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

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.17 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.118 by root, Tue Nov 10 04:38:45 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
23#include <assert.h> 25#include <assert.h>
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <material.h> 28#include <material.h>
27#include <skills.h> 29#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
34 32
35typedef struct att_msg_str 33typedef struct att_msg_str
36{ 34{
37 char *msg1; 35 char *msg1;
38 char *msg2; 36 char *msg2;
39} att_msg; 37} att_msg;
40 38
41/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
42
43/* cancels object *op. Cancellation basically means an object loses
44 * its magical benefits.
45 */
46void
47cancellation (object *op)
48{
49 object *tmp;
50
51 if (op->invisible)
52 return;
53
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 {
56 /* Recur through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp);
60 }
61 else if (FABS (op->magic) <= (rndm (0, 5)))
62 {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic = 0;
66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op);
73 }
74 }
75}
76
77
78 40
79/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 43 * any further action (like destroying the item).
82 */ 44 */
83 45static int
84int
85did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, int type, object *originator)
86{ 47{
87 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 49 materialtype_t *mt = op->material;
89 50
90 if (op->materialname == NULL)
91 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
94 if (op->material & mt->material)
95 break;
96 }
97 }
98 else
99 mt = name_to_material (op->materialname);
100 if (mt == NULL)
101 return TRUE;
102 roll = rndm (1, 20); 51 roll = rndm (1, 20);
103 52
104 /* the attacktypes have no meaning for object saves 53 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 54 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it 55 * pure magic is hitting an object, it should save. However, if it
112 if (type != AT_MAGIC) 61 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 62 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 63 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 64 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116 65
117 if (type == 0) 66 if (type == 0) return TRUE;
118 return TRUE; 67
119 if (roll == 20) 68 if (roll == 20) return TRUE;
120 return TRUE; 69 if (roll == 1) return FALSE;
121 if (roll == 1)
122 return FALSE;
123 70
124 for (number = 0; number < NROFATTACKS; number++) 71 for (number = 0; number < NROFATTACKS; number++)
125 { 72 {
126 i = 1 << number; 73 i = 1 << number;
74
127 if (!(i & type)) 75 if (!(i & type))
128 continue; 76 continue;
77
129 attacks++; 78 attacks++;
130 if (op->resist[number] == 100) 79 if (op->resist[number] == 100)
131 saves++; 80 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 81 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++; 82 saves++;
135 saves++; 84 saves++;
136 } 85 }
137 86
138 if (saves == attacks || attacks == 0) 87 if (saves == attacks || attacks == 0)
139 return TRUE; 88 return TRUE;
89
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 90 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 91 return FALSE;
92
142 return TRUE; 93 return TRUE;
94}
95
96/* cancels object *op. Cancellation basically means an object loses
97 * its magical benefits.
98 */
99void
100cancellation (object *op)
101{
102 if (op->invisible)
103 return;
104
105 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
106 {
107 /* Recurse through the inventory */
108 for (object *tmp = op->inv; tmp; tmp = tmp->below)
109 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
110 cancellation (tmp);
111 }
112 else if (fabs (op->magic) <= rndm (0, 5))
113 {
114 /* Nullify this object. This code could probably be more complete */
115 /* in what abilities it should cancel */
116 op->magic = 0;
117
118 CLEAR_FLAG (op, FLAG_DAMNED);
119 CLEAR_FLAG (op, FLAG_CURSED);
120 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
121 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
122
123 if (object *pl = op->visible_to ())
124 esrv_update_item (UPD_FLAGS, pl, op);
125 }
143} 126}
144 127
145/* This function calls did_make_save_item. It then performs the 128/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 129 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 130 * calling cancellation, etc.)
148 */ 131 */
149
150void 132void
151save_throw_object (object *op, int type, object *originator) 133save_throw_object (object *op, int type, object *originator)
152{ 134{
153 if (!did_make_save_item (op, type, originator)) 135 if (!did_make_save_item (op, type, originator))
154 { 136 {
155 object *env = op->env; 137 object *env = op->env;
156 int x = op->x, y = op->y; 138 int x = op->x, y = op->y;
157 mapstruct *m = op->map; 139 maptile *m = op->map;
158 140
159 op = stop_item (op); 141 op = stop_item (op);
160 if (op == NULL) 142 if (!op)
161 return; 143 return;
162 144
163 /* Hacked the following so that type LIGHTER will work. 145 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by 146 * Also, objects which are potential "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any 147 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to. 148 * object with +/- glow_radius and an "other_arch" to change to.
167 * (and please note that we cant fail our save and reach this 149 * (and please note that we cant fail our save and reach this
168 * function if the object doesnt contain a material that can burn. 150 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 151 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 152 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 153 if (type & (AT_FIRE | AT_ELECTRICITY)
154 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
155 || op->type == LAMP
156 || op->type == TORCH
172 { 157 ))
173 const char *arch = op->other_arch->name; 158 {
174 159 switch (op->type)
175 op = decrease_ob_nr (op, 1);
176
177 if (op)
178 fix_stopped_item (op, m, originator);
179
180 if ((op = get_archetype (arch)) != NULL)
181 { 160 {
182 if (env) 161 case LAMP:
162 case TORCH:
163 // turn on a lamp
164 apply_lamp (op, true);
165 break;
166
167 default:
168 // for instance icecubes:
169 if (op->other_arch)
183 { 170 {
184 op->x = env->x, op->y = env->y; 171 const char *arch = op->other_arch->archname;
185 insert_ob_in_ob (op, env); 172
173 if (op->decrease ())
174 fix_stopped_item (op, m, originator);
175
176 if ((op = archetype::get (arch)))
177 {
186 if (env->contr) 178 if (env)
187 esrv_send_item (env, op); 179 env->insert (op);
180 else
181 m->insert (op, x, y, originator);
182 }
188 } 183 }
189 else
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0);
193 }
194 } 184 }
195
196 return; 185 return;
197 } 186 }
198 187
199 if (type & AT_CANCELLATION) 188 if (type & AT_CANCELLATION)
200 { /* Cancellation. */ 189 { /* Cancellation. */
203 return; 192 return;
204 } 193 }
205 194
206 if (op->nrof > 1) 195 if (op->nrof > 1)
207 { 196 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 197 if (op->decrease (rndm (0, op->nrof - 1)))
209
210 if (op)
211 fix_stopped_item (op, m, originator); 198 fix_stopped_item (op, m, originator);
212 } 199 }
213 else 200 else
214 { 201 {
215 if (op->env) 202 // drop everything to the ground, if possible
216 { 203 op->insert_at (originator);
217 object *tmp = is_player_inv (op->env); 204 op->drop_and_destroy ();
218
219 if (tmp)
220 esrv_del_item (tmp->contr, op->count);
221 }
222
223 if (!QUERY_FLAG (op, FLAG_REMOVED))
224 remove_ob (op);
225
226 free_object (op);
227 } 205 }
228 206
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 207 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 208 if (env)
231 { 209 {
232 op = get_archetype ("burnout"); 210 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 211 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 212 env->insert (op);
235 } 213 }
236 else 214 else
237 replace_insert_ob_in_map ("burnout", originator); 215 replace_insert_ob_in_map (shstr_burnout, originator);
238 216
239 return; 217 return;
240 } 218 }
241 219
242 /* The value of 50 is arbitrary. */ 220 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 221 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
244 { 222 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube"); 223 archetype *at = archetype::find (shstr_icecube);
247 224
248 if (at == NULL) 225 if (at == NULL)
249 return; 226 return;
250 227
251 op = stop_item (op); 228 op = stop_item (op);
252 if (op == NULL) 229 if (op == NULL)
253 return; 230 return;
254 231
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 232 object *tmp = present_arch (at, op->map, op->x, op->y);
233 if (!tmp)
256 { 234 {
257 tmp = arch_to_object (at); 235 tmp = arch_to_object (at);
258 tmp->x = op->x, tmp->y = op->y; 236 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) - 237 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want 238 * icecubes have slow_move set to 1 - don't want
263 tmp->move_slow_penalty = 0; 241 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0; 242 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 243 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 244 }
267 245
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 246 tmp->insert (op);
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return; 247 return;
273 } 248 }
274} 249}
275 250
276/* Object op is hitting the map. 251/* Object op is hitting the map.
277 * op is going in direction 'dir' 252 * op is going in direction 'dir'
278 * type is the attacktype of the object. 253 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 254 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 255 * returns 1 if it hits something, 0 otherwise.
281 */ 256 */
282
283int 257int
284hit_map (object *op, int dir, int type, int full_hit) 258hit_map (object *op, int dir, int type, int full_hit)
285{ 259{
286 object *tmp, *next;
287 mapstruct *map; 260 maptile *map;
288 sint16 x, y; 261 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 262 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 263
291 tag_t op_tag, next_tag = 0;
292
293 if (QUERY_FLAG (op, FLAG_FREED)) 264 if (QUERY_FLAG (op, FLAG_FREED))
294 { 265 {
295 LOG (llevError, "BUG: hit_map(): free object\n"); 266 LOG (llevError, "BUG: hit_map(): free object\n");
296 return 0; 267 return 0;
297 } 268 }
298 269
299 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 270 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
300 { 271 {
301 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 272 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
302 return 0; 273 return 0;
303 } 274 }
304 275
305 if (!op->map) 276 if (!op->map)
306 { 277 {
309 } 280 }
310 281
311 if (op->head) 282 if (op->head)
312 op = op->head; 283 op = op->head;
313 284
314 op_tag = op->count; 285 mapxy pos (op);
286 pos.move (dir);
315 287
316 map = op->map; 288 if (!pos.normalise ())
317 x = op->x + freearr_x[dir]; 289 return 0;
318 y = op->y + freearr_y[dir];
319
320 int mflags = get_map_flags (map, &map, x, y, &x, &y);
321 290
322 // elmex: a safe map tile can't be hit! 291 // elmex: a safe map tile can't be hit!
323 // this should prevent most harmful effects on items and players there. 292 // this should prevent most harmful effects on items and players there.
324 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 293 mapspace &ms = pos.ms ();
294
295 if (ms.flags () & P_SAFE)
325 return 0; 296 return 0;
326 297
327 /* peterm: a few special cases for special attacktypes --counterspell 298 /* peterm: a few special cases for special attacktypes --counterspell
328 * must be out here because it strikes things which are not alive 299 * must be out here because it strikes things which are not alive
329 */ 300 */
330 301 if (type & (AT_COUNTERSPELL | AT_CHAOS))
302 {
331 if (type & AT_COUNTERSPELL) 303 if (type & AT_COUNTERSPELL)
332 { 304 {
333 counterspell (op, dir); /* see spell_effect.c */ 305 counterspell (op, dir); /* see spell_effect.c */
334 306
335 /* If the only attacktype is counterspell or magic, don't need 307 /* If the only attacktype is counterspell or magic, don't need
336 * to do any further processing. 308 * to do any further processing.
337 */
338 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
339 return 0;
340
341 type &= ~AT_COUNTERSPELL;
342 }
343
344 if (type & AT_CHAOS)
345 {
346 shuffle_attack (op, 1); /*1 flag tells it to change the face */
347 update_object (op, UP_OBJ_FACE);
348 type &= ~AT_CHAOS;
349 }
350
351 next = get_map_ob (map, x, y);
352 if (next)
353 next_tag = next->count;
354
355 while (next)
356 {
357 if (was_destroyed (next, next_tag))
358 {
359 /* There may still be objects that were above 'next', but there is no
360 * simple way to find out short of copying all object references and
361 * tags into a temporary array before we start processing the first
362 * object. That's why we just abort.
363 *
364 * This happens whenever attack spells (like fire) hit a pile
365 * of objects. This is not a bug - nor an error. The errormessage
366 * below was spamming the logs for absolutely no reason.
367 */ 309 */
368 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 310 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
369 break; 311 return 0;
312
313 type &= ~AT_COUNTERSPELL;
314 }
315
316 if (type & AT_CHAOS)
370 } 317 {
318 shuffle_attack (op, 1); /* flag tells it to change the face */
319 update_object (op, UP_OBJ_FACE);
320 type &= ~AT_CHAOS;
321 }
322 }
371 323
324 /* There may still be objects that were above 'next', but there is no
325 * simple way to find out short of copying all object references and
326 * tags into a temporary array before we start processing the first
327 * object. That's why we just abort on destroy.
328 *
329 * This happens whenever attack spells (like fire) hit a pile
330 * of objects. This is not a bug - nor an error.
331 */
332 for (object *next = ms.bot; next && !next->destroyed (); )
333 {
372 tmp = next; 334 object *tmp = next;
373 next = tmp->above; 335 next = tmp->above;
374
375 if (next)
376 next_tag = next->count;
377
378 if (QUERY_FLAG (tmp, FLAG_FREED))
379 {
380 LOG (llevError, "BUG: hit_map(): found freed object\n");
381 break;
382 }
383 336
384 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 337 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
385 * For example, 'tmp' was put in an icecube. 338 * For example, 'tmp' was put in an icecube.
386 * This is one of the few cases where on_same_map should not be used. 339 * This is one of the few cases where on_same_map should not be used.
387 */ 340 */
388 if (tmp->map != map || tmp->x != x || tmp->y != y) 341 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
389 continue; 342 continue;
390 343
391 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 344 if (QUERY_FLAG (tmp, FLAG_ALIVE))
392 { 345 {
393 hit_player (tmp, op->stats.dam, op, type, full_hit); 346 hit_player (tmp, op->stats.dam, op, type, full_hit);
394 retflag |= 1; 347 retflag |= 1;
348
395 if (was_destroyed (op, op_tag)) 349 if (op->destroyed ())
396 break; 350 break;
397 } 351 }
398
399 /* Here we are potentially destroying an object. If the object has 352 /* Here we are potentially destroying an object. If the object has
400 * NO_PASS set, it is also immune - you can't destroy walls. Note 353 * NO_PASS set, it is also immune - you can't destroy walls. Note
401 * that weak walls have is_alive set, which prevent objects from 354 * that weak walls have is_alive set, which prevent objects from
402 * passing over/through them. We don't care what type of movement 355 * passing over/through them. We don't care what type of movement
403 * the wall blocks - if it blocks any type of movement, can't be 356 * the wall blocks - if it blocks any type of movement, can't be
404 * destroyed right now. 357 * destroyed right now.
405 */ 358 */
406 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 359 else if (op->stats.dam > 0 && !tmp->move_block)
407 { 360 {
408 save_throw_object (tmp, type, op); 361 save_throw_object (tmp, type, op);
362
409 if (was_destroyed (op, op_tag)) 363 if (op->destroyed ())
410 break; 364 break;
411 } 365 }
412 } 366 }
413 367
414 return 0; 368 return 0;
415} 369}
416 370
417void 371static void
418attack_message (int dam, int type, object *op, object *hitter) 372attack_message (int dam, int type, object *op, object *hitter)
419{ 373{
420 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 374 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
421 int i, found = 0; 375 int i, found = 0;
422 mapstruct *map; 376 maptile *map;
423 object *next, *tmp; 377 object *next, *tmp;
424 378
425 /* put in a few special messages for some of the common attacktypes 379 /* put in a few special messages for some of the common attacktypes
426 * a player might have. For example, fire, electric, cold, etc 380 * a player might have. For example, fire, electric, cold, etc
427 * [garbled 20010919] 381 * [garbled 20010919]
428 */ 382 */
429
430 if (dam == 9998 && op->type == DOOR) 383 if (dam == 9998 && op->type == DOOR)
431 { 384 {
432 sprintf (buf1, "unlock %s", &op->name); 385 sprintf (buf1, "unlock %s", &op->name);
433 sprintf (buf2, " unlocks"); 386 sprintf (buf2, " unlocks");
434 found++; 387 found++;
435 } 388 }
436 if (dam < 0) 389 else if (dam < 0)
437 { 390 {
438 sprintf (buf1, "hit %s", &op->name); 391 sprintf (buf1, "hit %s", &op->name);
439 sprintf (buf2, " hits"); 392 sprintf (buf2, " hits");
440 found++; 393 found++;
441 } 394 }
444 sprintf (buf1, "missed %s", &op->name); 397 sprintf (buf1, "missed %s", &op->name);
445 sprintf (buf2, " misses"); 398 sprintf (buf2, " misses");
446 found++; 399 found++;
447 } 400 }
448 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 401 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
449 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 402 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
450 { 403 {
451 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 404 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
452 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 405 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
453 { 406 {
454 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 407 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
466 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
467 found++; 420 found++;
468 break; 421 break;
469 } 422 }
470 } 423 }
471 else if (hitter->type == PLAYER && IS_LIVE (op)) 424 else if (hitter->type == PLAYER && op->is_alive ())
472 { 425 {
473 if (USING_SKILL (hitter, SK_KARATE)) 426 if (USING_SKILL (hitter, SK_KARATE))
474 { 427 {
475 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 428 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
476 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 429 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
502 found++; 455 found++;
503 break; 456 break;
504 } 457 }
505 } 458 }
506 } 459 }
460
507 if (found) 461 if (found)
508 { 462 {
509 /* done */ 463 /* done */
510 } 464 }
511 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 465 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
512 { 466 {
513 sprintf (buf1, "hit"); /* just in case */ 467 sprintf (buf1, "hit"); /* just in case */
514 for (i = 0; i < MAXATTACKMESS; i++) 468 for (i = 0; i < MAXATTACKMESS; i++)
515 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 469 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
516 { 470 {
517 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 471 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
518 found++; 472 found++;
519 break; 473 break;
520 } 474 }
521 } 475 }
522 else if (type & AT_DRAIN && IS_LIVE (op)) 476 else if (type & AT_DRAIN && op->is_alive ())
523 { 477 {
524 /* drain is first, because some items have multiple attypes */ 478 /* drain is first, because some items have multiple attypes */
525 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 479 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
526 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 480 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
527 { 481 {
529 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 483 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
530 found++; 484 found++;
531 break; 485 break;
532 } 486 }
533 } 487 }
534 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 488 else if (type & AT_ELECTRICITY && op->is_alive ())
535 { 489 {
536 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 490 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
537 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 491 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
538 { 492 {
539 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 493 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
540 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 494 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
541 found++; 495 found++;
542 break; 496 break;
543 } 497 }
544 } 498 }
545 else if (type & AT_COLD && IS_LIVE (op)) 499 else if (type & AT_COLD && op->is_alive ())
546 { 500 {
547 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
548 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 502 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
549 { 503 {
550 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 504 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
562 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 516 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
563 found++; 517 found++;
564 break; 518 break;
565 } 519 }
566 } 520 }
567 else if (hitter->current_weapon != NULL) 521 else if (hitter->current_weapon)
568 { 522 {
569 int mtype; 523 int mtype;
570 524
571 switch (hitter->current_weapon->weapontype) 525 switch (hitter->current_weapon->weapontype)
572 { 526 {
573 case WEAP_HIT: 527 case WEAP_HIT:
574 mtype = ATM_BASIC; 528 mtype = ATM_BASIC;
575 break; 529 break;
576 case WEAP_SLASH: 530 case WEAP_SLASH:
577 mtype = ATM_SLASH; 531 mtype = ATM_SLASH;
578 break; 532 break;
579 case WEAP_PIERCE: 533 case WEAP_PIERCE:
580 mtype = ATM_PIERCE; 534 mtype = ATM_PIERCE;
581 break; 535 break;
582 case WEAP_CLEAVE: 536 case WEAP_CLEAVE:
583 mtype = ATM_CLEAVE; 537 mtype = ATM_CLEAVE;
584 break; 538 break;
585 case WEAP_SLICE: 539 case WEAP_SLICE:
586 mtype = ATM_SLICE; 540 mtype = ATM_SLICE;
587 break; 541 break;
588 case WEAP_STAB: 542 case WEAP_STAB:
589 mtype = ATM_STAB; 543 mtype = ATM_STAB;
590 break; 544 break;
591 case WEAP_WHIP: 545 case WEAP_WHIP:
592 mtype = ATM_WHIP; 546 mtype = ATM_WHIP;
593 break; 547 break;
594 case WEAP_CRUSH: 548 case WEAP_CRUSH:
595 mtype = ATM_CRUSH; 549 mtype = ATM_CRUSH;
596 break; 550 break;
597 case WEAP_BLUD: 551 case WEAP_BLUD:
598 mtype = ATM_BLUD; 552 mtype = ATM_BLUD;
599 break; 553 break;
600 default: 554 default:
601 mtype = ATM_BASIC; 555 mtype = ATM_BASIC;
602 break; 556 break;
603 } 557 }
558
604 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 559 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
605 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 560 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
606 { 561 {
607 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 562 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
608 strcpy (buf2, attack_mess[mtype][i].buf3); 563 strcpy (buf2, attack_mess[mtype][i].buf3);
627 strcpy (buf1, "hit"); 582 strcpy (buf1, "hit");
628 strcpy (buf2, " hits"); 583 strcpy (buf2, " hits");
629 } 584 }
630 585
631 /* bail out if a monster is casting spells */ 586 /* bail out if a monster is casting spells */
632 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 587 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
633 return; 588 return;
634 589
635 /* scale down magic considerably. */ 590 /* scale down magic considerably. */
636 if (type & AT_MAGIC && rndm (0, 5)) 591 if (type & AT_MAGIC && rndm (0, 5))
637 return; 592 return;
638 593
639 /* Did a player hurt another player? Inform both! */ 594 /* Did a player hurt another player? Inform both! */
640 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 595 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
641 { 596 {
642 if (get_owner (hitter) != NULL) 597 if (hitter->owner != NULL)
643 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 598 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
644 else 599 else
645 { 600 {
646 sprintf (buf, "%s%s you.", &hitter->name, buf2); 601 sprintf (buf, "%s%s you.", &hitter->name, buf2);
602
647 if (dam != 0) 603 if (dam != 0)
648 { 604 {
649 if (dam < 10) 605 if (dam < 10)
650 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 606 op->contr->play_sound (sound_find ("player_is_hit1"));
651 else if (dam < 20) 607 else if (dam < 20)
652 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit2"));
653 else 609 else
654 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit3"));
655 } 611 }
656 } 612 }
613
657 new_draw_info (NDI_BLACK, 0, op, buf); 614 new_draw_info (NDI_BLACK, 0, op, buf);
658 } /* end of player hitting player */ 615 } /* end of player hitting player */
659 616
660 if (hitter->type == PLAYER) 617 if (hitter->type == PLAYER)
661 { 618 {
662 sprintf (buf, "You %s.", buf1); 619 sprintf (buf, "You %s.", buf1);
620
663 if (dam != 0) 621 if (dam != 0)
664 { 622 {
665 if (dam < 10) 623 if (dam < 10)
666 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 624 op->play_sound (sound_find ("player_hits1"));
667 else if (dam < 20) 625 else if (dam < 20)
668 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 626 op->play_sound (sound_find ("player_hits2"));
669 else 627 else
670 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 628 op->play_sound (sound_find ("player_hits3"));
671 } 629 }
630
672 new_draw_info (NDI_BLACK, 0, hitter, buf); 631 new_draw_info (NDI_BLACK, 0, hitter, buf);
673 } 632 }
674 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 633 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
675 { 634 {
676 /* look for stacked spells and start reducing the message chances */ 635 /* look for stacked spells and start reducing the message chances */
677 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 636 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
678 { 637 {
679 i = 4; 638 i = 4;
680 map = hitter->map; 639 map = hitter->map;
681 if (out_of_map (map, hitter->x, hitter->y)) 640 if (out_of_map (map, hitter->x, hitter->y))
682 return; 641 return;
642
683 next = get_map_ob (map, hitter->x, hitter->y); 643 next = GET_MAP_OB (map, hitter->x, hitter->y);
684 if (next) 644 if (next)
685 while (next) 645 while (next)
686 { 646 {
687 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 647 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
688 i *= 3; 648 i *= 3;
649
689 tmp = next; 650 tmp = next;
690 next = tmp->above; 651 next = tmp->above;
691 } 652 }
653
692 if (i < 0) 654 if (i < 0)
693 return; 655 return;
656
694 if (rndm (0, i) != 0) 657 if (rndm (0, i) != 0)
695 return; 658 return;
696 } 659 }
697 else if (rndm (0, 5) != 0) 660 else if (rndm (0, 5) != 0)
698 return; 661 return;
662
699 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 663 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
700 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 664 op->play_sound (sound_find ("player_hits4"));
701 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
702 } 666 }
703} 667}
704
705 668
706static int 669static int
707get_attack_mode (object **target, object **hitter, int *simple_attack) 670get_attack_mode (object **target, object **hitter, int *simple_attack)
708{ 671{
709 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 672 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
710 { 673 {
711 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 674 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
712 return 1; 675 return 1;
713 } 676 }
714 if ((*target)->head) 677
715 *target = (*target)->head; 678 *target = (*target)->head_ ();
716 if ((*hitter)->head)
717 *hitter = (*hitter)->head; 679 *hitter = (*hitter)->head_ ();
680
681 if ((*target)->type == LOCKED_DOOR)
682 return 1; // locked doors cannot be hit
683
718 if ((*hitter)->env != NULL || (*target)->env != NULL) 684 if ((*hitter)->env || (*target)->env)
719 { 685 {
720 *simple_attack = 1; 686 *simple_attack = 1;
721 return 0; 687 return 0;
722 } 688 }
689
723 if (QUERY_FLAG (*target, FLAG_REMOVED) 690 if (QUERY_FLAG (*target, FLAG_REMOVED)
724 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 691 || QUERY_FLAG (*hitter, FLAG_REMOVED)
692 || !(*hitter)->map
693 || !on_same_map (*hitter, *target))
725 { 694 {
726 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 695 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
696 (*hitter)->debug_desc (), (*target)->debug_desc ());
727 return 1; 697 return 1;
728 } 698 }
699
729 *simple_attack = 0; 700 *simple_attack = 0;
730 return 0; 701 return 0;
731} 702}
732 703
733static int 704static int
734abort_attack (object *target, object *hitter, int simple_attack) 705abort_attack (object *target, object *hitter, int simple_attack)
735{ 706{
736
737/* Check if target and hitter are still in a relation similar to the one 707 /* Check if target and hitter are still in a relation similar to the one
738 * determined by get_attack_mode(). Returns true if the relation has changed. 708 * determined by get_attack_mode(). Returns true if the relation has changed.
739 */ 709 */
740 int new_mode; 710 int new_mode;
741 711
742 if (hitter->env == target || target->env == hitter) 712 if (hitter->env == target || target->env == hitter)
743 new_mode = 1; 713 new_mode = 1;
744 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 714 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
715 || hitter->map == NULL || !on_same_map (hitter, target))
745 return 1; 716 return 1;
746 else 717 else
747 new_mode = 0; 718 new_mode = 0;
719
748 return new_mode != simple_attack; 720 return new_mode != simple_attack;
749} 721}
750 722
723/* thrown_item_effect() - handles any special effects of thrown
724 * items (like attacking living creatures--a potion thrown at a
725 * monster).
726 */
727static void
751static void thrown_item_effect (object *, object *); 728thrown_item_effect (object *hitter, object *victim)
729{
730 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
731 {
732 /* May not need a switch for just 2 types, but this makes it
733 * easier for expansion.
734 */
735 switch (hitter->type)
736 {
737 case POTION:
738 /* should player get a save throw instead of checking magic protection? */
739 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
740 (void) apply_potion (victim, hitter);
741 break;
742
743 case POISON: /* poison drinks */
744 /* As with potions, should monster get a save? */
745 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
746 apply_poison (victim, hitter);
747 break;
748
749 /* Removed case statements that did nothing.
750 * food may be poisonous, but monster must be willing to eat it,
751 * so we don't handle it here.
752 * Containers should perhaps break open, but that code was disabled.
753 */
754 }
755 }
756}
757
758/* determine if the object is an 'aimed' missile */
759static int
760is_aimed_missile (object *op)
761{
762
763 /* I broke what used to be one big if into a few nested
764 * ones so that figuring out the logic is at least possible.
765 */
766 if (op && (op->move_type & MOVE_FLYING))
767 if (op->type == ARROW || op->type == THROWN_OBJ)
768 return 1;
769 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
770 return 1;
771
772 return 0;
773}
774/* adj_attackroll() - adjustments to attacks by various conditions */
775static int
776adj_attackroll (object *hitter, object *target)
777{
778 object *attacker = hitter;
779 int adjust = 0;
780
781 /* safety */
782 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
783 {
784 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
785 return 0;
786 }
787
788 /* aimed missiles use the owning object's sight */
789 if (is_aimed_missile (hitter))
790 {
791 if ((attacker = hitter->owner) == NULL)
792 attacker = hitter;
793 /* A player who saves but hasn't quit still could have objects
794 * owned by him - need to handle that case to avoid crashes.
795 */
796 if (QUERY_FLAG (attacker, FLAG_REMOVED))
797 attacker = hitter;
798 }
799 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
800 return 0;
801
802 /* determine the condtions under which we make an attack.
803 * Add more cases, as the need occurs. */
804
805 if (!can_see_enemy (attacker, target))
806 {
807 /* target is unseen */
808 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
809 adjust -= 10;
810 /* dark map penalty for the hitter (lacks infravision if we got here). */
811 else if (!stand_in_light (target))
812 adjust -= target->map->darklevel ();
813 }
814
815 if (QUERY_FLAG (attacker, FLAG_SCARED))
816 adjust -= 3;
817
818 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
819 adjust += 1;
820
821 if (QUERY_FLAG (target, FLAG_SCARED))
822 adjust += 1;
823
824 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
825 adjust -= 3;
826
827 /* if we attack at a different 'altitude' its harder */
828 if ((attacker->move_type & target->move_type) == 0)
829 adjust -= 2;
830
831#if 0
832 /* slower attacks are less likely to succeed. We should use a
833 * comparison between attacker/target speeds BUT, players have
834 * a generally faster speed, so this will wind up being a HUGE
835 * disadantage for the monsters! Too bad, because missiles which
836 * fly fast should have a better chance of hitting a slower target.
837 */
838 if (hitter->speed < target->speed)
839 adjust += ((float) hitter->speed - target->speed);
840#endif
841
842#if 0
843 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
844#endif
845
846 return adjust;
847}
752 848
753static int 849static int
754attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 850attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
755{ 851{
756 int simple_attack, roll, dam = 0; 852 int simple_attack, roll, dam = 0;
757 uint32 type; 853 uint32 type;
758 shstr op_name; 854 shstr op_name;
759 tag_t op_tag, hitter_tag;
760 855
761 if (get_attack_mode (&op, &hitter, &simple_attack)) 856 if (get_attack_mode (&op, &hitter, &simple_attack))
762 goto error; 857 goto error;
763 858
764 if (hitter->current_weapon) 859 if (hitter->current_weapon)
765 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 860 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
766 return RESULT_INT (0); 861 return RESULT_INT (0);
767 862
768 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 863 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
769 return RESULT_INT (0); 864 return RESULT_INT (0);
770
771 op_tag = op->count;
772 hitter_tag = hitter->count;
773 865
774 /* 866 /*
775 * A little check to make it more difficult to dance forward and back 867 * A little check to make it more difficult to dance forward and back
776 * to avoid ever being hit by monsters. 868 * to avoid ever being hit by monsters.
777 */ 869 */
778 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 870 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
779 { 871 {
780 /* Decrease speed BEFORE calling process_object. Otherwise, an 872 /* Decrease speed BEFORE calling process_object. Otherwise, an
781 * infinite loop occurs, with process_object calling move_monster, 873 * infinite loop occurs, with process_object calling move_monster,
782 * which then gets here again. By decreasing the speed before 874 * which then gets here again. By decreasing the speed before
783 * we call process_object, the 'if' statement above will fail. 875 * we call process_object, the 'if' statement above will fail.
784 */ 876 */
785 op->speed_left--; 877 --op->speed_left;
786 process_object (op); 878 process_object (op);
879
787 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 880 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
788 goto error; 881 goto error;
789 } 882 }
790 883
791 op_name = op->name; 884 op_name = op->name;
792 885
799 /* See if we hit the creature */ 892 /* See if we hit the creature */
800 if (roll == 20 || op->stats.ac >= base_wc - roll) 893 if (roll == 20 || op->stats.ac >= base_wc - roll)
801 { 894 {
802 int hitdam = base_dam; 895 int hitdam = base_dam;
803 896
804 if (settings.casting_time == TRUE)
805 {
806 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
807 {
808 hitter->casting_time = -1;
809 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
810 }
811 if ((op->casting_time > -1) && (hitdam > 0))
812 {
813 op->casting_time = -1;
814 if (op->type == PLAYER)
815 {
816 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
817 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
818 }
819 }
820 }
821 if (!simple_attack) 897 if (!simple_attack)
822 { 898 {
823 /* If you hit something, the victim should *always* wake up. 899 /* If you hit something, the victim should *always* wake up.
824 * Before, invisible hitters could avoid doing this. 900 * Before, invisible hitters could avoid doing this.
825 * -b.t. */ 901 * -b.t. */
826 if (QUERY_FLAG (op, FLAG_SLEEP)) 902 if (QUERY_FLAG (op, FLAG_SLEEP))
827 CLEAR_FLAG (op, FLAG_SLEEP); 903 CLEAR_FLAG (op, FLAG_SLEEP);
828 904
829 /* If the victim can't see the attacker, it may alert others 905 /* If the victim can't see the attacker, it may alert others
830 * for help. */ 906 * for help. */
831 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 907 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
832 npc_call_help (op); 908 npc_call_help (op);
833 909
834 /* if you were hidden and hit by a creature, you are discovered */ 910 /* if you were hidden and hit by a creature, you are discovered */
835 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 911 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
836 { 912 {
837 make_visible (op); 913 make_visible (op);
914
838 if (op->type == PLAYER) 915 if (op->type == PLAYER)
839 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 916 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
840 } 917 }
841 918
842 /* thrown items (hitter) will have various effects 919 /* thrown items (hitter) will have various effects
843 * when they hit the victim. For things like thrown daggers, 920 * when they hit the victim. For things like thrown daggers,
844 * this sets 'hitter' to the actual dagger, and not the 921 * this sets 'hitter' to the actual dagger, and not the
845 * wrapper object. 922 * wrapper object.
846 */ 923 */
847 thrown_item_effect (hitter, op); 924 thrown_item_effect (hitter, op);
925
848 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 926 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
849 goto leave; 927 goto leave;
850 } 928 }
851 929
852 /* Need to do at least 1 damage, otherwise there is no point 930 /* Need to do at least 1 damage, otherwise there is no point
853 * to go further and it will cause FPE's below. 931 * to go further and it will cause FPE's below.
854 */ 932 */
855 if (hitdam <= 0) 933 if (hitdam <= 0)
856 hitdam = 1; 934 hitdam = 1;
857 935
858 type = hitter->attacktype; 936 type = hitter->attacktype;
937
938 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
939 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
940 * This check is important for the most simple monsters out there in the
941 * game content (maps, archs). For example orcs: They would have
942 * no attacktype at all.
943 *
944 * Some time in the future someone should just go into the game data
945 * and fix every monster out there ;-/ Until then we will kill some
946 * more trees in the african rain forests with this check.
947 */
859 if (!type) 948 if (!type)
860 type = AT_PHYSICAL; 949 type = AT_PHYSICAL;
950
861 /* Handle monsters that hit back */ 951 /* Handle monsters that hit back */
862 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 952 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
863 { 953 {
864 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 954 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
865 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 955 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
956
866 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 957 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
958
867 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 959 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
868 goto leave; 960 goto leave;
869 } 961 }
870 962
871 /* In the new attack code, it should handle multiple attack 963 /* In the new attack code, it should handle multiple attack
872 * types in its area, so remove it from here. 964 * types in its area, so remove it from here.
873 */ 965 */
874 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 966 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
967
875 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 968 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
876 goto leave; 969 goto leave;
877 } /* end of if hitter hit op */ 970 } /* end of if hitter hit op */
878 /* if we missed, dam=0 */ 971 /* if we missed, dam=0 */
879 972
880 /*attack_message(dam, type, op, hitter); */ 973 /*attack_message(dam, type, op, hitter); */
890} 983}
891 984
892int 985int
893attack_ob (object *op, object *hitter) 986attack_ob (object *op, object *hitter)
894{ 987{
895
896 if (hitter->head)
897 hitter = hitter->head; 988 hitter = hitter->head_ ();
989
898 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 990 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
899} 991}
900 992
901/* op is the arrow, tmp is what is stopping the arrow. 993/* op is the arrow, tmp is what is stopping the arrow.
902 * 994 *
911 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1003 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
912 * stick around. 1004 * stick around.
913 */ 1005 */
914 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1006 if (op->weight <= 5000 && tmp->stats.hp >= 0)
915 { 1007 {
916 if (tmp->head != NULL) 1008 tmp->head_ ()->insert (op);
917 tmp = tmp->head;
918
919 remove_ob (op);
920 op = insert_ob_in_ob (op, tmp);
921
922 if (tmp->type == PLAYER)
923 esrv_send_item (tmp, op);
924
925 return 1; 1009 return 1;
926 } 1010 }
927 else 1011 else
928 return 0; 1012 return 0;
929} 1013}
937object * 1021object *
938hit_with_arrow (object *op, object *victim) 1022hit_with_arrow (object *op, object *victim)
939{ 1023{
940 object *container, *hitter; 1024 object *container, *hitter;
941 int hit_something = 0; 1025 int hit_something = 0;
942 tag_t victim_tag, hitter_tag;
943 sint16 victim_x, victim_y;
944 1026
945 /* Disassemble missile */ 1027 /* Disassemble missile */
946 if (op->inv) 1028 if (op->inv)
947 { 1029 {
948 container = op; 1030 container = op;
949 hitter = op->inv; 1031 hitter = op->inv;
950 remove_ob (hitter);
951 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1032 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
952 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1033 /* Note that we now have an empty THROWN_OBJ on the map. Code that
953 * might be called until this THROWN_OBJ is either reassembled or 1034 * might be called until this THROWN_OBJ is either reassembled or
954 * removed at the end of this function must be able to deal with empty 1035 * removed at the end of this function must be able to deal with empty
955 * THROWN_OBJs. */ 1036 * THROWN_OBJs. */
956 } 1037 }
957 else 1038 else
958 { 1039 {
959 container = NULL; 1040 container = 0;
960 hitter = op; 1041 hitter = op;
961 } 1042 }
962 1043
963 /* Try to hit victim */ 1044 /* Try to hit victim */
964 victim_x = victim->x;
965 victim_y = victim->y;
966 victim_tag = victim->count;
967 hitter_tag = hitter->count;
968
969 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 1045 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
970 1046
971 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1047 /* Arrow attacks door, rune of summoning is triggered, demon is put on
972 * arrow, move_apply() calls this function, arrow sticks in demon, 1048 * arrow, move_apply() calls this function, arrow sticks in demon,
973 * attack_ob_simple() returns, and we've got an arrow that still exists 1049 * attack_ob_simple() returns, and we've got an arrow that still exists
974 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1050 * but is no longer on the map. Ugh. (Beware: Such things can happen at
975 * other places as well!) 1051 * other places as well!)
976 */ 1052 */
977 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 1053 if (hitter->destroyed () || hitter->env != NULL)
978 { 1054 {
979 if (container) 1055 if (container)
980 { 1056 container->destroy ();
981 remove_ob (container); 1057
982 free_object (container);
983 }
984 return NULL; 1058 return 0;
985 } 1059 }
986 1060
987 /* Missile hit victim */ 1061 /* Missile hit victim */
988 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1062 /* if the speed is > 10, then this is a fast moving arrow, we go straight
989 * through the target 1063 * through the target
990 */ 1064 */
991 if (hit_something && op->speed <= 10.0) 1065 if (hit_something && op->speed <= 10.0)
992 { 1066 {
993 /* Stop arrow */ 1067 /* Stop arrow */
994 if (container == NULL) 1068 if (!container)
995 { 1069 {
996 hitter = fix_stopped_arrow (hitter); 1070 hitter = fix_stopped_arrow (hitter);
997 if (hitter == NULL) 1071 if (!hitter)
998 return NULL; 1072 return 0;
999 } 1073 }
1000 else 1074 else
1001 { 1075 container->destroy ();
1002 remove_ob (container);
1003 free_object (container);
1004 }
1005 1076
1006 /* Try to stick arrow into victim */ 1077 /* Try to stick arrow into victim */
1007 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 1078 if (!victim->destroyed () && stick_arrow (hitter, victim))
1008 return NULL; 1079 return 0;
1009 1080
1010 /* Else try to put arrow on victim's map square 1081 /* Else try to put arrow on victim's map square
1011 * remove check for P_WALL here. If the arrow got to this 1082 * remove check for P_WALL here. If the arrow got to this
1012 * space, that is good enough - with the new movement code, 1083 * space, that is good enough - with the new movement code,
1013 * there is now the potential for lots of spaces where something 1084 * there is now the potential for lots of spaces where something
1014 * can fly over but not otherwise move over. What is the correct 1085 * can fly over but not otherwise move over. What is the correct
1015 * way to handle those otherwise? 1086 * way to handle those otherwise?
1016 */ 1087 */
1017 if (victim_x != hitter->x || victim_y != hitter->y) 1088 if (victim->x != hitter->x || victim->y != hitter->y)
1089 {
1090 if (victim->destroyed ())
1091 hitter->destroy ();
1092 else
1018 { 1093 {
1019 remove_ob (hitter); 1094 hitter->remove ();
1020 hitter->x = victim_x; 1095 hitter->x = victim->x;
1021 hitter->y = victim_y; 1096 hitter->y = victim->y;
1022 insert_ob_in_map (hitter, victim->map, hitter, 0); 1097 insert_ob_in_map (hitter, victim->map, hitter, 0);
1098 }
1023 } 1099 }
1024 else 1100 else
1025 {
1026 /* Else leave arrow where it is */ 1101 /* Else leave arrow where it is */
1027 merge_ob (hitter, NULL); 1102 merge_ob (hitter, NULL);
1028 } 1103
1029 return NULL; 1104 return 0;
1030 } 1105 }
1031 1106
1032 if (hit_something && op->speed >= 10.0) 1107 if (hit_something && op->speed >= 10.0)
1033 op->speed -= 1.0; 1108 op->speed -= 1.0;
1034 1109
1035 /* Missile missed victim - reassemble missile */ 1110 /* Missile missed victim - reassemble missile */
1036 if (container) 1111 if (container)
1037 { 1112 {
1038 remove_ob (hitter); 1113 hitter->remove ();
1039 insert_ob_in_ob (hitter, container); 1114 insert_ob_in_ob (hitter, container);
1040 } 1115 }
1116
1041 return op; 1117 return op;
1042} 1118}
1043 1119
1044 1120static void
1045void
1046tear_down_wall (object *op) 1121tear_down_wall (object *op)
1047{ 1122{
1048 int perc = 0;
1049
1050 if (!op->stats.maxhp) 1123 if (!op->stats.maxhp)
1051 {
1052 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1124 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1053 perc = 1; 1125 else if (!op->has_anim ())
1054 }
1055 else if (!GET_ANIM_ID (op))
1056 { 1126 {
1057 /* Object has been called - no animations, so remove it */ 1127 /* Object has been called - no animations, so remove it */
1058 if (op->stats.hp < 0) 1128 if (op->stats.hp < 0)
1129 op->destroy ();
1059 { 1130
1060 remove_ob (op); /* Should update LOS */
1061 free_object (op);
1062 /* Don't know why this is here - remove_ob should do it for us */
1063 /*update_position(m, x, y); */
1064 }
1065 return; /* no animations, so nothing more to do */ 1131 return; /* no animations, so nothing more to do */
1066 } 1132 }
1067 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1133
1068 if (perc >= (int) NUM_ANIMATIONS (op)) 1134 // we use frames 1..num-2 as intermediate frames, so
1069 perc = NUM_ANIMATIONS (op) - 1; 1135 // the last frame is used only when hp < 0.
1070 else if (perc < 1) 1136 int perc = clamp (
1071 perc = 1; 1137 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1072 SET_ANIMATION (op, perc); 1138 0, op->anim_frames () - 1
1139 );
1140
1141 op->set_anim_frame (perc);
1073 update_object (op, UP_OBJ_FACE); 1142 update_object (op, UP_OBJ_FACE);
1074 if (perc == NUM_ANIMATIONS (op) - 1) 1143
1144 if (op->stats.hp < 0)
1075 { /* Reached the last animation */ 1145 { /* Reached the last animation */
1076 if (op->face == blank_face) 1146 if (op->face == blank_face)
1077 {
1078 /* If the last face is blank, remove the ob */ 1147 /* If the last face is blank, remove the ob */
1079 remove_ob (op); /* Should update LOS */ 1148 op->destroy ();
1080 free_object (op);
1081
1082 /* remove_ob should call update_position for us */
1083 /*update_position(m, x, y); */
1084
1085 }
1086 else 1149 else
1087 { /* The last face was not blank, leave an image */ 1150 { /* The last face was not blank, leave an image */
1088 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1151 op->flag [FLAG_BLOCKSVIEW] = false;
1089 update_all_los (op->map, op->x, op->y); 1152 update_all_los (op->map, op->x, op->y);
1090 op->move_block = 0; 1153 op->move_block = 0;
1091 CLEAR_FLAG (op, FLAG_ALIVE); 1154 op->flag [FLAG_ALIVE] = false;
1092 } 1155 }
1093 } 1156 }
1094} 1157}
1095 1158
1096void 1159static void
1097scare_creature (object *target, object *hitter) 1160scare_creature (object *target, object *hitter)
1098{ 1161{
1099 object *owner = get_owner (hitter); 1162 target->flag [FLAG_SCARED] = true;
1100 1163
1101 if (!owner)
1102 owner = hitter;
1103
1104 SET_FLAG (target, FLAG_SCARED);
1105 if (!target->enemy) 1164 if (!target->enemy)
1106 target->enemy = owner; 1165 target->enemy = hitter->outer_owner ();
1107} 1166}
1108
1109
1110/* This returns the amount of damage hitter does to op with the
1111 * appropriate attacktype. Only 1 attacktype should be set at a time.
1112 * This doesn't damage the player, but returns how much it should
1113 * take. However, it will do other effects (paralyzation, slow, etc.)
1114 * Note - changed for PR code - we now pass the attack number and not
1115 * the attacktype. Makes it easier for the PR code. */
1116
1117int
1118hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1119{
1120
1121 int doesnt_slay = 1;
1122
1123 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1124 if (attacknum >= NROFATTACKS)
1125 {
1126 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1127 return 0;
1128 }
1129
1130 if (dam < 0)
1131 {
1132 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1133 return 0;
1134 }
1135
1136 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1137 * people can't mess with that or it otherwise get confused. */
1138 if (attacknum == ATNR_INTERNAL)
1139 return dam;
1140
1141 if (hitter->slaying)
1142 {
1143 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1144 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1145 {
1146 doesnt_slay = 0;
1147 dam *= 3;
1148 }
1149 }
1150
1151 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1152 if (op->resist[attacknum])
1153 {
1154 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1155 * in case 0>dam>1, we try to "simulate" a float value-effect */
1156 dam *= (100 - op->resist[attacknum]);
1157 if (dam >= 100)
1158 dam /= 100;
1159 else
1160 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1161 }
1162
1163 /* Special hack. By default, if immune to something, you
1164 * shouldn't need to worry. However, acid is an exception, since
1165 * it can still damage your items. Only include attacktypes if
1166 * special processing is needed */
1167
1168 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1169 return 0;
1170
1171 /* Keep this in order - makes things easier to find */
1172
1173 switch (attacknum)
1174 {
1175 case ATNR_PHYSICAL:
1176 /* here also check for diseases */
1177 check_physically_infect (op, hitter);
1178 break;
1179
1180 /* Don't need to do anything for:
1181 magic,
1182 fire,
1183 electricity,
1184 cold */
1185
1186 case ATNR_CONFUSION:
1187 case ATNR_POISON:
1188 case ATNR_SLOW:
1189 case ATNR_PARALYZE:
1190 case ATNR_FEAR:
1191 case ATNR_CANCELLATION:
1192 case ATNR_DEPLETE:
1193 case ATNR_BLIND:
1194 {
1195 /* chance for inflicting a special attack depends on the
1196 * difference between attacker's and defender's level
1197 */
1198 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1199
1200 /* First, only creatures/players with speed can be affected.
1201 * Second, just getting hit doesn't mean it always affects
1202 * you. Third, you still get a saving through against the
1203 * effect.
1204 */
1205 if (op->speed &&
1206 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1207 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1208 {
1209
1210 /* Player has been hit by something */
1211 if (attacknum == ATNR_CONFUSION)
1212 confuse_player (op, hitter, dam);
1213 else if (attacknum == ATNR_POISON)
1214 poison_player (op, hitter, dam);
1215 else if (attacknum == ATNR_SLOW)
1216 slow_player (op, hitter, dam);
1217 else if (attacknum == ATNR_PARALYZE)
1218 paralyze_player (op, hitter, dam);
1219 else if (attacknum == ATNR_FEAR)
1220 scare_creature (op, hitter);
1221 else if (attacknum == ATNR_CANCELLATION)
1222 cancellation (op);
1223 else if (attacknum == ATNR_DEPLETE)
1224 drain_stat (op);
1225 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1226 blind_player (op, hitter, dam);
1227 }
1228 dam = 0; /* These are all effects and don't do real damage */
1229 }
1230 break;
1231 case ATNR_ACID:
1232 {
1233 int flag = 0;
1234
1235 /* Items only get corroded if you're not on a battleground and
1236 * if your acid resistance is below 50%. */
1237 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1238 {
1239 object *tmp;
1240
1241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1242 {
1243 if (tmp->invisible)
1244 continue;
1245 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1246 /* >= 10% acid res. on itmes will protect these */
1247 continue;
1248 if (!(tmp->material & M_IRON))
1249 continue;
1250 if (tmp->magic < -4) /* Let's stop at -5 */
1251 continue;
1252 if (tmp->type == RING ||
1253 /* removed boots and gloves from exclusion list in
1254 PR */
1255 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1256 continue; /* To avoid some strange effects */
1257
1258 /* High damage acid has better chance of corroding
1259 objects */
1260 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1261 {
1262 if (op->type == PLAYER)
1263 /* Make this more visible */
1264 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1265 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1266 flag = 1;
1267 tmp->magic--;
1268 if (op->type == PLAYER)
1269 esrv_send_item (op, tmp);
1270 }
1271 }
1272 if (flag)
1273 fix_player (op); /* Something was corroded */
1274 }
1275 }
1276 break;
1277 case ATNR_DRAIN:
1278 {
1279 /* rate is the proportion of exp drained. High rate means
1280 * not much is drained, low rate means a lot is drained.
1281 */
1282 int rate;
1283
1284 if (op->resist[ATNR_DRAIN] >= 0)
1285 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1286 else
1287 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1288
1289 if (op->stats.exp <= rate)
1290 {
1291 if (op->type == GOLEM)
1292 dam = 999; /* Its force is "sucked" away. 8) */
1293 else
1294 /* If we can't drain, lets try to do physical damage */
1295 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1296 }
1297 else
1298 {
1299 /* Randomly give the hitter some hp */
1300 if (hitter->stats.hp < hitter->stats.maxhp &&
1301 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1302 hitter->stats.hp++;
1303
1304 /* Can't do drains on battleground spaces.
1305 * Move the wiz check up here - before, the hitter wouldn't gain exp
1306 * exp, but the wiz would still lose exp! If drainee is a wiz,
1307 * nothing happens.
1308 * Try to credit the owner. We try to display player -> player drain
1309 * attacks, hence all the != PLAYER checks.
1310 */
1311 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1312 {
1313 object *owner = get_owner (hitter);
1314
1315 if (owner && owner != hitter)
1316 {
1317 if (op->type != PLAYER || owner->type != PLAYER)
1318 change_exp (owner, op->stats.exp / (rate * 2),
1319 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1320 }
1321 else if (op->type != PLAYER || hitter->type != PLAYER)
1322 {
1323 change_exp (hitter, op->stats.exp / (rate * 2),
1324 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1325 }
1326 change_exp (op, -op->stats.exp / rate, NULL, 0);
1327 }
1328 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1329 * drain attack, you won't know that you are actually sucking out EXP,
1330 * as the messages will say you missed
1331 */
1332 }
1333 }
1334 break;
1335 case ATNR_TURN_UNDEAD:
1336 {
1337 if (QUERY_FLAG (op, FLAG_UNDEAD))
1338 {
1339 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1340 object *god = find_god (determine_god (owner));
1341 int div = 1;
1342
1343 /* if undead are not an enemy of your god, you turn them
1344 * at half strength */
1345 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1346 div = 2;
1347 /* Give a bonus if you resist turn undead */
1348 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1349 scare_creature (op, owner);
1350 }
1351 else
1352 dam = 0; /* don't damage non undead - should we damage
1353 undead? */
1354 }
1355 break;
1356 case ATNR_DEATH:
1357 deathstrike_player (op, hitter, &dam);
1358 break;
1359 case ATNR_CHAOS:
1360 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1361 dam = 0;
1362 break;
1363 case ATNR_COUNTERSPELL:
1364 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1365 dam = 0;
1366 /* This should never happen. Counterspell is handled
1367 * seperately and filtered out. If this does happen,
1368 * Counterspell has no effect on anything but spells, so it
1369 * does no damage. */
1370 break;
1371 case ATNR_HOLYWORD:
1372 {
1373 /* This has already been handled by hit_player,
1374 * no need to check twice -- DAMN */
1375 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1376
1377 /* As with turn undead above, give a bonus on the saving throw */
1378 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1379 scare_creature (op, owner);
1380 }
1381 break;
1382 case ATNR_LIFE_STEALING:
1383 {
1384 int new_hp;
1385
1386 /* this is replacement to drain for players, instead of taking
1387 * exp it takes hp. It is geared for players, probably not
1388 * much use giving it to monsters
1389 *
1390 * life stealing doesn't do a lot of damage, but it gives the
1391 * damage it does do to the player. Given that,
1392 * it only does 1/10'th normal damage (hence the divide by
1393 * 1000).
1394 */
1395 /* You can't steal life from something undead */
1396 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1397 return 0;
1398 /* If drain protection is higher than life stealing, use that */
1399 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1400 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1401 else
1402 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1403 /* You die at -1 hp, not zero. */
1404 if (dam > (op->stats.hp + 1))
1405 dam = op->stats.hp + 1;
1406 new_hp = hitter->stats.hp + dam;
1407 if (new_hp > hitter->stats.maxhp)
1408 new_hp = hitter->stats.maxhp;
1409 if (new_hp > hitter->stats.hp)
1410 hitter->stats.hp = new_hp;
1411 }
1412 }
1413 return dam;
1414}
1415
1416 1167
1417/* GROS: This code comes from hit_player. It has been made external to 1168/* GROS: This code comes from hit_player. It has been made external to
1418 * allow script procedures to "kill" objects in a combat-like fashion. 1169 * allow script procedures to "kill" objects in a combat-like fashion.
1419 * It was initially used by (kill-object) developed for the Collector's 1170 * It was initially used by (kill-object) developed for the Collector's
1420 * Sword. Note that nothing has been changed from the original version 1171 * Sword. Note that nothing has been changed from the original version
1431 */ 1182 */
1432int 1183int
1433kill_object (object *op, int dam, object *hitter, int type) 1184kill_object (object *op, int dam, object *hitter, int type)
1434{ 1185{
1435 char buf[MAX_BUF]; 1186 char buf[MAX_BUF];
1436 const char *skill; 1187 shstr skill;
1437 int maxdam = 0; 1188 int maxdam = 0;
1438 int battleg = 0; /* true if op standing on battleground */ 1189 int battleg = 0; /* true if op standing on battleground */
1439 int pk = 0; /* true if op and what controls hitter are both players */ 1190 int pk = 0; /* true if op and what controls hitter are both players */
1440 object *owner = NULL; 1191 object *owner = 0;
1441 object *skop = NULL; 1192 object *skop = 0;
1442 1193
1443 if (op->stats.hp >= 0) 1194 if (op->stats.hp >= 0)
1444 return -1; 1195 return -1;
1445 1196
1446 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1197 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1455 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1456 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1207 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1457 1208
1458 if (op->type == DOOR) 1209 if (op->type == DOOR)
1459 { 1210 {
1460 op->speed = 0.1; 1211 op->set_speed (0.1f);
1461 update_ob_speed (op);
1462 op->speed_left = -0.05; 1212 op->speed_left = -0.05f;
1463 return maxdam; 1213 return maxdam;
1464 } 1214 }
1215
1465 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1216 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1466 { 1217 {
1467 remove_friendly_object (op); 1218 op->drop_and_destroy ();
1468 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1469 {
1470 op->owner->contr->ranges[range_golem] = NULL;
1471 op->owner->contr->golem_count = 0;
1472 }
1473
1474 remove_ob (op);
1475 free_object (op);
1476 return maxdam; 1219 return maxdam;
1477 } 1220 }
1478 1221
1479 /* Now lets start dealing with experience we get for killing something */ 1222 /* Now lets start dealing with experience we get for killing something */
1480 1223
1481 owner = get_owner (hitter); 1224 owner = hitter->outer_owner ();
1482 if (owner == NULL) 1225 if (!owner)
1483 owner = hitter; 1226 owner = hitter;
1484 1227
1485 /* is the victim (op) standing on battleground? */ 1228 /* is the victim (op) standing on battleground? */
1486 if (op_on_battleground (op, NULL, NULL)) 1229 if (op_on_battleground (op, NULL, NULL))
1487 battleg = 1; 1230 battleg = 1;
1491 pk = 1; 1234 pk = 1;
1492 1235
1493 /* Player killed something */ 1236 /* Player killed something */
1494 if (owner->type == PLAYER) 1237 if (owner->type == PLAYER)
1495 { 1238 {
1496 Log_Kill (owner->name,
1497 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1498
1499 /* Log players killing other players - makes it easier to detect 1239 /* Log players killing other players - makes it easier to detect
1500 * and filter out malicious player killers - that is why the 1240 * and filter out malicious player killers - that is why the
1501 * ip address is included. 1241 * ip address is included.
1502 */ 1242 */
1503 if (op->type == PLAYER && !battleg) 1243 if (op->type == PLAYER && !battleg)
1507 char buf[256]; 1247 char buf[256];
1508 1248
1509 tmv = localtime (&t); 1249 tmv = localtime (&t);
1510 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1250 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1511 1251
1512 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1252 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1513 } 1253 }
1514 1254
1515 /* try to filter some things out - basically, if you are 1255 /* try to filter some things out - basically, if you are
1516 * killing a level 1 creature and your level 20, you 1256 * killing a level 1 creature and your level 20, you
1517 * probably don't want to see that. 1257 * probably don't want to see that.
1518 */ 1258 */
1519 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1259 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1520 { 1260 {
1521 if (owner != hitter) 1261 if (owner != hitter)
1522 {
1523 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1262 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1524 }
1525 else 1263 else
1526 {
1527 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1264 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1528 } 1265
1529 /* Only play sounds for melee kills */ 1266 /* Only play sounds for melee kills */
1530 if (hitter->type == PLAYER) 1267 if (hitter->type == PLAYER)
1531 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1268 owner->play_sound (sound_find ("player_kills"));
1532 } 1269 }
1533 1270
1534 /* If a player kills another player, not on 1271 /* If a player kills another player, not on
1535 * battleground, the "killer" looses 1 luck. Since this is 1272 * battleground, the "killer" looses 1 luck. Since this is
1536 * not reversible, it's actually quite a pain IMHO. -AV 1273 * not reversible, it's actually quite a pain IMHO. -AV
1538 * player that the object belonged to - so if you killed another player 1275 * player that the object belonged to - so if you killed another player
1539 * with spells, pets, whatever, there was no penalty. 1276 * with spells, pets, whatever, there was no penalty.
1540 * Changed to make luck penalty configurable in settings. 1277 * Changed to make luck penalty configurable in settings.
1541 */ 1278 */
1542 if (op->type == PLAYER && owner != op && !battleg) 1279 if (op->type == PLAYER && owner != op && !battleg)
1543 change_luck (owner, -settings.pk_luck_penalty); 1280 owner->change_luck (-settings.pk_luck_penalty);
1544 1281
1545 /* This code below deals with finding the appropriate skill 1282 /* This code below deals with finding the appropriate skill
1546 * to credit exp to. This is a bit problematic - we should 1283 * to credit exp to. This is a bit problematic - we should
1547 * probably never really have to look at current_weapon->skill 1284 * probably never really have to look at current_weapon->skill
1548 */ 1285 */
1549 skill = NULL;
1550 if (hitter->skill && hitter->type != PLAYER) 1286 if (hitter->skill && hitter->type != PLAYER)
1551 skill = hitter->skill; 1287 skill = hitter->skill;
1552 else if (owner->chosen_skill) 1288 else if (owner->chosen_skill)
1553 { 1289 {
1554 skill = owner->chosen_skill->skill;
1555 skop = owner->chosen_skill; 1290 skop = owner->chosen_skill;
1291 skill = skop->skill;
1556 } 1292 }
1557 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1293 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1558 skill = owner->current_weapon->skill; 1294 skill = owner->current_weapon->skill;
1559 else 1295 else
1296 {
1560 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1297 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1298 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1299 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1300 skill = 0;
1301 }
1561 1302
1562 /* We have the skill we want to credit to - now find the object this goes 1303 /* We have the skill we want to credit to - now find the object this goes
1563 * to. Make sure skop is an actual skill, and not a skill tool! 1304 * to. Make sure skop is an actual skill, and not a skill tool!
1564 */ 1305 */
1565 if ((!skop || skop->type != SKILL) && skill) 1306 skop = owner->contr->find_skill (skill);
1566 {
1567 int i;
1568
1569 for (i = 0; i < NUM_SKILLS; i++)
1570 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1571 {
1572 skop = owner->contr->last_skill_ob[i];
1573 break;
1574 }
1575 }
1576 } /* Was it a player that hit somethign */ 1307 } /* Was it a player that hit somethign */
1577 else 1308 else
1578 {
1579 skill = NULL; 1309 skill = 0;
1580 }
1581 1310
1582 /* Pet (or spell) killed something. */
1583 if (owner != hitter)
1584 {
1585 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1586 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1587 }
1588 else
1589 {
1590 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1591 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1592 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593 }
1594 /* These may have been set in the player code section above */ 1311 /* These may have been set in the player code section above */
1595 if (!skop) 1312 if (!skop)
1596 skop = hitter->chosen_skill; 1313 skop = hitter->chosen_skill;
1314
1597 if (!skill && skop) 1315 if (!skill && skop)
1598 skill = skop->skill; 1316 skill = skop->skill;
1599 1317
1600 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1601
1602
1603 /* If you didn't kill yourself, and your not the wizard */ 1318 /* If you didn't kill yourself, and your not the wizard */
1604 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1319 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1605 { 1320 {
1606 int exp; 1321 int exp;
1607 1322
1608 /* Really don't give much experience for killing other players */ 1323 /* Really don't give much experience for killing other players */
1609 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1324 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1610 if (op->type == PLAYER)
1611 {
1612 if (battleg) 1325 if (battleg)
1326 {
1327 if (op->is_player ())
1613 { 1328 {
1614 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1329 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1615 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1330 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1616 } 1331 }
1617 else 1332
1333 exp = 0;
1334 }
1335 else if (op->is_player ())
1618 exp = op->stats.exp / 1000; 1336 exp = op->stats.exp / 1000;
1619 }
1620 else 1337 else
1621 exp = calc_skill_exp (owner, op, skop); 1338 exp = calc_skill_exp (owner, op, skop);
1622
1623 /* if op is standing on "battleground" (arena), no way to gain
1624 * exp by killing him
1625 */
1626 if (battleg)
1627 exp = 0;
1628 1339
1629 /* Don't know why this is set this way - doesn't make 1340 /* Don't know why this is set this way - doesn't make
1630 * sense to just divide everything by two for no reason. 1341 * sense to just divide everything by two for no reason.
1631 */ 1342 */
1632 1343
1633 if (!settings.simple_exp) 1344 if (!settings.simple_exp)
1634 exp = exp / 2; 1345 exp = exp / 2;
1635 1346
1636 if (owner->type != PLAYER || owner->contr->party == NULL) 1347 if (owner->type != PLAYER || owner->contr->party == NULL)
1637 {
1638 change_exp (owner, exp, skill, 0); 1348 change_exp (owner, exp, skill, 0);
1639 }
1640 else 1349 else
1641 { 1350 {
1642 int shares = 0, count = 0; 1351 int shares = 0, count = 0;
1643
1644 player *pl;
1645
1646 partylist *party = owner->contr->party; 1352 partylist *party = owner->contr->party;
1647 1353
1648#ifdef PARTY_KILL_LOG
1649 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1354 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1650#endif 1355
1651 for (pl = first_player; pl != NULL; pl = pl->next) 1356 for_all_players (pl)
1652 {
1653 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1357 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1654 { 1358 {
1655 count++; 1359 count++;
1656 shares += (pl->ob->level + 4); 1360 shares += (pl->ob->level + 4);
1657 } 1361 }
1658 } 1362
1659 if (count == 1 || shares > exp) 1363 if (count == 1 || shares > exp || !shares)
1660 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1364 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1661 else 1365 else
1662 { 1366 {
1663 int share = exp / shares, given = 0, nexp; 1367 int share = exp / shares, given = 0, nexp;
1664 1368
1665 for (pl = first_player; pl != NULL; pl = pl->next) 1369 for_all_players (pl)
1666 {
1667 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1370 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1668 { 1371 {
1669 nexp = (pl->ob->level + 4) * share; 1372 nexp = (pl->ob->level + 4) * share;
1670 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1373 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1671 given += nexp; 1374 given += nexp;
1672 } 1375 }
1673 } 1376
1674 exp -= given; 1377 exp -= given;
1675 /* give any remainder to the player */ 1378 /* give any remainder to the player */
1676 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1379 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1677 } 1380 }
1678 } /* else part of a party */ 1381 } /* else part of a party */
1679
1680 } /* end if person didn't kill himself */ 1382 } /* end if person didn't kill himself */
1681 1383
1682 if (op->type != PLAYER) 1384 if (op->type != PLAYER)
1683 { 1385 {
1684 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1386 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1685 { 1387 {
1686 object *owner1 = get_owner (op); 1388 object *owner1 = op->owner;
1687 1389
1688 if (owner1 != NULL && owner1->type == PLAYER) 1390 if (owner1 && owner1->type == PLAYER)
1689 { 1391 {
1690 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1392 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1691 /* Maybe we should include the owner that killed this, maybe not */ 1393 /* Maybe we should include the owner that killed this, maybe not */
1692 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1394 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1693 } 1395 }
1694 1396
1695 remove_friendly_object (op); 1397 remove_friendly_object (op);
1696 } 1398 }
1697 1399
1698 remove_ob (op); 1400 op->drop_and_destroy ();
1699 free_object (op);
1700 } 1401 }
1701 /* Player has been killed! */
1702 else 1402 else
1703 { 1403 /* Player has been killed! */
1704 if (owner->type == PLAYER) 1404 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1705 {
1706 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1707 }
1708 else
1709 assign (op->contr->killer, hitter->name);
1710 }
1711 1405
1712 /* This was return -1 - that doesn't seem correct - if we return -1, process 1406 /* This was return -1 - that doesn't seem correct - if we return -1, process
1713 * continues in the calling function. 1407 * continues in the calling function.
1714 */ 1408 */
1715 return maxdam; 1409 return maxdam;
1716} 1410}
1717 1411
1718/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1412/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1719 * Returns 0 this is not friendly fire 1413 * Returns 0 this is not friendly fire
1720 */ 1414 */
1721
1722int 1415int
1723friendly_fire (object *op, object *hitter) 1416friendly_fire (object *op, object *hitter)
1724{ 1417{
1725 object *owner; 1418 object *owner;
1726 int friendlyfire; 1419 int friendlyfire;
1736 return 0; 1429 return 0;
1737 1430
1738 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1431 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1739 return 1; 1432 return 1;
1740 1433
1741 if ((owner = get_owner (hitter)) != NULL) 1434 if ((owner = hitter->owner) != NULL)
1742 { 1435 {
1743 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1436 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1744 friendlyfire = 2; 1437 friendlyfire = 2;
1745 } 1438 }
1746 1439
1747 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1440 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1748 friendlyfire = 0; 1441 friendlyfire = 0;
1749 } 1442 }
1443
1750 return friendlyfire; 1444 return friendlyfire;
1751} 1445}
1752
1753 1446
1754/* This isn't used just for players, but in fact most objects. 1447/* This isn't used just for players, but in fact most objects.
1755 * op is the object to be hit, dam is the amount of damage, hitter 1448 * op is the object to be hit, dam is the amount of damage, hitter
1756 * is what is hitting the object, type is the attacktype, and 1449 * is what is hitting the object, type is the attacktype, and
1757 * full_hit is set if monster area does not matter. 1450 * full_hit is set if monster area does not matter.
1758 * dam is base damage - protections/vulnerabilities/slaying matches can 1451 * dam is base damage - protections/vulnerabilities/slaying matches can
1759 * modify it. 1452 * modify it.
1760 */ 1453 */
1761
1762 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1454/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1763 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1455 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1764
1765int 1456int
1766hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1457hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1767{ 1458{
1768 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1459 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1769 int maxattacktype, attacknum; 1460 int maxattacktype, attacknum;
1770 int body_attack = op && op->head; /* Did we hit op's head? */ 1461 int body_attack = op && op->head; /* Did we hit op's head? */
1771 int simple_attack; 1462 int simple_attack;
1772 tag_t op_tag, hitter_tag;
1773 int rtn_kill = 0; 1463 int rtn_kill = 0;
1774 int friendlyfire; 1464 int friendlyfire;
1775 1465
1776 if (get_attack_mode (&op, &hitter, &simple_attack)) 1466 if (get_attack_mode (&op, &hitter, &simple_attack))
1777 return 0; 1467 return 0;
1778 1468
1779 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1469 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1780 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1470 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1781 return 0; 1471 return 0;
1782 1472
1783#ifdef PROHIBIT_PLAYERKILL 1473 // only allow pk for hostile players
1784 if (op->type == PLAYER) 1474 if (op->type == PLAYER)
1785 { 1475 {
1786 object *owner = get_owner (hitter); 1476 object *owner = hitter->owner;
1787 1477
1788 if (!owner) 1478 if (!owner)
1789 owner = hitter; 1479 owner = hitter;
1790 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1480
1791 { 1481 if (owner->type == PLAYER
1482 && (!op_on_battleground (op, 0, 0)
1483 && (op->contr->peaceful || owner->contr->peaceful))
1484 && op != owner)
1792 return 0; 1485 return 0;
1793 }
1794 } 1486 }
1795#endif
1796
1797 op_tag = op->count;
1798 hitter_tag = hitter->count;
1799 1487
1800 if (body_attack) 1488 if (body_attack)
1801 { 1489 {
1802 /* slow and paralyze must hit the head. But we don't want to just 1490 /* slow and paralyze must hit the head. But we don't want to just
1803 * return - we still need to process other attacks the spell still 1491 * return - we still need to process other attacks the spell still
1809 * attack so we don't cancel out things like magic bullet. 1497 * attack so we don't cancel out things like magic bullet.
1810 */ 1498 */
1811 if (type & (AT_PARALYZE | AT_SLOW)) 1499 if (type & (AT_PARALYZE | AT_SLOW))
1812 { 1500 {
1813 type &= ~(AT_PARALYZE | AT_SLOW); 1501 type &= ~(AT_PARALYZE | AT_SLOW);
1502
1814 if (!type || type == AT_MAGIC) 1503 if (!type || type == AT_MAGIC)
1815 return 0; 1504 return 0;
1816 } 1505 }
1817 } 1506 }
1818 1507
1819 if (!simple_attack && op->type == DOOR) 1508 if (!simple_attack && op->type == DOOR)
1820 { 1509 {
1821 object *tmp;
1822
1823 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1510 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1824 if (tmp->type == RUNE || tmp->type == TRAP) 1511 if (tmp->type == RUNE || tmp->type == TRAP)
1825 { 1512 {
1826 spring_trap (tmp, hitter); 1513 spring_trap (tmp, hitter);
1514
1827 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1515 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1828 return 0; 1516 return 0;
1517
1829 break; 1518 break;
1830 } 1519 }
1831 } 1520 }
1832 1521
1833 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1834 { 1523 {
1835 /* FIXME: If a player is killed by a rune in a door, the 1524 /* FIXME: If a player is killed by a rune in a door, the
1836 * was_destroyed() check above doesn't return, and might get here. 1525 * destroyed() check above doesn't return, and might get here.
1837 */ 1526 */
1527
1528 /* FIXME: This for example happens when a dead door is on a mover and
1529 gets it's speed_left raised on each mover-tick.
1530 Doors are removed in a kinda funny way by giving them speed and speed_left
1531 and waiting for that to run out.
1532 */
1838 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1533 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1839 return 0; 1534 return 0;
1840 } 1535 }
1841 1536
1842#ifdef ATTACK_DEBUG 1537#ifdef ATTACK_DEBUG
1843 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1538 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1849 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1544 * in case 0>dam>1, we try to "simulate" a float value-effect */
1850 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1545 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1851 if (dam >= 100) 1546 if (dam >= 100)
1852 dam /= 100; 1547 dam /= 100;
1853 else 1548 else
1854 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1549 dam = (dam > rndm (0, 99)) ? 1 : 0;
1855 } 1550 }
1856 1551
1857 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1552 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1858 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1553 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1859 */ 1554 */
1870 */ 1565 */
1871 if (type & AT_HOLYWORD) 1566 if (type & AT_HOLYWORD)
1872 { 1567 {
1873 object *god; 1568 object *god;
1874 1569
1875 if ((!hitter->slaying || 1570 if ((!hitter->slaying
1876 (!(op->race && strstr (hitter->slaying, op->race)) && 1571 || (!(op->race && hitter->slaying.contains (op->race))
1877 !(op->name && strstr (hitter->slaying, op->name)))) && 1572 && !(op->name && hitter->slaying.contains (op->name))))
1878 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1573 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1879 (hitter->title != NULL 1574 || (hitter->title
1880 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1575 && (god = find_god (determine_god (hitter))) != NULL
1576 && god->race.contains (shstr_undead))))
1881 return 0; 1577 return 0;
1882 } 1578 }
1883 1579
1884 maxattacktype = type; /* initialize this to something */ 1580 maxattacktype = type; /* initialise this to something */
1885 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1581 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1886 { 1582 {
1887 /* Magic isn't really a true attack type - it gets combined with other 1583 /* Magic isn't really a true attack type - it gets combined with other
1888 * attack types. As such, skip it over. However, if magic is 1584 * attack types. As such, skip it over. However, if magic is
1889 * the only attacktype in the group, then still attack with it 1585 * the only attacktype in the group, then still attack with it
1917 */ 1613 */
1918 friendlyfire = friendly_fire (op, hitter); 1614 friendlyfire = friendly_fire (op, hitter);
1919 if (friendlyfire && maxdam) 1615 if (friendlyfire && maxdam)
1920 { 1616 {
1921 maxdam = ((dam * settings.set_friendly_fire) / 100); 1617 maxdam = ((dam * settings.set_friendly_fire) / 100);
1922#ifndef COZY_SERVER
1923 maxdam++;
1924#endif
1925 1618
1926#ifdef ATTACK_DEBUG 1619#ifdef ATTACK_DEBUG
1927 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1620 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1928 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1621 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1929#endif 1622#endif
1930 } 1623 }
1931 1624
1932 if (!full_hit) 1625 if (!full_hit)
1933 { 1626 {
1934 archetype *at;
1935 int area; 1627 int area;
1936 int remainder; 1628 int remainder;
1937 1629
1938 area = 0; 1630 area = 0;
1939 for (at = op->arch; at != NULL; at = at->more) 1631
1632 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1940 area++; 1633 area++;
1634
1941 assert (area > 0); 1635 assert (area > 0);
1942 1636
1943 /* basically: maxdam /= area; we try to "simulate" a float 1637 /* basically: maxdam /= area; we try to "simulate" a float
1944 value-effect */ 1638 value-effect */
1945 remainder = 100 * (maxdam % area) / area; 1639 remainder = 100 * (maxdam % area) / area;
1946 maxdam /= area; 1640 maxdam /= area;
1947 if (RANDOM () % 100 < remainder) 1641 if (rndm (100) < remainder)
1948 maxdam++; 1642 maxdam++;
1949 } 1643 }
1950 1644
1951#ifdef ATTACK_DEBUG 1645#ifdef ATTACK_DEBUG
1952 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1646 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1953#endif 1647#endif
1954 1648
1955 if (get_owner (hitter)) 1649 // for now, only do this for active objects, otherwise they
1650 // keep a refcount for a long time and I see no usefulness
1651 // for an non-active objetc to know its enemy.
1652 if (op->active)
1653 if (hitter->owner)
1956 op->enemy = hitter->owner; 1654 op->enemy = hitter->owner;
1957 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1655 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1958 op->enemy = hitter; 1656 op->enemy = hitter;
1959 1657
1960 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1658 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1961 { 1659 {
1962 /* The unaggressives look after themselves 8) */ 1660 /* The unaggressives look after themselves 8) */
1963 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1661 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1985 1683
1986 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1684 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1987 { 1685 {
1988 if (maxdam) 1686 if (maxdam)
1989 tear_down_wall (op); 1687 tear_down_wall (op);
1688
1990 return maxdam; /* nothing more to do for wall */ 1689 return maxdam; /* nothing more to do for wall */
1991 } 1690 }
1992 1691
1993 /* See if the creature has been killed */ 1692 /* See if the creature has been killed */
1994 rtn_kill = kill_object (op, maxdam, hitter, type); 1693 rtn_kill = kill_object (op, maxdam, hitter, type);
1995 if (rtn_kill != -1) 1694 if (rtn_kill != -1)
1996 return rtn_kill; 1695 return rtn_kill;
1997
1998 1696
1999 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1697 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2000 * that before if the player was immune to ghosthit, the monster 1698 * that before if the player was immune to ghosthit, the monster
2001 * remained - that is no longer the case. 1699 * remained - that is no longer the case.
2002 */ 1700 */
2003 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1701 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2004 { 1702 hitter->drop_and_destroy ();
2005 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2006 remove_friendly_object (hitter);
2007 remove_ob (hitter);
2008 free_object (hitter);
2009 }
2010 /* Lets handle creatures that are splitting now */ 1703 /* Lets handle creatures that are splitting now */
2011 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1704 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2012 { 1705 {
2013 int i; 1706 int i;
2014 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1707 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2015 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1708 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2016 object *owner = get_owner (op); 1709 object *owner = op->owner;
2017 1710
2018 if (!op->other_arch) 1711 if (!op->other_arch)
2019 { 1712 {
2020 LOG (llevError, "SPLITTING without other_arch error.\n"); 1713 LOG (llevError, "SPLITTING without other_arch error.\n");
2021 return maxdam; 1714 return maxdam;
2022 } 1715 }
1716
2023 remove_ob (op); 1717 op->remove ();
2024 for (i = 0; i < NROFNEWOBJS (op); i++) 1718
1719 for (i = 0; i < op->stats.food; i++)
2025 { /* This doesn't handle op->more yet */ 1720 { /* This doesn't handle op->more yet */
2026 object *tmp = arch_to_object (op->other_arch); 1721 object *tmp = arch_to_object (op->other_arch);
2027 int j; 1722 int j;
2028 1723
2029 tmp->stats.hp = op->stats.hp; 1724 tmp->stats.hp = op->stats.hp;
1725
2030 if (friendly) 1726 if (friendly)
2031 { 1727 {
2032 SET_FLAG (tmp, FLAG_FRIENDLY);
2033 add_friendly_object (tmp); 1728 add_friendly_object (tmp);
2034 tmp->attack_movement = PETMOVE; 1729 tmp->attack_movement = PETMOVE;
1730
2035 if (owner != NULL) 1731 if (owner)
2036 set_owner (tmp, owner); 1732 tmp->set_owner (owner);
2037 } 1733 }
1734
2038 if (unaggressive) 1735 if (unaggressive)
2039 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1736 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1737
2040 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1738 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1739
2041 if (j == -1) /* No spot to put this monster */ 1740 if (j == -1) /* No spot to put this monster */
2042 free_object (tmp); 1741 tmp->destroy ();
2043 else 1742 else
2044 { 1743 {
2045 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1744 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2046 insert_ob_in_map (tmp, op->map, NULL, 0); 1745 insert_ob_in_map (tmp, op->map, NULL, 0);
2047 } 1746 }
2048 } 1747 }
2049 if (friendly) 1748
2050 remove_friendly_object (op); 1749 op->destroy ();
2051 free_object (op);
2052 } 1750 }
2053 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1751 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2054 { 1752 hitter->drop_and_destroy ();
2055 remove_ob (hitter); 1753
2056 free_object (hitter);
2057 }
2058 return maxdam; 1754 return maxdam;
2059} 1755}
2060 1756
2061 1757static void
2062void
2063poison_player (object *op, object *hitter, int dam) 1758poison_player (object *op, object *hitter, int dam)
2064{ 1759{
2065 archetype *at = archetype::find ("poisoning"); 1760 archetype *at = archetype::find (shstr_poisoning);
2066 object *tmp = present_arch_in_ob (at, op); 1761 object *tmp = present_arch_in_ob (at, op);
2067 1762
2068 if (tmp == NULL) 1763 if (tmp == NULL)
2069 { 1764 {
2070 if ((tmp = arch_to_object (at)) == NULL) 1765 if ((tmp = arch_to_object (at)) == NULL)
2083 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1778 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2084 tmp->stats.dam += hitter->level / 2; 1779 tmp->stats.dam += hitter->level / 2;
2085 else 1780 else
2086 tmp->stats.dam = dam; 1781 tmp->stats.dam = dam;
2087 1782
2088 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1783 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2089 if (hitter->skill && hitter->skill != tmp->skill) 1784 if (hitter->skill && hitter->skill != tmp->skill)
2090 { 1785 {
2091 tmp->skill = hitter->skill; 1786 tmp->skill = hitter->skill;
2092 } 1787 }
2093 1788
2094 tmp->stats.food += dam; /* more damage, longer poisoning */ 1789 tmp->stats.food += dam; /* more damage, longer poisoning */
2095 1790
2096 if (op->type == PLAYER) 1791 if (op->type == PLAYER)
2097 { 1792 {
2098 /* player looses stats, maximum is -10 of each */ 1793 /* player looses stats, maximum is -10 of each */
2099 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1794 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2100 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1795 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2101 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1796 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2102 tmp->stats.Int = MAX (-dam / 7, -10); 1797 tmp->stats.Int = max (-(dam / 7 ), -10);
2103 SET_FLAG (tmp, FLAG_APPLIED); 1798 SET_FLAG (tmp, FLAG_APPLIED);
2104 fix_player (op); 1799 op->update_stats ();
2105 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1800 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1801 op->play_sound (tmp->sound);
2106 } 1802 }
1803
2107 if (hitter->type == PLAYER) 1804 if (hitter->type == PLAYER)
2108 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1805 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2109 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1806 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2110 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1807 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2111 } 1808 }
1809
2112 tmp->speed_left = 0; 1810 tmp->speed_left = 0;
2113 } 1811 }
2114 else 1812 else
2115 tmp->stats.food++; 1813 tmp->stats.food++;
2116} 1814}
2117 1815
2118void 1816static void
2119slow_player (object *op, object *hitter, int dam) 1817slow_player (object *op, object *hitter, int dam)
2120{ 1818{
2121 archetype *at = archetype::find ("slowness"); 1819 archetype *at = archetype::find (shstr_slowness);
2122 object *tmp; 1820 object *tmp;
2123 1821
2124 if (at == NULL) 1822 if (at == NULL)
2125 {
2126 LOG (llevError, "Can't find slowness archetype.\n"); 1823 LOG (llevError, "Can't find slowness archetype.\n");
2127 } 1824
2128 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1825 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2129 { 1826 {
2130 tmp = arch_to_object (at); 1827 tmp = arch_to_object (at);
2131 tmp = insert_ob_in_ob (tmp, op); 1828 tmp = insert_ob_in_ob (tmp, op);
2132 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1829 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2133 } 1830 }
2134 else 1831 else
2135 tmp->stats.food++; 1832 tmp->stats.food++;
1833
2136 SET_FLAG (tmp, FLAG_APPLIED); 1834 SET_FLAG (tmp, FLAG_APPLIED);
2137 tmp->speed_left = 0; 1835 tmp->speed_left = 0;
2138 fix_player (op); 1836 op->update_stats ();
2139} 1837}
2140 1838
2141void 1839void
2142confuse_player (object *op, object *hitter, int dam) 1840confuse_player (object *op, object *hitter, int dam)
2143{ 1841{
2144 object *tmp; 1842 object *tmp;
2145 int maxduration; 1843 int maxduration;
2146 1844
2147 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1845 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2148 if (!tmp) 1846 if (!tmp)
2149 { 1847 {
2150 tmp = get_archetype (FORCE_NAME); 1848 tmp = get_archetype (FORCE_NAME);
2151 tmp = insert_ob_in_ob (tmp, op); 1849 tmp = insert_ob_in_ob (tmp, op);
2152 } 1850 }
2154 /* Duration added per hit and max. duration of confusion both depend 1852 /* Duration added per hit and max. duration of confusion both depend
2155 * on the player's resistance 1853 * on the player's resistance
2156 */ 1854 */
2157 tmp->speed = 0.05; 1855 tmp->speed = 0.05;
2158 tmp->subtype = FORCE_CONFUSION; 1856 tmp->subtype = FORCE_CONFUSION;
2159 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1857 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2160 tmp->name = "confusion"; 1858 tmp->name = shstr_confusion;
2161 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1859 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1860
2162 if (tmp->duration > maxduration) 1861 if (tmp->duration > maxduration)
2163 tmp->duration = maxduration; 1862 tmp->duration = maxduration;
2164 1863
2165 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1864 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2166 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1865 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1866
2167 SET_FLAG (op, FLAG_CONFUSED); 1867 SET_FLAG (op, FLAG_CONFUSED);
2168} 1868}
2169 1869
2170void 1870void
2171blind_player (object *op, object *hitter, int dam) 1871blind_player (object *op, object *hitter, int dam)
2177 return; 1877 return;
2178 1878
2179 tmp = present_in_ob (BLINDNESS, op); 1879 tmp = present_in_ob (BLINDNESS, op);
2180 if (!tmp) 1880 if (!tmp)
2181 { 1881 {
2182 tmp = get_archetype ("blindness"); 1882 tmp = get_archetype (shstr_blindness);
2183 SET_FLAG (tmp, FLAG_BLIND); 1883 SET_FLAG (tmp, FLAG_BLIND);
2184 SET_FLAG (tmp, FLAG_APPLIED); 1884 SET_FLAG (tmp, FLAG_APPLIED);
2185 /* use floats so we don't lose too much precision due to rounding errors. 1885 /* use floats so we don't lose too much precision due to rounding errors.
2186 * speed is a float anyways. 1886 * speed is a float anyways.
2187 */ 1887 */
2188 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 1888 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2189 1889
2190 tmp = insert_ob_in_ob (tmp, op); 1890 tmp = insert_ob_in_ob (tmp, op);
2191 change_abil (op, tmp); /* Mostly to display any messages */ 1891 change_abil (op, tmp); /* Mostly to display any messages */
2192 fix_player (op); /* This takes care of some other stuff */ 1892 op->update_stats (); /* This takes care of some other stuff */
2193 1893
2194 if (hitter->owner) 1894 if (hitter->owner)
2195 owner = get_owner (hitter); 1895 owner = hitter->owner;
2196 else 1896 else
2197 owner = hitter; 1897 owner = hitter;
2198 1898
2199 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1899 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2200 } 1900 }
2204} 1904}
2205 1905
2206void 1906void
2207paralyze_player (object *op, object *hitter, int dam) 1907paralyze_player (object *op, object *hitter, int dam)
2208{ 1908{
2209 float effect, max;
2210
2211 /* object *tmp; */
2212
2213 /* This is strange stuff... someone knows for what this is 1909 /* This is strange stuff... someone knows for what this is
2214 * written? Well, i think this can and should be removed 1910 * written? Well, i think this can and should be removed
2215 */ 1911 */
2216 1912
2217 /* 1913 /*
2221 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1917 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2222 } 1918 }
2223 */ 1919 */
2224 1920
2225 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1921 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2226 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1922 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2227 1923
2228 if (effect == 0)
2229 return;
2230
2231 op->speed_left -= FABS (op->speed) * effect; 1924 op->speed_left -= fabs (op->speed) * effect;
2232 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1925 /* tmp->stats.food+=(signed short) effect/op->speed; */
2233 1926
2234 /* max number of ticks to be affected for. */ 1927 /* max number of ticks to be affected for. */
2235 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1928 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1929
2236 if (op->speed_left < -(FABS (op->speed) * max)) 1930 if (op->speed_left < -(fabs (op->speed) * max))
2237 op->speed_left = (float) -(FABS (op->speed) * max); 1931 op->speed_left = -(fabs (op->speed) * max);
2238 1932
2239/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1933/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
2240} 1934}
2241
2242 1935
2243/* Attempts to kill 'op'. hitter is the attack object, dam is 1936/* Attempts to kill 'op'. hitter is the attack object, dam is
2244 * the computed damaged. 1937 * the computed damaged.
2245 */ 1938 */
2246void 1939static void
2247deathstrike_player (object *op, object *hitter, int *dam) 1940deathstrike_player (object *op, object *hitter, int *dam)
2248{ 1941{
2249 /* The intention of a death attack is to kill outright things 1942 /* The intention of a death attack is to kill outright things
2250 ** that are a lot weaker than the attacker, have a chance of killing 1943 ** that are a lot weaker than the attacker, have a chance of killing
2251 ** things somewhat weaker than the caster, and no chance of 1944 ** things somewhat weaker than the caster, and no chance of
2255 ** field of the deathstriking object */ 1948 ** field of the deathstriking object */
2256 1949
2257 int atk_lev, def_lev, kill_lev; 1950 int atk_lev, def_lev, kill_lev;
2258 1951
2259 if (hitter->slaying) 1952 if (hitter->slaying)
2260 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1953 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1954 || (op->race && hitter->slaying.contains (op->race))))
2261 return; 1955 return;
2262 1956
2263 def_lev = op->level; 1957 def_lev = op->level;
2264 if (def_lev < 1) 1958 if (def_lev < 1)
2265 { 1959 {
2266 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1960 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2267 def_lev = 1; 1961 def_lev = 1;
2268 } 1962 }
1963
2269 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1964 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2270 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1965 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2271 atk_lev, def_lev); */ 1966 atk_lev, def_lev); */
2272 1967
2273 if (atk_lev >= def_lev) 1968 if (atk_lev >= def_lev)
2288 */ 1983 */
2289 *dam *= kill_lev / def_lev; 1984 *dam *= kill_lev / def_lev;
2290 } 1985 }
2291 } 1986 }
2292 else 1987 else
2293 {
2294 *dam = 0; /* no harm done */ 1988 *dam = 0; /* no harm done */
1989}
1990
1991/* This returns the amount of damage hitter does to op with the
1992 * appropriate attacktype. Only 1 attacktype should be set at a time.
1993 * This doesn't damage the player, but returns how much it should
1994 * take. However, it will do other effects (paralyzation, slow, etc.)
1995 * Note - changed for PR code - we now pass the attack number and not
1996 * the attacktype. Makes it easier for the PR code. */
1997int
1998hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1999{
2000 int doesnt_slay = 1;
2001
2002 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2003 if (attacknum >= NROFATTACKS)
2295 } 2004 {
2296} 2005 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2297 2006 return 0;
2298/* thrown_item_effect() - handles any special effects of thrown
2299 * items (like attacking living creatures--a potion thrown at a
2300 * monster).
2301 */
2302static void
2303thrown_item_effect (object *hitter, object *victim)
2304{
2305 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2306 { 2007 }
2307 /* May not need a switch for just 2 types, but this makes it 2008
2308 * easier for expansion. 2009 if (dam < 0)
2010 {
2011 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2012 dam, hitter->debug_desc (), op->debug_desc ());
2013 return 0;
2014 }
2015
2016 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2017 * people can't mess with that or it otherwise get confused. */
2018 if (attacknum == ATNR_INTERNAL)
2019 return dam;
2020
2021 if (hitter->slaying)
2022 {
2023 if ((op->race && hitter->slaying.contains (op->race))
2024 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2309 */ 2025 {
2310 switch (hitter->type) 2026 doesnt_slay = 0;
2027 dam *= 3;
2311 { 2028 }
2312 case POTION: 2029 }
2313 /* should player get a save throw instead of checking magic protection? */ 2030
2314 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2031 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2315 (void) apply_potion (victim, hitter); 2032 if (op->resist[attacknum])
2033 {
2034 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2035 * in case 0>dam>1, we try to "simulate" a float value-effect */
2036 dam *= (100 - op->resist[attacknum]);
2037 if (dam >= 100)
2038 dam /= 100;
2039 else
2040 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2041 }
2042
2043 /* Special hack. By default, if immune to something, you
2044 * shouldn't need to worry. However, acid is an exception, since
2045 * it can still damage your items. Only include attacktypes if
2046 * special processing is needed */
2047
2048 if (op->resist[attacknum] >= 100
2049 && doesnt_slay
2050 && attacknum != ATNR_ACID)
2051 return 0;
2052
2053 /* Keep this in order - makes things easier to find */
2054
2055 switch (attacknum)
2056 {
2057 case ATNR_PHYSICAL:
2058 /* here also check for diseases */
2059 check_physically_infect (op, hitter);
2316 break; 2060 break;
2317 2061
2318 case POISON: /* poison drinks */ 2062 /* Don't need to do anything for:
2319 /* As with potions, should monster get a save? */ 2063 magic,
2320 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2064 fire,
2321 apply_poison (victim, hitter); 2065 electricity,
2066 cold */
2067
2068 case ATNR_CONFUSION:
2069 case ATNR_POISON:
2070 case ATNR_SLOW:
2071 case ATNR_PARALYZE:
2072 case ATNR_FEAR:
2073 case ATNR_CANCELLATION:
2074 case ATNR_DEPLETE:
2075 case ATNR_BLIND:
2076 {
2077 /* chance for inflicting a special attack depends on the
2078 * difference between attacker's and defender's level
2079 */
2080 int level_diff = min (110, max (0, op->level - hitter->level));
2081
2082 /* First, only creatures/players with speed can be affected.
2083 * Second, just getting hit doesn't mean it always affects
2084 * you. Third, you still get a saving through against the
2085 * effect.
2086 */
2087 if (op->has_active_speed ()
2088 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2089 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2090 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2091 {
2092
2093 /* Player has been hit by something */
2094 if (attacknum == ATNR_CONFUSION)
2095 confuse_player (op, hitter, dam);
2096 else if (attacknum == ATNR_POISON)
2097 poison_player (op, hitter, dam);
2098 else if (attacknum == ATNR_SLOW)
2099 slow_player (op, hitter, dam);
2100 else if (attacknum == ATNR_PARALYZE)
2101 paralyze_player (op, hitter, dam);
2102 else if (attacknum == ATNR_FEAR)
2103 scare_creature (op, hitter);
2104 else if (attacknum == ATNR_CANCELLATION)
2105 cancellation (op);
2106 else if (attacknum == ATNR_DEPLETE)
2107 op->drain_stat ();
2108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2109 blind_player (op, hitter, dam);
2110 }
2111
2112 dam = 0; /* These are all effects and don't do real damage */
2113 }
2322 break; 2114 break;
2323 2115
2324 /* Removed case statements that did nothing. 2116 case ATNR_ACID:
2325 * food may be poisonous, but monster must be willing to eat it, 2117 {
2326 * so we don't handle it here. 2118 int flag = 0;
2327 * Containers should perhaps break open, but that code was disabled. 2119
2120 /* Items only get corroded if you're not on a battleground and
2121 * if your acid resistance is below 50%. */
2122 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2123 {
2124 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2125 {
2126 if (tmp->invisible)
2127 continue;
2128 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2129 /* >= 10% acid res. on items will protect these */
2130 continue;
2131 if (!(tmp->materials & M_IRON))
2132 continue;
2133 if (tmp->magic < -4) /* Let's stop at -5 */
2134 continue;
2135 if (tmp->type == RING
2136 /* removed boots and gloves from exclusion list in PR */
2137 || tmp->type == GIRDLE
2138 || tmp->type == AMULET
2139 || tmp->type == WAND
2140 || tmp->type == ROD
2141 || tmp->type == HORN)
2142 continue; /* To avoid some strange effects */
2143
2144 /* High damage acid has better chance of corroding
2145 objects */
2146 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2147 {
2148 flag = 1;
2149 tmp->magic--;
2150
2151 if (object *pl = tmp->visible_to ())
2152 {
2153 /* Make this more visible */
2154 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2155 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2156
2157 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2158 }
2159 }
2160 }
2161
2162 if (flag)
2163 op->update_stats (); /* Something was corroded */
2164 }
2165 }
2166 break;
2167
2168 case ATNR_DRAIN:
2169 {
2170 /* rate is the proportion of exp drained. High rate means
2171 * not much is drained, low rate means a lot is drained.
2172 */
2173 int rate;
2174
2175 if (op->resist[ATNR_DRAIN] >= 0)
2176 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2177 else
2178 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2179
2180 if (op->stats.exp <= rate)
2181 {
2182 if (op->type == GOLEM)
2183 dam = 999; /* Its force is "sucked" away. 8) */
2184 else
2185 /* If we can't drain, lets try to do physical damage */
2186 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2187 }
2188 else
2189 {
2190 /* Randomly give the hitter some hp */
2191 if (hitter->stats.hp < hitter->stats.maxhp &&
2192 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2193 hitter->stats.hp++;
2194
2195 /* Can't do drains on battleground spaces.
2196 * Move the wiz check up here - before, the hitter wouldn't gain exp
2197 * exp, but the wiz would still lose exp! If drainee is a wiz,
2198 * nothing happens.
2199 * Try to credit the owner. We try to display player -> player drain
2200 * attacks, hence all the != PLAYER checks.
2328 */ 2201 */
2202 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2203 {
2204 object *owner = hitter->owner;
2205
2206 if (owner && owner != hitter)
2207 {
2208 if (op->type != PLAYER || owner->type != PLAYER)
2209 change_exp (owner, op->stats.exp / (rate * 2),
2210 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2211 }
2212 else if (op->type != PLAYER || hitter->type != PLAYER)
2213 change_exp (hitter, op->stats.exp / (rate * 2),
2214 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2215
2216 change_exp (op, -op->stats.exp / rate, NULL, 0);
2217 }
2218
2219 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2220 * drain attack, you won't know that you are actually sucking out EXP,
2221 * as the messages will say you missed
2222 */
2223 }
2224 }
2225 break;
2226
2227 case ATNR_TURN_UNDEAD:
2329 } 2228 {
2330 } 2229 if (QUERY_FLAG (op, FLAG_UNDEAD))
2331} 2230 {
2231 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2232 object *god = find_god (determine_god (owner));
2233 int div = 1;
2332 2234
2333/* adj_attackroll() - adjustments to attacks by various conditions */ 2235 /* if undead are not an enemy of your god, you turn them
2236 * at half strength */
2237 if (!god || !god->slaying.contains (shstr_undead))
2238 div = 2;
2334 2239
2335int 2240 /* Give a bonus if you resist turn undead */
2336adj_attackroll (object *hitter, object *target) 2241 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2337{ 2242 scare_creature (op, owner);
2338 object *attacker = hitter; 2243 }
2339 int adjust = 0; 2244 else
2245 dam = 0; /* don't damage non undead - should we damage
2246 undead? */
2247 }
2248 break;
2340 2249
2341 /* safety */ 2250 case ATNR_DEATH:
2342 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2251 deathstrike_player (op, hitter, &dam);
2343 { 2252 break;
2344 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2345 return 0;
2346 }
2347 2253
2348 /* aimed missiles use the owning object's sight */ 2254 case ATNR_CHAOS:
2349 if (is_aimed_missile (hitter)) 2255 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2350 { 2256 dam = 0;
2351 if ((attacker = get_owner (hitter)) == NULL) 2257 break;
2352 attacker = hitter; 2258
2353 /* A player who saves but hasn't quit still could have objects 2259 case ATNR_COUNTERSPELL:
2354 * owned by him - need to handle that case to avoid crashes. 2260 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2261 dam = 0;
2262 /* This should never happen. Counterspell is handled
2263 * seperately and filtered out. If this does happen,
2264 * Counterspell has no effect on anything but spells, so it
2265 * does no damage. */
2266 break;
2267
2268 case ATNR_HOLYWORD:
2269 {
2270 /* This has already been handled by hit_player,
2271 * no need to check twice -- DAMN */
2272 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2273
2274 /* As with turn undead above, give a bonus on the saving throw */
2275 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2276 scare_creature (op, owner);
2277 }
2278 break;
2279
2280 case ATNR_LIFE_STEALING:
2281 {
2282 int new_hp;
2283
2284 /* this is replacement to drain for players, instead of taking
2285 * exp it takes hp. It is geared for players, probably not
2286 * much use giving it to monsters
2287 *
2288 * life stealing doesn't do a lot of damage, but it gives the
2289 * damage it does do to the player. Given that,
2290 * it only does 1/10'th normal damage (hence the divide by
2291 * 1000).
2355 */ 2292 */
2356 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2293 /* You can't steal life from something undead */
2357 attacker = hitter; 2294 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2358 }
2359 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2360 return 0;
2361
2362 /* determine the condtions under which we make an attack.
2363 * Add more cases, as the need occurs. */
2364
2365 if (!can_see_enemy (attacker, target))
2366 {
2367 /* target is unseen */
2368 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2369 adjust -= 10;
2370 /* dark map penalty for the hitter (lacks infravision if we got here). */
2371 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2372 adjust -= target->map->darkness;
2373 }
2374
2375 if (QUERY_FLAG (attacker, FLAG_SCARED))
2376 adjust -= 3;
2377
2378 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2379 adjust += 1;
2380
2381 if (QUERY_FLAG (target, FLAG_SCARED))
2382 adjust += 1;
2383
2384 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2385 adjust -= 3;
2386
2387 /* if we attack at a different 'altitude' its harder */
2388 if ((attacker->move_type & target->move_type) == 0)
2389 adjust -= 2;
2390
2391#if 0
2392 /* slower attacks are less likely to succeed. We should use a
2393 * comparison between attacker/target speeds BUT, players have
2394 * a generally faster speed, so this will wind up being a HUGE
2395 * disadantage for the monsters! Too bad, because missiles which
2396 * fly fast should have a better chance of hitting a slower target.
2397 */
2398 if (hitter->speed < target->speed)
2399 adjust += ((float) hitter->speed - target->speed);
2400#endif
2401
2402#if 0
2403 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2404#endif
2405
2406 return adjust;
2407}
2408
2409
2410/* determine if the object is an 'aimed' missile */
2411int
2412is_aimed_missile (object *op)
2413{
2414
2415 /* I broke what used to be one big if into a few nested
2416 * ones so that figuring out the logic is at least possible.
2417 */
2418 if (op && (op->move_type & MOVE_FLYING))
2419 {
2420 if (op->type == ARROW || op->type == THROWN_OBJ)
2421 return 1; 2295 return 0;
2422 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2296
2423 return 1; 2297 /* If drain protection is higher than life stealing, use that */
2298 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2299 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2300 else
2301 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2302
2303 /* You die at -1 hp, not zero. */
2304 if (dam > (op->stats.hp + 1))
2305 dam = op->stats.hp + 1;
2306
2307 new_hp = hitter->stats.hp + dam;
2308 if (new_hp > hitter->stats.maxhp)
2309 new_hp = hitter->stats.maxhp;
2310
2311 if (new_hp > hitter->stats.hp)
2312 hitter->stats.hp = new_hp;
2313 }
2424 } 2314 }
2315
2425 return 0; 2316 return dam;
2426} 2317}
2318

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines