attack;
1667 int rtn_kill = 0; 1435 int rtn_kill = 0;
1668 int friendlyfire; 1436 int friendlyfire;
1669 1437
1670 if (get_attack_mode (&op, &hitter, &simple_attack)) 1438 if (get_attack_mode (&op, &hitter, &simple_attack))
1671 return 0; 1439 return 0;
1672 1440
1673 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1441 /* 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)) 1442 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1675 return 0; 1443 return 0;
1676 1444
1677 // only allow pk for hostile players 1445 // only allow pk for hostile players
1678 if (op->type == PLAYER) 1446 if (op->type == PLAYER)
1679 { 1447 {
1721 1489
1722 break; 1490 break;
1723 } 1491 }
1724 } 1492 }
1725 1493
1726 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1494 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1727 { 1495 {
1728 /* FIXME: If a player is killed by a rune in a door, the 1496 /* FIXME: If a player is killed by a rune in a door, the
1729 * destroyed() check above doesn't return, and might get here. 1497 * destroyed() check above doesn't return, and might get here.
1730 */ 1498 */
1731 1499
1769 */ 1537 */
1770 if (type & AT_HOLYWORD) 1538 if (type & AT_HOLYWORD)
1771 { 1539 {
1772 object *god; 1540 object *god;
1773 1541
1774 if ((!hitter->slaying || 1542 if ((!hitter->slaying
1775 (!(op->race && strstr (hitter->slaying, op->race)) && 1543 || (!(op->race && hitter->slaying.contains (op->race))
1776 !(op->name && strstr (hitter->slaying, op->name)))) && 1544 && !(op->name && hitter->slaying.contains (op->name))))
1777 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1545 && (!op->flag [FLAG_UNDEAD]
1778 (hitter->title != NULL 1546 || (hitter->title
1779 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1547 && (god = find_god (determine_god (hitter))) != NULL
1548 && god->race.contains (shstr_undead))))
1780 return 0; 1549 return 0;
1781 } 1550 }
1782 1551
1783 maxattacktype = type; /* initialise this to something */ 1552 maxattacktype = type; /* initialise this to something */
1784 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1553 for_all_bits_sparse_32 (type, attacknum)
1785 { 1554 {
1555 uint32_t attacktype = 1 << attacknum;
1556
1786 /* Magic isn't really a true attack type - it gets combined with other 1557 /* 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 1558 * attack types. As such, skip it over. However, if magic is
1788 * the only attacktype in the group, then still attack with it 1559 * the only attacktype in the group, then still attack with it
1789 */ 1560 */
1790 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1561 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1793 /* Go through and hit the player with each attacktype, one by one. 1564 /* Go through and hit the player with each attacktype, one by one.
1794 * hit_player_attacktype only figures out the damage, doesn't inflict 1565 * hit_player_attacktype only figures out the damage, doesn't inflict
1795 * it. It will do the appropriate action for attacktypes with 1566 * it. It will do the appropriate action for attacktypes with
1796 * effects (slow, paralization, etc. 1567 * effects (slow, paralization, etc.
1797 */ 1568 */
1798 if (type & attacktype)
1799 {
1800 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1569 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1570
1801 /* the >= causes us to prefer messages from special attacks, if 1571 /* the >= causes us to prefer messages from special attacks, if
1802 * the damage is equal. 1572 * the damage is equal.
1803 */ 1573 */
1804 if (ndam >= maxdam) 1574 if (ndam >= maxdam)
1805 { 1575 {
1806 maxdam = ndam; 1576 maxdam = ndam;
1807 maxattacktype = 1 << attacknum; 1577 maxattacktype = 1 << attacknum;
1808 }
1809 } 1578 }
1810 } 1579 }
1811 1580
1812 /* if this is friendly fire then do a set % of damage only 1581 /* 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 1582 * 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 1622 // keep a refcount for a long time and I see no usefulness
1854 // for an non-active objetc to know its enemy. 1623 // for an non-active objetc to know its enemy.
1855 if (op->active) 1624 if (op->active)
1856 if (hitter->owner) 1625 if (hitter->owner)
1857 op->enemy = hitter->owner; 1626 op->enemy = hitter->owner;
1858 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1627 else if (hitter->flag [FLAG_ALIVE])
1859 op->enemy = hitter; 1628 op->enemy = hitter;
1860 1629
1861 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1630 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1862 { 1631 {
1863 /* The unaggressives look after themselves 8) */ 1632 /* The unaggressives look after themselves 8) */
1864 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1633 op->clr_flag (FLAG_UNAGGRESSIVE);
1865 npc_call_help (op); 1634 npc_call_help (op);
1866 } 1635 }
1867 1636
1868 if (magic && did_make_save (op, op->level, 0)) 1637 if (magic && did_make_save (op, op->level, 0))
1869 maxdam = maxdam / 2; 1638 maxdam = maxdam / 2;
1871 attack_message (maxdam, maxattacktype, op, hitter); 1640 attack_message (maxdam, maxattacktype, op, hitter);
1872 1641
1873 op->stats.hp -= maxdam; 1642 op->stats.hp -= maxdam;
1874 1643
1875 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1644 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1876 if ((op->stats.hp >= 0) && 1645 if (op->stats.hp >= 0
1877 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1646 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1878 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1647 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1879 { 1648 {
1880 1649
1881 if (QUERY_FLAG (op, FLAG_MONSTER)) 1650 if (op->flag [FLAG_MONSTER])
1882 SET_FLAG (op, FLAG_RUN_AWAY); 1651 op->set_flag (FLAG_RUN_AWAY);
1883 else 1652 else
1884 scare_creature (op, hitter); 1653 scare_creature (op, hitter);
1885 } 1654 }
1886 1655
1887 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1656 if (op->flag [FLAG_TEAR_DOWN])
1888 { 1657 {
1889 if (maxdam) 1658 if (maxdam)
1890 tear_down_wall (op); 1659 tear_down_wall (op);
1891 1660
1892 return maxdam; /* nothing more to do for wall */ 1661 return maxdam; /* nothing more to do for wall */
1899 1668
1900 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1669 /* 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 1670 * that before if the player was immune to ghosthit, the monster
1902 * remained - that is no longer the case. 1671 * remained - that is no longer the case.
1903 */ 1672 */
1904 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1673 if (hitter->flag [FLAG_ONE_HIT])
1905 hitter->drop_and_destroy (); 1674 hitter->drop_and_destroy ();
1906 /* Lets handle creatures that are splitting now */ 1675 /* Lets handle creatures that are splitting now */
1907 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1676 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1908 { 1677 {
1909 int i;
1910 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1678 int friendly = op->flag [FLAG_FRIENDLY];
1911 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1679 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1912 object *owner = op->owner; 1680 object *owner = op->owner;
1913 1681
1914 if (!op->other_arch) 1682 if (!op->other_arch)
1915 { 1683 {
1916 LOG (llevError, "SPLITTING without other_arch error.\n"); 1684 LOG (llevError, "SPLITTING without other_arch error.\n");
1917 return maxdam; 1685 return maxdam;
1918 } 1686 }
1919 1687
1920 op->remove (); 1688 op->remove ();
1921 1689
1922 for (i = 0; i < op->stats.food; i++) 1690 for (int i = 0; i < op->stats.food; i++)
1923 { /* This doesn't handle op->more yet */ 1691 { /* This doesn't handle op->more yet */
1924 object *tmp = arch_to_object (op->other_arch); 1692 object *tmp = op->other_arch->instance ();
1925 int j;
1926 1693
1927 tmp->stats.hp = op->stats.hp; 1694 tmp->stats.hp = op->stats.hp;
1928 1695
1929 if (friendly) 1696 if (friendly)
1930 { 1697 {
1934 if (owner) 1701 if (owner)
1935 tmp->set_owner (owner); 1702 tmp->set_owner (owner);
1936 } 1703 }
1937 1704
1938 if (unaggressive) 1705 if (unaggressive)
1939 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1706 tmp->set_flag (FLAG_UNAGGRESSIVE);
1940 1707
1941 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1708 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1942 1709
1943 if (j == -1) /* No spot to put this monster */ 1710 if (j == -1) /* No spot to put this monster */
1944 tmp->destroy (); 1711 tmp->destroy ();
1945 else 1712 else
1946 { 1713 {
1947 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1714 tmp->x = op->x + DIRX (j), tmp->y = op->y + DIRY (j);
1948 insert_ob_in_map (tmp, op->map, NULL, 0); 1715 insert_ob_in_map (tmp, op->map, NULL, 0);
1949 } 1716 }
1950 } 1717 }
1951 1718
1952 op->destroy (); 1719 op->destroy ();
1955 hitter->drop_and_destroy (); 1722 hitter->drop_and_destroy ();
1956 1723
1957 return maxdam; 1724 return maxdam;
1958} 1725}
1959 1726
1960void 1727static void
1961poison_player (object *op, object *hitter, int dam) 1728poison_player (object *op, object *hitter, int dam)
1962{ 1729{
1963 archetype *at = archetype::find ("poisoning"); 1730 archetype *at = archetype::find (shstr_poisoning);
1964 object *tmp = present_arch_in_ob (at, op); 1731 object *tmp = present_arch_in_ob (at, op);
1965 1732
1966 if (tmp == NULL) 1733 if (!tmp)
1967 { 1734 {
1968 if ((tmp = arch_to_object (at)) == NULL) 1735 tmp = insert_ob_in_ob (at->instance (), op);
1969 LOG (llevError, "Failed to clone arch poisoning.\n"); 1736 /* peterm: give poisoning some teeth. It should
1737 * be able to kill things better than it does:
1738 * damage should be dependent something--I choose to
1739 * do this: if it's a monster, the damage from the
1740 * poisoning goes as the level of the monster/2.
1741 * If anything else, goes as damage.
1742 */
1743
1744 if (hitter->flag [FLAG_ALIVE])
1745 tmp->stats.dam += hitter->level / 2;
1970 else 1746 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; 1747 tmp->stats.dam = dam;
1985 1748
1986 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1749 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1987 if (hitter->skill && hitter->skill != tmp->skill) 1750 if (hitter->skill && hitter->skill != tmp->skill)
1988 {
1989 tmp->skill = hitter->skill; 1751 tmp->skill = hitter->skill;
1990 }
1991 1752
1992 tmp->stats.food += dam; /* more damage, longer poisoning */ 1753 tmp->stats.food += dam; /* more damage, longer poisoning */
1993 1754
1994 if (op->type == PLAYER) 1755 if (op->type == PLAYER)
1995 { 1756 {
1996 /* player looses stats, maximum is -10 of each */ 1757 /* player looses stats, maximum is -10 of each */
1997 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1758 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1998 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1759 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1999 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1760 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2000 tmp->stats.Int = MAX (-dam / 7, -10); 1761 tmp->stats.Int = max (-(dam / 7 ), -10);
2001 SET_FLAG (tmp, FLAG_APPLIED); 1762 tmp->set_flag (FLAG_APPLIED);
2002 op->update_stats (); 1763 op->update_stats ();
2003 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1764 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2004 op->play_sound (tmp->sound); 1765 op->play_sound (tmp->sound);
2005 } 1766 }
2006 1767
2007 if (hitter->type == PLAYER) 1768 if (hitter->type == PLAYER)
2008 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1769 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2009 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1770 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); 1771 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2011 }
2012 1772
2013 tmp->speed_left = 0; 1773 tmp->speed_left = 0;
2014 } 1774 }
2015 else 1775 else
2016 tmp->stats.food++; 1776 tmp->stats.food++;
2017} 1777}
2018 1778
2019void 1779static void
2020slow_player (object *op, object *hitter, int dam) 1780slow_player (object *op, object *hitter, int dam)
2021{ 1781{
2022 archetype *at = archetype::find ("slowness"); 1782 archetype *at = archetype::find (shstr_slowness);
2023 object *tmp; 1783 object *tmp;
2024 1784
2025 if (at == NULL) 1785 if (!at)
2026 LOG (llevError, "Can't find slowness archetype.\n"); 1786 LOG (llevError, "Can't find slowness archetype.\n");
2027 1787
2028 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1788 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2029 { 1789 {
2030 tmp = arch_to_object (at); 1790 tmp = at->instance ();
2031 tmp = insert_ob_in_ob (tmp, op); 1791 tmp = insert_ob_in_ob (tmp, op);
2032 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1792 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2033 } 1793 }
2034 else 1794 else
2035 tmp->stats.food++; 1795 tmp->stats.food++;
2036 1796
2037 SET_FLAG (tmp, FLAG_APPLIED); 1797 tmp->set_flag (FLAG_APPLIED);
2038 tmp->speed_left = 0; 1798 tmp->speed_left = 0;
2039 op->update_stats (); 1799 op->update_stats ();
2040} 1800}
2041 1801
2042void 1802void
2043confuse_player (object *op, object *hitter, int dam) 1803confuse_player (object *op, object *hitter, int dam)
2044{ 1804{
2045 object *tmp; 1805 object *tmp;
2046 int maxduration; 1806 int maxduration;
2047 1807
2048 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1808 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2049 if (!tmp) 1809 if (!tmp)
2050 { 1810 {
2051 tmp = get_archetype (FORCE_NAME); 1811 tmp = archetype::get (FORCE_NAME);
2052 tmp = insert_ob_in_ob (tmp, op); 1812 tmp = insert_ob_in_ob (tmp, op);
2053 } 1813 }
2054 1814
2055 /* Duration added per hit and max. duration of confusion both depend 1815 /* Duration added per hit and max. duration of confusion both depend
2056 * on the player's resistance 1816 * on the player's resistance
2057 */ 1817 */
2058 tmp->speed = 0.05; 1818 tmp->set_speed (0.05);
2059 tmp->subtype = FORCE_CONFUSION; 1819 tmp->subtype = FORCE_CONFUSION;
2060 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1820 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2061 tmp->name = "confusion"; 1821 tmp->name = shstr_confusion;
2062 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1822 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2063 1823
2064 if (tmp->duration > maxduration) 1824 if (tmp->duration > maxduration)
2065 tmp->duration = maxduration; 1825 tmp->duration = maxduration;
2066 1826
2067 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1827 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2068 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1828 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2069 1829
2070 SET_FLAG (op, FLAG_CONFUSED); 1830 op->set_flag (FLAG_CONFUSED);
2071} 1831}
2072 1832
2073void 1833void
2074blind_player (object *op, object *hitter, int dam) 1834blind_player (object *op, object *hitter, int dam)
2075{ 1835{
2076 object *tmp, *owner;
2077
2078 /* Save some work if we know it isn't going to affect the player */ 1836 /* Save some work if we know it isn't going to affect the player */
2079 if (op->resist[ATNR_BLIND] == 100) 1837 if (op->resist[ATNR_BLIND] == 100)
2080 return; 1838 return;
2081 1839
2082 tmp = present_in_ob (BLINDNESS, op); 1840 object *tmp = present_in_ob (BLINDNESS, op);
2083 if (!tmp) 1841 if (!tmp)
2084 { 1842 {
2085 tmp = get_archetype ("blindness"); 1843 tmp = archetype::get (shstr_blindness);
2086 SET_FLAG (tmp, FLAG_BLIND); 1844 tmp->set_flag (FLAG_BLIND);
2087 SET_FLAG (tmp, FLAG_APPLIED); 1845 tmp->set_flag (FLAG_APPLIED);
2088 /* use floats so we don't lose too much precision due to rounding errors. 1846 // use floats so we don't lose too much precision due to rounding errors.
2089 * speed is a float anyways. 1847 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 1848
2093 tmp = insert_ob_in_ob (tmp, op); 1849 tmp = insert_ob_in_ob (tmp, op);
2094 change_abil (op, tmp); /* Mostly to display any messages */ 1850 change_abil (op, tmp); /* Mostly to display any messages */
2095 op->update_stats (); /* This takes care of some other stuff */ 1851 op->update_stats (); /* This takes care of some other stuff */
2096 1852
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)); 1853 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2103 } 1854 }
1855
2104 tmp->stats.food += dam; 1856 tmp->stats.food += dam;
2105 if (tmp->stats.food > 10) 1857 min_it (tmp->stats.food, 10);
2106 tmp->stats.food = 10;
2107} 1858}
2108 1859
2109void 1860void
2110paralyze_player (object *op, object *hitter, int dam) 1861paralyze_player (object *op, object *hitter, int dam)
2111{ 1862{
2112 float effect, max;
2113
2114 /* object *tmp; */
2115
2116 /* This is strange stuff... someone knows for what this is 1863 /* This is strange stuff... someone knows for what this is
2117 * written? Well, i think this can and should be removed 1864 * written? Well, i think this can and should be removed
2118 */ 1865 */
2119 1866
2120 /* 1867 /*
2121 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1868 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2122 tmp=clone_arch(PARAIMAGE); 1869 tmp=clone_arch(PARAIMAGE);
2124 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1871 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2125 } 1872 }
2126 */ 1873 */
2127 1874
2128 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1875 /* 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; 1876 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2130 1877
2131 if (effect == 0)
2132 return;
2133
2134 op->speed_left -= FABS (op->speed) * effect; 1878 op->speed_left -= op->speed * effect;
2135 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1879 /* tmp->stats.food+=(signed short) effect/op->speed; */
2136 1880
2137 /* max number of ticks to be affected for. */ 1881 /* max number of ticks to be affected for. */
2138 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1882 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1883
2139 if (op->speed_left < -(FABS (op->speed) * max)) 1884 max_it (op->speed_left, -op->speed * max);
2140 op->speed_left = (float) -(FABS (op->speed) * max);
2141 1885
2142/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1886/* tmp->stats.food = (signed short) (max / op->speed); */
2143} 1887}
2144 1888
2145/* Attempts to kill 'op'. hitter is the attack object, dam is 1889/* Attempts to kill 'op'. hitter is the attack object, dam is
2146 * the computed damaged. 1890 * the computed damaged.
2147 */ 1891 */
2148void 1892static void
2149deathstrike_player (object *op, object *hitter, int *dam) 1893deathstrike_player (object *op, object *hitter, int *dam)
2150{ 1894{
2151 /* The intention of a death attack is to kill outright things 1895 /* 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 1896 ** that are a lot weaker than the attacker, have a chance of killing
2153 ** things somewhat weaker than the caster, and no chance of 1897 ** things somewhat weaker than the caster, and no chance of
2157 ** field of the deathstriking object */ 1901 ** field of the deathstriking object */
2158 1902
2159 int atk_lev, def_lev, kill_lev; 1903 int atk_lev, def_lev, kill_lev;
2160 1904
2161 if (hitter->slaying) 1905 if (hitter->slaying)
2162 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) 1906 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1907 || (op->race && hitter->slaying.contains (op->race))))
2163 return; 1908 return;
2164 1909
2165 def_lev = op->level; 1910 def_lev = op->level;
2166 if (def_lev < 1) 1911 if (def_lev < 1)
2167 { 1912 {
2183 * redone. 1928 * redone.
2184 */ 1929 */
2185 if (kill_lev >= def_lev) 1930 if (kill_lev >= def_lev)
2186 { 1931 {
2187 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ 1932 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2188 /* I think this doesn't really do much. Because of 1933 /* I think this doesn't really do much. Because of
2189 * integer rounding, this only makes any difference if the 1934 * integer rounding, this only makes any difference if the
2190 * attack level is double the defender level. 1935 * attack level is double the defender level.
2191 */ 1936 */
2192 *dam *= kill_lev / def_lev; 1937 *dam *= kill_lev / def_lev;
2193 } 1938 }
2194 } 1939 }
2195 else 1940 else
2196 *dam = 0; /* no harm done */ 1941 *dam = 0; /* no harm done */
2197} 1942}
2198 1943
2199/* thrown_item_effect() - handles any special effects of thrown 1944/* This returns the amount of damage hitter does to op with the
2200 * items (like attacking living creatures--a potion thrown at a 1945 * appropriate attacktype. Only 1 attacktype should be set at a time.
2201 * monster). 1946 * This doesn't damage the player, but returns how much it should
2202 */ 1947 * take. However, it will do other effects (paralyzation, slow, etc.)
2203static void 1948 * Note - changed for PR code - we now pass the attack number and not
2204thrown_item_effect (object *hitter, object *victim) 1949 * the attacktype. Makes it easier for the PR code. */
1950int
1951hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2205{ 1952{
2206 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 1953 int doesnt_slay = 1;
1954
1955 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1956 if (attacknum >= NROFATTACKS)
1957 {
1958 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1959 return 0;
2207 { 1960 }
2208 /* May not need a switch for just 2 types, but this makes it 1961
2209 * easier for expansion. 1962 if (dam < 0)
1963 {
1964 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1965 dam, hitter->debug_desc (), op->debug_desc ());
1966 return 0;
1967 }
1968
1969 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1970 * people can't mess with that or it otherwise get confused. */
1971 if (attacknum == ATNR_INTERNAL)
1972 return dam;
1973
1974 if (hitter->slaying)
1975 {
1976 if ((op->race && hitter->slaying.contains (op->race))
1977 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2210 */ 1978 {
2211 switch (hitter->type) 1979 doesnt_slay = 0;
1980 dam *= 3;
2212 { 1981 }
2213 case POTION: 1982 }
2214 /* should player get a save throw instead of checking magic protection? */ 1983
2215 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1984 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2216 (void) apply_potion (victim, hitter); 1985 if (op->resist[attacknum])
1986 {
1987 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1988 * in case 0>dam>1, we try to "simulate" a float value-effect */
1989 dam *= (100 - op->resist[attacknum]);
1990 if (dam >= 100)
1991 dam /= 100;
1992 else
1993 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1994 }
1995
1996 /* Special hack. By default, if immune to something, you
1997 * shouldn't need to worry. However, acid is an exception, since
1998 * it can still damage your items. Only include attacktypes if
1999 * special processing is needed */
2000
2001 if (op->resist[attacknum] >= 100
2002 && doesnt_slay
2003 && attacknum != ATNR_ACID)
2004 return 0;
2005
2006 /* Keep this in order - makes things easier to find */
2007
2008 switch (attacknum)
2009 {
2010 case ATNR_PHYSICAL:
2011 /* here also check for diseases */
2012 check_physically_infect (op, hitter);
2217 break; 2013 break;
2218 2014
2219 case POISON: /* poison drinks */ 2015 /* Don't need to do anything for:
2220 /* As with potions, should monster get a save? */ 2016 magic,
2221 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2017 fire,
2222 apply_poison (victim, hitter); 2018 electricity,
2019 cold */
2020
2021 case ATNR_CONFUSION:
2022 case ATNR_POISON:
2023 case ATNR_SLOW:
2024 case ATNR_PARALYZE:
2025 case ATNR_FEAR:
2026 case ATNR_CANCELLATION:
2027 case ATNR_DEPLETE:
2028 case ATNR_BLIND:
2029 {
2030 /* chance for inflicting a special attack depends on the
2031 * difference between attacker's and defender's level
2032 */
2033 int level_diff = min (110, max (0, op->level - hitter->level));
2034
2035 /* First, only creatures/players with speed can be affected.
2036 * Second, just getting hit doesn't mean it always affects
2037 * you. Third, you still get a saving through against the
2038 * effect.
2039 */
2040 if (op->has_active_speed ()
2041 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2042 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2043 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2044 {
2045
2046 /* Player has been hit by something */
2047 if (attacknum == ATNR_CONFUSION)
2048 confuse_player (op, hitter, dam);
2049 else if (attacknum == ATNR_POISON)
2050 poison_player (op, hitter, dam);
2051 else if (attacknum == ATNR_SLOW)
2052 slow_player (op, hitter, dam);
2053 else if (attacknum == ATNR_PARALYZE)
2054 paralyze_player (op, hitter, dam);
2055 else if (attacknum == ATNR_FEAR)
2056 scare_creature (op, hitter);
2057 else if (attacknum == ATNR_CANCELLATION)
2058 cancellation (op);
2059 else if (attacknum == ATNR_DEPLETE)
2060 op->drain_stat ();
2061 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2062 blind_player (op, hitter, dam);
2063 }
2064
2065 dam = 0; /* These are all effects and don't do real damage */
2066 }
2223 break; 2067 break;
2224 2068
2225 /* Removed case statements that did nothing. 2069 case ATNR_ACID:
2226 * food may be poisonous, but monster must be willing to eat it, 2070 {
2227 * so we don't handle it here. 2071 int flag = 0;
2228 * Containers should perhaps break open, but that code was disabled. 2072
2073 /* Items only get corroded if you're not on a battleground and
2074 * if your acid resistance is below 50%. */
2075 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2076 {
2077 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 {
2079 if (tmp->invisible)
2080 continue;
2081 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2082 /* >= 10% acid res. on items will protect these */
2083 continue;
2084 if (!(tmp->materials & M_IRON))
2085 continue;
2086 if (tmp->magic < -4) /* Let's stop at -5 */
2087 continue;
2088 if (tmp->type == RING
2089 /* removed boots and gloves from exclusion list in PR */
2090 || tmp->type == GIRDLE
2091 || tmp->type == AMULET
2092 || tmp->type == WAND
2093 || tmp->type == ROD
2094 || tmp->type == HORN)
2095 continue; /* To avoid some strange effects */
2096
2097 /* High damage acid has better chance of corroding
2098 objects */
2099 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2100 {
2101 flag = 1;
2102 tmp->magic--;
2103
2104 if (object *pl = tmp->visible_to ())
2105 {
2106 /* Make this more visible */
2107 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2108 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2109
2110 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2111 }
2112 }
2113 }
2114
2115 if (flag)
2116 op->update_stats (); /* Something was corroded */
2117 }
2118 }
2119 break;
2120
2121 case ATNR_DRAIN:
2122 {
2123 /* rate is the proportion of exp drained. High rate means
2124 * not much is drained, low rate means a lot is drained.
2125 */
2126 int rate;
2127
2128 if (op->resist[ATNR_DRAIN] >= 0)
2129 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2130 else
2131 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2132
2133 if (op->stats.exp <= rate)
2134 {
2135 if (op->type == GOLEM)
2136 dam = 9998; /* Its force is "sucked" away. 8) */
2137 else
2138 /* If we can't drain, lets try to do physical damage */
2139 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2140 }
2141 else
2142 {
2143 /* Randomly give the hitter some hp */
2144 if (hitter->stats.hp < hitter->stats.maxhp &&
2145 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2146 hitter->stats.hp++;
2147
2148 /* Can't do drains on battleground spaces.
2149 * Move the wiz check up here - before, the hitter wouldn't gain exp
2150 * exp, but the wiz would still lose exp! If drainee is a wiz,
2151 * nothing happens.
2152 * Try to credit the owner. We try to display player -> player drain
2153 * attacks, hence all the != PLAYER checks.
2229 */ 2154 */
2155 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2156 {
2157 object *owner = hitter->owner;
2158
2159 if (owner && owner != hitter)
2160 {
2161 if (op->type != PLAYER || owner->type != PLAYER)
2162 change_exp (owner, op->stats.exp / (rate * 2),
2163 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2164 }
2165 else if (op->type != PLAYER || hitter->type != PLAYER)
2166 change_exp (hitter, op->stats.exp / (rate * 2),
2167 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2168
2169 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2170 }
2171
2172 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2173 * drain attack, you won't know that you are actually sucking out EXP,
2174 * as the messages will say you missed
2175 */
2176 }
2177 }
2178 break;
2179
2180 case ATNR_TURN_UNDEAD:
2230 } 2181 {
2231 } 2182 if (op->flag [FLAG_UNDEAD])
2232} 2183 {
2184 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2185 object *god = find_god (determine_god (owner));
2186 int div = 1;
2233 2187
2234/* adj_attackroll() - adjustments to attacks by various conditions */ 2188 /* if undead are not an enemy of your god, you turn them
2235int 2189 * at half strength */
2236adj_attackroll (object *hitter, object *target) 2190 if (!god || !god->slaying.contains (shstr_undead))
2237{ 2191 div = 2;
2238 object *attacker = hitter;
2239 int adjust = 0;
2240 2192
2241 /* safety */ 2193 /* Give a bonus if you resist turn undead */
2242 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2194 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2243 { 2195 scare_creature (op, owner);
2244 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2196 }
2197 else
2198 dam = 0; /* don't damage non undead - should we damage
2199 undead? */
2200 }
2201 break;
2202
2203 case ATNR_DEATH:
2204 deathstrike_player (op, hitter, &dam);
2205 break;
2206
2207 case ATNR_CHAOS:
2208 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2209 dam = 0;
2210 break;
2211
2212 case ATNR_COUNTERSPELL:
2213 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2214 dam = 0;
2215 /* This should never happen. Counterspell is handled
2216 * seperately and filtered out. If this does happen,
2217 * Counterspell has no effect on anything but spells, so it
2218 * does no damage. */
2219 break;
2220
2221 case ATNR_HOLYWORD:
2222 {
2223 /* This has already been handled by hit_player,
2224 * no need to check twice -- DAMN */
2225 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2226
2227 /* As with turn undead above, give a bonus on the saving throw */
2228 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2229 scare_creature (op, owner);
2230 }
2231 break;
2232
2233 case ATNR_LIFE_STEALING:
2234 {
2235 int new_hp;
2236
2237 /* this is replacement to drain for players, instead of taking
2238 * exp it takes hp. It is geared for players, probably not
2239 * much use giving it to monsters
2240 *
2241 * life stealing doesn't do a lot of damage, but it gives the
2242 * damage it does do to the player. Given that,
2243 * it only does 1/10'th normal damage (hence the divide by
2244 * 1000).
2245 */
2246 /* You can't steal life from something undead */
2247 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2245 return 0; 2248 return 0;
2246 }
2247 2249
2248 /* aimed missiles use the owning object's sight */ 2250 /* If drain protection is higher than life stealing, use that */
2249 if (is_aimed_missile (hitter)) 2251 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2252 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2253 else
2254 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2255
2256 /* You die at -1 hp, not zero. */
2257 if (dam > (op->stats.hp + 1))
2258 dam = op->stats.hp + 1;
2259
2260 new_hp = hitter->stats.hp + dam;
2261 if (new_hp > hitter->stats.maxhp)
2262 new_hp = hitter->stats.maxhp;
2263
2264 if (new_hp > hitter->stats.hp)
2265 hitter->stats.hp = new_hp;
2266 }
2250 { 2267 }
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 2268
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; 2269 return dam;
2324} 2270}
2271

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