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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.38 by pippijn, Sat Jan 6 14:42:30 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24
24#include <assert.h> 25#include <assert.h>
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <material.h> 28#include <material.h>
28#include <skills.h> 29#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
35 32
36typedef struct att_msg_str 33typedef struct att_msg_str
37{ 34{
38 char *msg1; 35 char *msg1;
39 char *msg2; 36 char *msg2;
40} att_msg; 37} att_msg;
41 38
42/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
43
44/* cancels object *op. Cancellation basically means an object loses
45 * its magical benefits.
46 */
47void
48cancellation (object *op)
49{
50 object *tmp;
51
52 if (op->invisible)
53 return;
54
55 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
56 {
57 /* Recur through the inventory */
58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation (tmp);
61 }
62 else if (FABS (op->magic) <= (rndm (0, 5)))
63 {
64 /* Nullify this object. This code could probably be more complete */
65 /* in what abilities it should cancel */
66 op->magic = 0;
67 CLEAR_FLAG (op, FLAG_DAMNED);
68 CLEAR_FLAG (op, FLAG_CURSED);
69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
71 if (op->env && op->env->type == PLAYER)
72 {
73 esrv_send_item (op->env, op);
74 }
75 }
76}
77 40
78/* 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
79 * 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
80 * any further action (like destroying the item). 43 * any further action (like destroying the item).
81 */ 44 */
82int 45static int
83did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, int type, object *originator)
84{ 47{
85 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
86 materialtype_t *mt; 49 materialtype_t *mt = op->material;
87 50
88 if (op->materialname == NULL)
89 {
90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
91 if (op->material & mt->material)
92 break;
93 }
94 else
95 mt = name_to_material (op->materialname);
96 if (mt == NULL)
97 return TRUE;
98 roll = rndm (1, 20); 51 roll = rndm (1, 20);
99 52
100 /* the attacktypes have no meaning for object saves 53 /* the attacktypes have no meaning for object saves
101 * 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
102 * 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
108 if (type != AT_MAGIC) 61 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 62 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 63 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 64 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 65
113 if (type == 0) 66 if (type == 0) return TRUE;
114 return TRUE; 67
115 if (roll == 20) 68 if (roll == 20) return TRUE;
116 return TRUE; 69 if (roll == 1) return FALSE;
117 if (roll == 1)
118 return FALSE;
119 70
120 for (number = 0; number < NROFATTACKS; number++) 71 for (number = 0; number < NROFATTACKS; number++)
121 { 72 {
122 i = 1 << number; 73 i = 1 << number;
74
123 if (!(i & type)) 75 if (!(i & type))
124 continue; 76 continue;
77
125 attacks++; 78 attacks++;
126 if (op->resist[number] == 100) 79 if (op->resist[number] == 100)
127 saves++; 80 saves++;
128 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)
129 saves++; 82 saves++;
131 saves++; 84 saves++;
132 } 85 }
133 86
134 if (saves == attacks || attacks == 0) 87 if (saves == attacks || attacks == 0)
135 return TRUE; 88 return TRUE;
89
136 if ((saves == 0) || (rndm (1, attacks) > saves)) 90 if (saves == 0 || (rndm (1, attacks) > saves))
137 return FALSE; 91 return FALSE;
92
138 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 }
139} 126}
140 127
141/* This function calls did_make_save_item. It then performs the 128/* This function calls did_make_save_item. It then performs the
142 * appropriate actions to the item (such as burning the item up, 129 * appropriate actions to the item (such as burning the item up,
143 * calling cancellation, etc.) 130 * calling cancellation, etc.)
144 */ 131 */
145
146void 132void
147save_throw_object (object *op, int type, object *originator) 133save_throw_object (object *op, int type, object *originator)
148{ 134{
149 if (!did_make_save_item (op, type, originator)) 135 if (!did_make_save_item (op, type, originator))
150 { 136 {
151 object *env = op->env; 137 object *env = op->env;
152 int x = op->x, y = op->y; 138 int x = op->x, y = op->y;
153 maptile *m = op->map; 139 maptile *m = op->map;
154 140
155 op = stop_item (op); 141 op = stop_item (op);
156 if (op == NULL) 142 if (!op)
157 return; 143 return;
158 144
159 /* Hacked the following so that type LIGHTER will work. 145 /* Hacked the following so that type LIGHTER will work.
160 * Also, objects which are potenital "lights" that are hit by 146 * Also, objects which are potential "lights" that are hit by
161 * flame/elect attacks will be set to glow. "lights" are any 147 * flame/elect attacks will be set to glow. "lights" are any
162 * object with +/- glow_radius and an "other_arch" to change to. 148 * object with +/- glow_radius and an "other_arch" to change to.
163 * (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
164 * function if the object doesnt contain a material that can burn. 150 * function if the object doesnt contain a material that can burn.
165 * So forget lighting magical swords on fire with this!) -b.t. 151 * So forget lighting magical swords on fire with this!) -b.t.
166 */ 152 */
167 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
168 { 157 ))
169 const char *arch = op->other_arch->name; 158 {
170 159 switch (op->type)
171 op = decrease_ob_nr (op, 1);
172
173 if (op)
174 fix_stopped_item (op, m, originator);
175
176 if ((op = get_archetype (arch)) != NULL)
177 { 160 {
178 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)
179 { 170 {
180 op->x = env->x, op->y = env->y; 171 const char *arch = op->other_arch->archname;
181 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 {
182 if (env->contr) 178 if (env)
183 esrv_send_item (env, op); 179 env->insert (op);
180 else
181 m->insert (op, x, y, originator);
182 }
184 } 183 }
185 else
186 {
187 op->x = x, op->y = y;
188 insert_ob_in_map (op, m, originator, 0);
189 }
190 } 184 }
191
192 return; 185 return;
193 } 186 }
194 187
195 if (type & AT_CANCELLATION) 188 if (type & AT_CANCELLATION)
196 { /* Cancellation. */ 189 { /* Cancellation. */
199 return; 192 return;
200 } 193 }
201 194
202 if (op->nrof > 1) 195 if (op->nrof > 1)
203 { 196 {
204 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 197 if (op->decrease (rndm (0, op->nrof - 1)))
205
206 if (op)
207 fix_stopped_item (op, m, originator); 198 fix_stopped_item (op, m, originator);
208 } 199 }
209 else 200 else
210 { 201 {
211 if (op->env) 202 // drop everything to the ground, if possible
212 { 203 op->insert_at (originator);
213 object *tmp = op->in_player ();
214
215 if (tmp)
216 esrv_del_item (tmp->contr, op->count);
217 }
218
219 op->destroy (); 204 op->drop_and_destroy ();
220 } 205 }
221 206
222 if (type & (AT_FIRE | AT_ELECTRICITY)) 207 if (type & (AT_FIRE | AT_ELECTRICITY))
223 if (env) 208 if (env)
224 { 209 {
225 op = get_archetype ("burnout"); 210 op = archetype::get (shstr_burnout);
226 op->x = env->x, op->y = env->y; 211 op->x = env->x, op->y = env->y;
227 insert_ob_in_ob (op, env); 212 env->insert (op);
228 } 213 }
229 else 214 else
230 replace_insert_ob_in_map ("burnout", originator); 215 replace_insert_ob_in_map (shstr_burnout, originator);
231 216
232 return; 217 return;
233 } 218 }
234 219
235 /* The value of 50 is arbitrary. */ 220 /* The value of 50 is arbitrary. */
236 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))
237 { 222 {
238 object *tmp;
239 archetype *at = archetype::find ("icecube"); 223 archetype *at = archetype::find (shstr_icecube);
240 224
241 if (at == NULL) 225 if (at == NULL)
242 return; 226 return;
243 227
244 op = stop_item (op); 228 op = stop_item (op);
245 if (op == NULL) 229 if (op == NULL)
246 return; 230 return;
247 231
248 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)
249 { 234 {
250 tmp = arch_to_object (at); 235 tmp = arch_to_object (at);
251 tmp->x = op->x, tmp->y = op->y; 236 tmp->x = op->x, tmp->y = op->y;
252 /* This was in the old (pre new movement code) - 237 /* This was in the old (pre new movement code) -
253 * icecubes have slow_move set to 1 - don't want 238 * icecubes have slow_move set to 1 - don't want
256 tmp->move_slow_penalty = 0; 241 tmp->move_slow_penalty = 0;
257 tmp->move_slow = 0; 242 tmp->move_slow = 0;
258 insert_ob_in_map (tmp, op->map, originator, 0); 243 insert_ob_in_map (tmp, op->map, originator, 0);
259 } 244 }
260 245
261 if (!QUERY_FLAG (op, FLAG_REMOVED)) 246 tmp->insert (op);
262 op->remove ();
263
264 insert_ob_in_ob (op, tmp);
265 return; 247 return;
266 } 248 }
267} 249}
268 250
269/* Object op is hitting the map. 251/* Object op is hitting the map.
270 * op is going in direction 'dir' 252 * op is going in direction 'dir'
271 * type is the attacktype of the object. 253 * type is the attacktype of the object.
272 * full_hit is set if monster area does not matter. 254 * full_hit is set if monster area does not matter.
273 * returns 1 if it hits something, 0 otherwise. 255 * returns 1 if it hits something, 0 otherwise.
274 */ 256 */
275
276int 257int
277hit_map (object *op, int dir, int type, int full_hit) 258hit_map (object *op, int dir, int type, int full_hit)
278{ 259{
279 maptile *map; 260 maptile *map;
280 sint16 x, y; 261 sint16 x, y;
286 return 0; 267 return 0;
287 } 268 }
288 269
289 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 270 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
290 { 271 {
291 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);
292 return 0; 273 return 0;
293 } 274 }
294 275
295 if (!op->map) 276 if (!op->map)
296 { 277 {
299 } 280 }
300 281
301 if (op->head) 282 if (op->head)
302 op = op->head; 283 op = op->head;
303 284
304 map = op->map; 285 mapxy pos (op);
305 x = op->x + freearr_x[dir]; 286 pos.move (dir);
306 y = op->y + freearr_y[dir];
307 287
308 int mflags = get_map_flags (map, &map, x, y, &x, &y); 288 if (!pos.normalise ())
289 return 0;
309 290
310 // elmex: a safe map tile can't be hit! 291 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there. 292 // this should prevent most harmful effects on items and players there.
312 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 293 mapspace &ms = pos.ms ();
294
295 if (ms.flags () & P_SAFE)
313 return 0; 296 return 0;
314 297
315 /* peterm: a few special cases for special attacktypes --counterspell 298 /* peterm: a few special cases for special attacktypes --counterspell
316 * 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
317 */ 300 */
318 301 if (type & (AT_COUNTERSPELL | AT_CHAOS))
302 {
319 if (type & AT_COUNTERSPELL) 303 if (type & AT_COUNTERSPELL)
320 { 304 {
321 counterspell (op, dir); /* see spell_effect.c */ 305 counterspell (op, dir); /* see spell_effect.c */
322 306
323 /* If the only attacktype is counterspell or magic, don't need 307 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing. 308 * to do any further processing.
325 */ 309 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) 310 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0; 311 return 0;
328 312
329 type &= ~AT_COUNTERSPELL; 313 type &= ~AT_COUNTERSPELL;
330 } 314 }
331 315
332 if (type & AT_CHAOS) 316 if (type & AT_CHAOS)
333 { 317 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 318 shuffle_attack (op, 1); /* flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE); 319 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS; 320 type &= ~AT_CHAOS;
321 }
337 } 322 }
338 323
339 /* There may still be objects that were above 'next', but there is no 324 /* There may still be objects that were above 'next', but there is no
340 * simple way to find out short of copying all object references and 325 * simple way to find out short of copying all object references and
341 * tags into a temporary array before we start processing the first 326 * tags into a temporary array before we start processing the first
342 * object. That's why we just abort on destroy. 327 * object. That's why we just abort on destroy.
343 * 328 *
344 * This happens whenever attack spells (like fire) hit a pile 329 * This happens whenever attack spells (like fire) hit a pile
345 * of objects. This is not a bug - nor an error. 330 * of objects. This is not a bug - nor an error.
346 */ 331 */
347 for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) 332 for (object *next = ms.bot; next && !next->destroyed (); )
348 { 333 {
349 object *tmp = next; 334 object *tmp = next;
350 next = tmp->above; 335 next = tmp->above;
351 336
352 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 337 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
353 * For example, 'tmp' was put in an icecube. 338 * For example, 'tmp' was put in an icecube.
354 * 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.
355 */ 340 */
356 if (tmp->map != map || tmp->x != x || tmp->y != y) 341 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
357 continue; 342 continue;
358 343
359 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 344 if (QUERY_FLAG (tmp, FLAG_ALIVE))
360 { 345 {
361 hit_player (tmp, op->stats.dam, op, type, full_hit); 346 hit_player (tmp, op->stats.dam, op, type, full_hit);
362 retflag |= 1; 347 retflag |= 1;
348
363 if (op->destroyed ()) 349 if (op->destroyed ())
364 break; 350 break;
365 } 351 }
366 /* Here we are potentially destroying an object. If the object has 352 /* Here we are potentially destroying an object. If the object has
367 * 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
368 * that weak walls have is_alive set, which prevent objects from 354 * that weak walls have is_alive set, which prevent objects from
369 * 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
370 * 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
371 * destroyed right now. 357 * destroyed right now.
372 */ 358 */
373 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 359 else if (op->stats.dam > 0 && !tmp->move_block)
374 { 360 {
375 save_throw_object (tmp, type, op); 361 save_throw_object (tmp, type, op);
376 362
377 if (op->destroyed ()) 363 if (op->destroyed ())
378 break; 364 break;
380 } 366 }
381 367
382 return 0; 368 return 0;
383} 369}
384 370
385void 371static void
386attack_message (int dam, int type, object *op, object *hitter) 372attack_message (int dam, int type, object *op, object *hitter)
387{ 373{
388 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 374 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
389 int i, found = 0; 375 int i, found = 0;
390 maptile *map; 376 maptile *map;
392 378
393 /* 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
394 * a player might have. For example, fire, electric, cold, etc 380 * a player might have. For example, fire, electric, cold, etc
395 * [garbled 20010919] 381 * [garbled 20010919]
396 */ 382 */
397
398 if (dam == 9998 && op->type == DOOR) 383 if (dam == 9998 && op->type == DOOR)
399 { 384 {
400 sprintf (buf1, "unlock %s", &op->name); 385 sprintf (buf1, "unlock %s", &op->name);
401 sprintf (buf2, " unlocks"); 386 sprintf (buf2, " unlocks");
402 found++; 387 found++;
403 } 388 }
404 if (dam < 0) 389 else if (dam < 0)
405 { 390 {
406 sprintf (buf1, "hit %s", &op->name); 391 sprintf (buf1, "hit %s", &op->name);
407 sprintf (buf2, " hits"); 392 sprintf (buf2, " hits");
408 found++; 393 found++;
409 } 394 }
531 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 516 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
532 found++; 517 found++;
533 break; 518 break;
534 } 519 }
535 } 520 }
536 else if (hitter->current_weapon != NULL) 521 else if (hitter->current_weapon)
537 { 522 {
538 int mtype; 523 int mtype;
539 524
540 switch (hitter->current_weapon->weapontype) 525 switch (hitter->current_weapon->weapontype)
541 { 526 {
542 case WEAP_HIT: 527 case WEAP_HIT:
543 mtype = ATM_BASIC; 528 mtype = ATM_BASIC;
544 break; 529 break;
545 case WEAP_SLASH: 530 case WEAP_SLASH:
546 mtype = ATM_SLASH; 531 mtype = ATM_SLASH;
547 break; 532 break;
548 case WEAP_PIERCE: 533 case WEAP_PIERCE:
549 mtype = ATM_PIERCE; 534 mtype = ATM_PIERCE;
550 break; 535 break;
551 case WEAP_CLEAVE: 536 case WEAP_CLEAVE:
552 mtype = ATM_CLEAVE; 537 mtype = ATM_CLEAVE;
553 break; 538 break;
554 case WEAP_SLICE: 539 case WEAP_SLICE:
555 mtype = ATM_SLICE; 540 mtype = ATM_SLICE;
556 break; 541 break;
557 case WEAP_STAB: 542 case WEAP_STAB:
558 mtype = ATM_STAB; 543 mtype = ATM_STAB;
559 break; 544 break;
560 case WEAP_WHIP: 545 case WEAP_WHIP:
561 mtype = ATM_WHIP; 546 mtype = ATM_WHIP;
562 break; 547 break;
563 case WEAP_CRUSH: 548 case WEAP_CRUSH:
564 mtype = ATM_CRUSH; 549 mtype = ATM_CRUSH;
565 break; 550 break;
566 case WEAP_BLUD: 551 case WEAP_BLUD:
567 mtype = ATM_BLUD; 552 mtype = ATM_BLUD;
568 break; 553 break;
569 default: 554 default:
570 mtype = ATM_BASIC; 555 mtype = ATM_BASIC;
571 break; 556 break;
572 } 557 }
558
573 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++)
574 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)
575 { 561 {
576 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);
577 strcpy (buf2, attack_mess[mtype][i].buf3); 563 strcpy (buf2, attack_mess[mtype][i].buf3);
611 if (hitter->owner != NULL) 597 if (hitter->owner != NULL)
612 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);
613 else 599 else
614 { 600 {
615 sprintf (buf, "%s%s you.", &hitter->name, buf2); 601 sprintf (buf, "%s%s you.", &hitter->name, buf2);
602
616 if (dam != 0) 603 if (dam != 0)
617 { 604 {
618 if (dam < 10) 605 if (dam < 10)
619 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 606 op->contr->play_sound (sound_find ("player_is_hit1"));
620 else if (dam < 20) 607 else if (dam < 20)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit2"));
622 else 609 else
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit3"));
624 } 611 }
625 } 612 }
613
626 new_draw_info (NDI_BLACK, 0, op, buf); 614 new_draw_info (NDI_BLACK, 0, op, buf);
627 } /* end of player hitting player */ 615 } /* end of player hitting player */
628 616
629 if (hitter->type == PLAYER) 617 if (hitter->type == PLAYER)
630 { 618 {
631 sprintf (buf, "You %s.", buf1); 619 sprintf (buf, "You %s.", buf1);
620
632 if (dam != 0) 621 if (dam != 0)
633 { 622 {
634 if (dam < 10) 623 if (dam < 10)
635 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 624 op->play_sound (sound_find ("player_hits1"));
636 else if (dam < 20) 625 else if (dam < 20)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 626 op->play_sound (sound_find ("player_hits2"));
638 else 627 else
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 628 op->play_sound (sound_find ("player_hits3"));
640 } 629 }
630
641 new_draw_info (NDI_BLACK, 0, hitter, buf); 631 new_draw_info (NDI_BLACK, 0, hitter, buf);
642 } 632 }
643 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 633 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
644 { 634 {
645 /* look for stacked spells and start reducing the message chances */ 635 /* look for stacked spells and start reducing the message chances */
647 { 637 {
648 i = 4; 638 i = 4;
649 map = hitter->map; 639 map = hitter->map;
650 if (out_of_map (map, hitter->x, hitter->y)) 640 if (out_of_map (map, hitter->x, hitter->y))
651 return; 641 return;
642
652 next = GET_MAP_OB (map, hitter->x, hitter->y); 643 next = GET_MAP_OB (map, hitter->x, hitter->y);
653 if (next) 644 if (next)
654 while (next) 645 while (next)
655 { 646 {
656 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))
657 i *= 3; 648 i *= 3;
649
658 tmp = next; 650 tmp = next;
659 next = tmp->above; 651 next = tmp->above;
660 } 652 }
653
661 if (i < 0) 654 if (i < 0)
662 return; 655 return;
656
663 if (rndm (0, i) != 0) 657 if (rndm (0, i) != 0)
664 return; 658 return;
665 } 659 }
666 else if (rndm (0, 5) != 0) 660 else if (rndm (0, 5) != 0)
667 return; 661 return;
662
668 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 663 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
669 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 664 op->play_sound (sound_find ("player_hits4"));
670 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
671 } 666 }
672} 667}
673
674 668
675static int 669static int
676get_attack_mode (object **target, object **hitter, int *simple_attack) 670get_attack_mode (object **target, object **hitter, int *simple_attack)
677{ 671{
678 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 672 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
679 { 673 {
680 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 674 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
681 return 1; 675 return 1;
682 } 676 }
683 if ((*target)->head) 677
684 *target = (*target)->head; 678 *target = (*target)->head_ ();
685 if ((*hitter)->head)
686 *hitter = (*hitter)->head; 679 *hitter = (*hitter)->head_ ();
680
681 if ((*target)->type == LOCKED_DOOR)
682 return 1; // locked doors cannot be hit
683
687 if ((*hitter)->env != NULL || (*target)->env != NULL) 684 if ((*hitter)->env || (*target)->env)
688 { 685 {
689 *simple_attack = 1; 686 *simple_attack = 1;
690 return 0; 687 return 0;
691 } 688 }
689
692 if (QUERY_FLAG (*target, FLAG_REMOVED) 690 if (QUERY_FLAG (*target, FLAG_REMOVED)
693 || 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))
694 { 694 {
695 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 ());
696 return 1; 697 return 1;
697 } 698 }
699
698 *simple_attack = 0; 700 *simple_attack = 0;
699 return 0; 701 return 0;
700} 702}
701 703
702static int 704static int
703abort_attack (object *target, object *hitter, int simple_attack) 705abort_attack (object *target, object *hitter, int simple_attack)
704{ 706{
705
706/* 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
707 * 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.
708 */ 709 */
709 int new_mode; 710 int new_mode;
710 711
711 if (hitter->env == target || target->env == hitter) 712 if (hitter->env == target || target->env == hitter)
712 new_mode = 1; 713 new_mode = 1;
713 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))
714 return 1; 716 return 1;
715 else 717 else
716 new_mode = 0; 718 new_mode = 0;
719
717 return new_mode != simple_attack; 720 return new_mode != simple_attack;
718} 721}
719 722
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
720static 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}
721 848
722static int 849static int
723attack_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)
724{ 851{
725 int simple_attack, roll, dam = 0; 852 int simple_attack, roll, dam = 0;
738 865
739 /* 866 /*
740 * 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
741 * to avoid ever being hit by monsters. 868 * to avoid ever being hit by monsters.
742 */ 869 */
743 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)
744 { 871 {
745 /* Decrease speed BEFORE calling process_object. Otherwise, an 872 /* Decrease speed BEFORE calling process_object. Otherwise, an
746 * infinite loop occurs, with process_object calling move_monster, 873 * infinite loop occurs, with process_object calling move_monster,
747 * which then gets here again. By decreasing the speed before 874 * which then gets here again. By decreasing the speed before
748 * we call process_object, the 'if' statement above will fail. 875 * we call process_object, the 'if' statement above will fail.
749 */ 876 */
750 op->speed_left--; 877 --op->speed_left;
751 process_object (op); 878 process_object (op);
752 879
753 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 880 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
754 goto error; 881 goto error;
755 } 882 }
765 /* See if we hit the creature */ 892 /* See if we hit the creature */
766 if (roll == 20 || op->stats.ac >= base_wc - roll) 893 if (roll == 20 || op->stats.ac >= base_wc - roll)
767 { 894 {
768 int hitdam = base_dam; 895 int hitdam = base_dam;
769 896
770 if (settings.casting_time == TRUE)
771 {
772 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
773 {
774 hitter->casting_time = -1;
775 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
776 }
777 if ((op->casting_time > -1) && (hitdam > 0))
778 {
779 op->casting_time = -1;
780 if (op->type == PLAYER)
781 {
782 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
783 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
784 }
785 }
786 }
787 if (!simple_attack) 897 if (!simple_attack)
788 { 898 {
789 /* If you hit something, the victim should *always* wake up. 899 /* If you hit something, the victim should *always* wake up.
790 * Before, invisible hitters could avoid doing this. 900 * Before, invisible hitters could avoid doing this.
791 * -b.t. */ 901 * -b.t. */
796 * for help. */ 906 * for help. */
797 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 907 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
798 npc_call_help (op); 908 npc_call_help (op);
799 909
800 /* 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 */
801 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 911 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
802 { 912 {
803 make_visible (op); 913 make_visible (op);
914
804 if (op->type == PLAYER) 915 if (op->type == PLAYER)
805 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!");
806 } 917 }
807 918
808 /* thrown items (hitter) will have various effects 919 /* thrown items (hitter) will have various effects
809 * when they hit the victim. For things like thrown daggers, 920 * when they hit the victim. For things like thrown daggers,
810 * this sets 'hitter' to the actual dagger, and not the 921 * this sets 'hitter' to the actual dagger, and not the
822 if (hitdam <= 0) 933 if (hitdam <= 0)
823 hitdam = 1; 934 hitdam = 1;
824 935
825 type = hitter->attacktype; 936 type = hitter->attacktype;
826 937
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 */
827 if (!type) 948 if (!type)
828 type = AT_PHYSICAL; 949 type = AT_PHYSICAL;
829 950
830 /* Handle monsters that hit back */ 951 /* Handle monsters that hit back */
831 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))
862} 983}
863 984
864int 985int
865attack_ob (object *op, object *hitter) 986attack_ob (object *op, object *hitter)
866{ 987{
867
868 if (hitter->head)
869 hitter = hitter->head; 988 hitter = hitter->head_ ();
989
870 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);
871} 991}
872 992
873/* op is the arrow, tmp is what is stopping the arrow. 993/* op is the arrow, tmp is what is stopping the arrow.
874 * 994 *
883 * 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
884 * stick around. 1004 * stick around.
885 */ 1005 */
886 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1006 if (op->weight <= 5000 && tmp->stats.hp >= 0)
887 { 1007 {
888 if (tmp->head != NULL) 1008 tmp->head_ ()->insert (op);
889 tmp = tmp->head;
890
891 op->remove ();
892 op = insert_ob_in_ob (op, tmp);
893
894 if (tmp->type == PLAYER)
895 esrv_send_item (tmp, op);
896
897 return 1; 1009 return 1;
898 } 1010 }
899 else 1011 else
900 return 0; 1012 return 0;
901} 1013}
915 /* Disassemble missile */ 1027 /* Disassemble missile */
916 if (op->inv) 1028 if (op->inv)
917 { 1029 {
918 container = op; 1030 container = op;
919 hitter = op->inv; 1031 hitter = op->inv;
920 hitter->remove ();
921 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);
922 /* 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
923 * might be called until this THROWN_OBJ is either reassembled or 1034 * might be called until this THROWN_OBJ is either reassembled or
924 * 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
925 * THROWN_OBJs. */ 1036 * THROWN_OBJs. */
926 } 1037 }
940 * other places as well!) 1051 * other places as well!)
941 */ 1052 */
942 if (hitter->destroyed () || hitter->env != NULL) 1053 if (hitter->destroyed () || hitter->env != NULL)
943 { 1054 {
944 if (container) 1055 if (container)
945 {
946 container->remove ();
947 container->destroy (); 1056 container->destroy ();
948 }
949 1057
950 return 0; 1058 return 0;
951 } 1059 }
952 1060
953 /* Missile hit victim */ 1061 /* Missile hit victim */
977 * 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
978 * way to handle those otherwise? 1086 * way to handle those otherwise?
979 */ 1087 */
980 if (victim->x != hitter->x || victim->y != hitter->y) 1088 if (victim->x != hitter->x || victim->y != hitter->y)
981 { 1089 {
1090 if (victim->destroyed ())
1091 hitter->destroy ();
1092 else
1093 {
982 hitter->remove (); 1094 hitter->remove ();
983 hitter->x = victim->x; 1095 hitter->x = victim->x;
984 hitter->y = victim->y; 1096 hitter->y = victim->y;
985 insert_ob_in_map (hitter, victim->map, hitter, 0); 1097 insert_ob_in_map (hitter, victim->map, hitter, 0);
1098 }
986 } 1099 }
987 else 1100 else
988 /* Else leave arrow where it is */ 1101 /* Else leave arrow where it is */
989 merge_ob (hitter, NULL); 1102 merge_ob (hitter, NULL);
990 1103
1002 } 1115 }
1003 1116
1004 return op; 1117 return op;
1005} 1118}
1006 1119
1007 1120static void
1008void
1009tear_down_wall (object *op) 1121tear_down_wall (object *op)
1010{ 1122{
1011 int perc = 0;
1012
1013 if (!op->stats.maxhp) 1123 if (!op->stats.maxhp)
1014 {
1015 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);
1016 perc = 1; 1125 else if (!op->has_anim ())
1017 }
1018 else if (!GET_ANIM_ID (op))
1019 { 1126 {
1020 /* Object has been called - no animations, so remove it */ 1127 /* Object has been called - no animations, so remove it */
1021 if (op->stats.hp < 0) 1128 if (op->stats.hp < 0)
1022 op->destroy (); 1129 op->destroy ();
1023 1130
1024 return; /* no animations, so nothing more to do */ 1131 return; /* no animations, so nothing more to do */
1025 } 1132 }
1026 1133
1027 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1134 // we use frames 1..num-2 as intermediate frames, so
1135 // the last frame is used only when hp < 0.
1136 int perc = clamp (
1137 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1138 0, op->anim_frames () - 1
1139 );
1028 1140
1029 if (perc >= (int) NUM_ANIMATIONS (op)) 1141 op->set_anim_frame (perc);
1030 perc = NUM_ANIMATIONS (op) - 1;
1031 else if (perc < 1)
1032 perc = 1;
1033
1034 SET_ANIMATION (op, perc);
1035 update_object (op, UP_OBJ_FACE); 1142 update_object (op, UP_OBJ_FACE);
1036 1143
1037 if (perc == NUM_ANIMATIONS (op) - 1) 1144 if (op->stats.hp < 0)
1038 { /* Reached the last animation */ 1145 { /* Reached the last animation */
1039 if (op->face == blank_face) 1146 if (op->face == blank_face)
1040 /* If the last face is blank, remove the ob */ 1147 /* If the last face is blank, remove the ob */
1041 op->destroy (); 1148 op->destroy ();
1042 else 1149 else
1043 { /* The last face was not blank, leave an image */ 1150 { /* The last face was not blank, leave an image */
1044 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1151 op->flag [FLAG_BLOCKSVIEW] = false;
1045 update_all_los (op->map, op->x, op->y); 1152 update_all_los (op->map, op->x, op->y);
1046 op->move_block = 0; 1153 op->move_block = 0;
1047 CLEAR_FLAG (op, FLAG_ALIVE); 1154 op->flag [FLAG_ALIVE] = false;
1048 } 1155 }
1049 } 1156 }
1050} 1157}
1051 1158
1052void 1159static void
1053scare_creature (object *target, object *hitter) 1160scare_creature (object *target, object *hitter)
1054{ 1161{
1055 object *owner = hitter->owner; 1162 target->flag [FLAG_SCARED] = true;
1056 1163
1057 if (!owner)
1058 owner = hitter;
1059
1060 SET_FLAG (target, FLAG_SCARED);
1061 if (!target->enemy) 1164 if (!target->enemy)
1062 target->enemy = owner; 1165 target->enemy = hitter->outer_owner ();
1063} 1166}
1064
1065
1066/* This returns the amount of damage hitter does to op with the
1067 * appropriate attacktype. Only 1 attacktype should be set at a time.
1068 * This doesn't damage the player, but returns how much it should
1069 * take. However, it will do other effects (paralyzation, slow, etc.)
1070 * Note - changed for PR code - we now pass the attack number and not
1071 * the attacktype. Makes it easier for the PR code. */
1072
1073int
1074hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1075{
1076
1077 int doesnt_slay = 1;
1078
1079 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1080 if (attacknum >= NROFATTACKS)
1081 {
1082 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1083 return 0;
1084 }
1085
1086 if (dam < 0)
1087 {
1088 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1089 return 0;
1090 }
1091
1092 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1093 * people can't mess with that or it otherwise get confused. */
1094 if (attacknum == ATNR_INTERNAL)
1095 return dam;
1096
1097 if (hitter->slaying)
1098 {
1099 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1100 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1101 {
1102 doesnt_slay = 0;
1103 dam *= 3;
1104 }
1105 }
1106
1107 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1108 if (op->resist[attacknum])
1109 {
1110 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1111 * in case 0>dam>1, we try to "simulate" a float value-effect */
1112 dam *= (100 - op->resist[attacknum]);
1113 if (dam >= 100)
1114 dam /= 100;
1115 else
1116 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1117 }
1118
1119 /* Special hack. By default, if immune to something, you
1120 * shouldn't need to worry. However, acid is an exception, since
1121 * it can still damage your items. Only include attacktypes if
1122 * special processing is needed */
1123
1124 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1125 return 0;
1126
1127 /* Keep this in order - makes things easier to find */
1128
1129 switch (attacknum)
1130 {
1131 case ATNR_PHYSICAL:
1132 /* here also check for diseases */
1133 check_physically_infect (op, hitter);
1134 break;
1135
1136 /* Don't need to do anything for:
1137 magic,
1138 fire,
1139 electricity,
1140 cold */
1141
1142 case ATNR_CONFUSION:
1143 case ATNR_POISON:
1144 case ATNR_SLOW:
1145 case ATNR_PARALYZE:
1146 case ATNR_FEAR:
1147 case ATNR_CANCELLATION:
1148 case ATNR_DEPLETE:
1149 case ATNR_BLIND:
1150 {
1151 /* chance for inflicting a special attack depends on the
1152 * difference between attacker's and defender's level
1153 */
1154 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1155
1156 /* First, only creatures/players with speed can be affected.
1157 * Second, just getting hit doesn't mean it always affects
1158 * you. Third, you still get a saving through against the
1159 * effect.
1160 */
1161 if (op->speed &&
1162 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1163 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1164 {
1165
1166 /* Player has been hit by something */
1167 if (attacknum == ATNR_CONFUSION)
1168 confuse_player (op, hitter, dam);
1169 else if (attacknum == ATNR_POISON)
1170 poison_player (op, hitter, dam);
1171 else if (attacknum == ATNR_SLOW)
1172 slow_player (op, hitter, dam);
1173 else if (attacknum == ATNR_PARALYZE)
1174 paralyze_player (op, hitter, dam);
1175 else if (attacknum == ATNR_FEAR)
1176 scare_creature (op, hitter);
1177 else if (attacknum == ATNR_CANCELLATION)
1178 cancellation (op);
1179 else if (attacknum == ATNR_DEPLETE)
1180 op->drain_stat ();
1181 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1182 blind_player (op, hitter, dam);
1183 }
1184 dam = 0; /* These are all effects and don't do real damage */
1185 }
1186 break;
1187 case ATNR_ACID:
1188 {
1189 int flag = 0;
1190
1191 /* Items only get corroded if you're not on a battleground and
1192 * if your acid resistance is below 50%. */
1193 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1194 {
1195 object *tmp;
1196
1197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1198 {
1199 if (tmp->invisible)
1200 continue;
1201 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1202 /* >= 10% acid res. on itmes will protect these */
1203 continue;
1204 if (!(tmp->material & M_IRON))
1205 continue;
1206 if (tmp->magic < -4) /* Let's stop at -5 */
1207 continue;
1208 if (tmp->type == RING ||
1209 /* removed boots and gloves from exclusion list in
1210 PR */
1211 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1212 continue; /* To avoid some strange effects */
1213
1214 /* High damage acid has better chance of corroding
1215 objects */
1216 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1217 {
1218 if (op->type == PLAYER)
1219 /* Make this more visible */
1220 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1221 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1222 flag = 1;
1223 tmp->magic--;
1224 if (op->type == PLAYER)
1225 esrv_send_item (op, tmp);
1226 }
1227 }
1228 if (flag)
1229 op->update_stats (); /* Something was corroded */
1230 }
1231 }
1232 break;
1233 case ATNR_DRAIN:
1234 {
1235 /* rate is the proportion of exp drained. High rate means
1236 * not much is drained, low rate means a lot is drained.
1237 */
1238 int rate;
1239
1240 if (op->resist[ATNR_DRAIN] >= 0)
1241 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1242 else
1243 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1244
1245 if (op->stats.exp <= rate)
1246 {
1247 if (op->type == GOLEM)
1248 dam = 999; /* Its force is "sucked" away. 8) */
1249 else
1250 /* If we can't drain, lets try to do physical damage */
1251 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1252 }
1253 else
1254 {
1255 /* Randomly give the hitter some hp */
1256 if (hitter->stats.hp < hitter->stats.maxhp &&
1257 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1258 hitter->stats.hp++;
1259
1260 /* Can't do drains on battleground spaces.
1261 * Move the wiz check up here - before, the hitter wouldn't gain exp
1262 * exp, but the wiz would still lose exp! If drainee is a wiz,
1263 * nothing happens.
1264 * Try to credit the owner. We try to display player -> player drain
1265 * attacks, hence all the != PLAYER checks.
1266 */
1267 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1268 {
1269 object *owner = hitter->owner;
1270
1271 if (owner && owner != hitter)
1272 {
1273 if (op->type != PLAYER || owner->type != PLAYER)
1274 change_exp (owner, op->stats.exp / (rate * 2),
1275 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1276 }
1277 else if (op->type != PLAYER || hitter->type != PLAYER)
1278 {
1279 change_exp (hitter, op->stats.exp / (rate * 2),
1280 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1281 }
1282 change_exp (op, -op->stats.exp / rate, NULL, 0);
1283 }
1284 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1285 * drain attack, you won't know that you are actually sucking out EXP,
1286 * as the messages will say you missed
1287 */
1288 }
1289 }
1290 break;
1291 case ATNR_TURN_UNDEAD:
1292 {
1293 if (QUERY_FLAG (op, FLAG_UNDEAD))
1294 {
1295 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1296 object *god = find_god (determine_god (owner));
1297 int div = 1;
1298
1299 /* if undead are not an enemy of your god, you turn them
1300 * at half strength */
1301 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1302 div = 2;
1303 /* Give a bonus if you resist turn undead */
1304 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1305 scare_creature (op, owner);
1306 }
1307 else
1308 dam = 0; /* don't damage non undead - should we damage
1309 undead? */
1310 }
1311 break;
1312 case ATNR_DEATH:
1313 deathstrike_player (op, hitter, &dam);
1314 break;
1315 case ATNR_CHAOS:
1316 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1317 dam = 0;
1318 break;
1319 case ATNR_COUNTERSPELL:
1320 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1321 dam = 0;
1322 /* This should never happen. Counterspell is handled
1323 * seperately and filtered out. If this does happen,
1324 * Counterspell has no effect on anything but spells, so it
1325 * does no damage. */
1326 break;
1327 case ATNR_HOLYWORD:
1328 {
1329 /* This has already been handled by hit_player,
1330 * no need to check twice -- DAMN */
1331 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1332
1333 /* As with turn undead above, give a bonus on the saving throw */
1334 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1335 scare_creature (op, owner);
1336 }
1337 break;
1338 case ATNR_LIFE_STEALING:
1339 {
1340 int new_hp;
1341
1342 /* this is replacement to drain for players, instead of taking
1343 * exp it takes hp. It is geared for players, probably not
1344 * much use giving it to monsters
1345 *
1346 * life stealing doesn't do a lot of damage, but it gives the
1347 * damage it does do to the player. Given that,
1348 * it only does 1/10'th normal damage (hence the divide by
1349 * 1000).
1350 */
1351 /* You can't steal life from something undead */
1352 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1353 return 0;
1354 /* If drain protection is higher than life stealing, use that */
1355 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1356 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1357 else
1358 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1359 /* You die at -1 hp, not zero. */
1360 if (dam > (op->stats.hp + 1))
1361 dam = op->stats.hp + 1;
1362 new_hp = hitter->stats.hp + dam;
1363 if (new_hp > hitter->stats.maxhp)
1364 new_hp = hitter->stats.maxhp;
1365 if (new_hp > hitter->stats.hp)
1366 hitter->stats.hp = new_hp;
1367 }
1368 }
1369 return dam;
1370}
1371
1372 1167
1373/* 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
1374 * allow script procedures to "kill" objects in a combat-like fashion. 1169 * allow script procedures to "kill" objects in a combat-like fashion.
1375 * 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
1376 * Sword. Note that nothing has been changed from the original version 1171 * Sword. Note that nothing has been changed from the original version
1387 */ 1182 */
1388int 1183int
1389kill_object (object *op, int dam, object *hitter, int type) 1184kill_object (object *op, int dam, object *hitter, int type)
1390{ 1185{
1391 char buf[MAX_BUF]; 1186 char buf[MAX_BUF];
1392 const char *skill; 1187 shstr skill;
1393 int maxdam = 0; 1188 int maxdam = 0;
1394 int battleg = 0; /* true if op standing on battleground */ 1189 int battleg = 0; /* true if op standing on battleground */
1395 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 */
1396 object *owner = NULL; 1191 object *owner = 0;
1397 object *skop = NULL; 1192 object *skop = 0;
1398 1193
1399 if (op->stats.hp >= 0) 1194 if (op->stats.hp >= 0)
1400 return -1; 1195 return -1;
1401 1196
1402 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1197 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1411 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1412 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 */
1413 1208
1414 if (op->type == DOOR) 1209 if (op->type == DOOR)
1415 { 1210 {
1416 op->set_speed (0.1); 1211 op->set_speed (0.1f);
1417 op->speed_left = -0.05; 1212 op->speed_left = -0.05f;
1418 return maxdam; 1213 return maxdam;
1419 } 1214 }
1420 1215
1421 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1216 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1422 { 1217 {
1423 remove_friendly_object (op);
1424
1425 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1426 op->owner->contr->ranges[range_golem] = 0;
1427
1428 op->destroy (); 1218 op->drop_and_destroy ();
1429 return maxdam; 1219 return maxdam;
1430 } 1220 }
1431 1221
1432 /* Now lets start dealing with experience we get for killing something */ 1222 /* Now lets start dealing with experience we get for killing something */
1433 1223
1434 owner = hitter->owner; 1224 owner = hitter->outer_owner ();
1435 if (!owner) 1225 if (!owner)
1436 owner = hitter; 1226 owner = hitter;
1437 1227
1438 /* is the victim (op) standing on battleground? */ 1228 /* is the victim (op) standing on battleground? */
1439 if (op_on_battleground (op, NULL, NULL)) 1229 if (op_on_battleground (op, NULL, NULL))
1444 pk = 1; 1234 pk = 1;
1445 1235
1446 /* Player killed something */ 1236 /* Player killed something */
1447 if (owner->type == PLAYER) 1237 if (owner->type == PLAYER)
1448 { 1238 {
1449 Log_Kill (owner->name,
1450 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1451
1452 /* Log players killing other players - makes it easier to detect 1239 /* Log players killing other players - makes it easier to detect
1453 * and filter out malicious player killers - that is why the 1240 * and filter out malicious player killers - that is why the
1454 * ip address is included. 1241 * ip address is included.
1455 */ 1242 */
1456 if (op->type == PLAYER && !battleg) 1243 if (op->type == PLAYER && !battleg)
1476 else 1263 else
1477 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));
1478 1265
1479 /* Only play sounds for melee kills */ 1266 /* Only play sounds for melee kills */
1480 if (hitter->type == PLAYER) 1267 if (hitter->type == PLAYER)
1481 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1268 owner->play_sound (sound_find ("player_kills"));
1482 } 1269 }
1483 1270
1484 /* If a player kills another player, not on 1271 /* If a player kills another player, not on
1485 * battleground, the "killer" looses 1 luck. Since this is 1272 * battleground, the "killer" looses 1 luck. Since this is
1486 * not reversible, it's actually quite a pain IMHO. -AV 1273 * not reversible, it's actually quite a pain IMHO. -AV
1491 */ 1278 */
1492 if (op->type == PLAYER && owner != op && !battleg) 1279 if (op->type == PLAYER && owner != op && !battleg)
1493 owner->change_luck (-settings.pk_luck_penalty); 1280 owner->change_luck (-settings.pk_luck_penalty);
1494 1281
1495 /* This code below deals with finding the appropriate skill 1282 /* This code below deals with finding the appropriate skill
1496 * to credit exp to. This is a bit problematic - we should 1283 * to credit exp to. This is a bit problematic - we should
1497 * probably never really have to look at current_weapon->skill 1284 * probably never really have to look at current_weapon->skill
1498 */ 1285 */
1499 skill = 0;
1500
1501 if (hitter->skill && hitter->type != PLAYER) 1286 if (hitter->skill && hitter->type != PLAYER)
1502 skill = hitter->skill; 1287 skill = hitter->skill;
1503 else if (owner->chosen_skill) 1288 else if (owner->chosen_skill)
1504 { 1289 {
1505 skill = owner->chosen_skill->skill;
1506 skop = owner->chosen_skill; 1290 skop = owner->chosen_skill;
1291 skill = skop->skill;
1507 } 1292 }
1508 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1293 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1509 skill = owner->current_weapon->skill; 1294 skill = owner->current_weapon->skill;
1510 else 1295 else
1296 {
1511 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 }
1512 1302
1513 /* 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
1514 * 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!
1515 */ 1305 */
1516 if ((!skop || skop->type != SKILL) && skill) 1306 skop = owner->contr->find_skill (skill);
1517 {
1518 int i;
1519
1520 for (i = 0; i < NUM_SKILLS; i++)
1521 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1522 {
1523 skop = owner->contr->last_skill_ob[i];
1524 break;
1525 }
1526 }
1527 } /* Was it a player that hit somethign */ 1307 } /* Was it a player that hit somethign */
1528 else 1308 else
1529 skill = 0; 1309 skill = 0;
1530 1310
1531 /* Pet (or spell) killed something. */
1532 if (owner != hitter)
1533 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1534 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1535 else
1536 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1537 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1538 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1539
1540 /* These may have been set in the player code section above */ 1311 /* These may have been set in the player code section above */
1541 if (!skop) 1312 if (!skop)
1542 skop = hitter->chosen_skill; 1313 skop = hitter->chosen_skill;
1543 1314
1544 if (!skill && skop) 1315 if (!skill && skop)
1545 skill = skop->skill; 1316 skill = skop->skill;
1546 1317
1547 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1548
1549 /* If you didn't kill yourself, and your not the wizard */ 1318 /* If you didn't kill yourself, and your not the wizard */
1550 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1319 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1551 { 1320 {
1552 int exp; 1321 int exp;
1553 1322
1554 /* Really don't give much experience for killing other players */ 1323 /* Really don't give much experience for killing other players */
1555 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1324 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1556 if (op->type == PLAYER)
1557 {
1558 if (battleg) 1325 if (battleg)
1326 {
1327 if (op->is_player ())
1559 { 1328 {
1560 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1329 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1561 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1330 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1562 } 1331 }
1563 else 1332
1333 exp = 0;
1334 }
1335 else if (op->is_player ())
1564 exp = op->stats.exp / 1000; 1336 exp = op->stats.exp / 1000;
1565 }
1566 else 1337 else
1567 exp = calc_skill_exp (owner, op, skop); 1338 exp = calc_skill_exp (owner, op, skop);
1568
1569 /* if op is standing on "battleground" (arena), no way to gain
1570 * exp by killing him
1571 */
1572 if (battleg)
1573 exp = 0;
1574 1339
1575 /* 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
1576 * sense to just divide everything by two for no reason. 1341 * sense to just divide everything by two for no reason.
1577 */ 1342 */
1578 1343
1582 if (owner->type != PLAYER || owner->contr->party == NULL) 1347 if (owner->type != PLAYER || owner->contr->party == NULL)
1583 change_exp (owner, exp, skill, 0); 1348 change_exp (owner, exp, skill, 0);
1584 else 1349 else
1585 { 1350 {
1586 int shares = 0, count = 0; 1351 int shares = 0, count = 0;
1587 player *pl;
1588 partylist *party = owner->contr->party; 1352 partylist *party = owner->contr->party;
1589 1353
1590 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);
1591 1355
1592 for_all_players (pl) 1356 for_all_players (pl)
1623 { 1387 {
1624 object *owner1 = op->owner; 1388 object *owner1 = op->owner;
1625 1389
1626 if (owner1 && owner1->type == PLAYER) 1390 if (owner1 && owner1->type == PLAYER)
1627 { 1391 {
1628 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1392 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1629 /* Maybe we should include the owner that killed this, maybe not */ 1393 /* Maybe we should include the owner that killed this, maybe not */
1630 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);
1631 } 1395 }
1632 1396
1633 remove_friendly_object (op); 1397 remove_friendly_object (op);
1634 } 1398 }
1635 1399
1636 op->destroy (); 1400 op->drop_and_destroy ();
1637 } 1401 }
1638 else 1402 else
1639 {
1640 /* Player has been killed! */ 1403 /* Player has been killed! */
1641 if (owner->type == PLAYER) 1404 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1642 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1643 else
1644 assign (op->contr->killer, hitter->name);
1645 }
1646 1405
1647 /* 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
1648 * continues in the calling function. 1407 * continues in the calling function.
1649 */ 1408 */
1650 return maxdam; 1409 return maxdam;
1651} 1410}
1652 1411
1653/* 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
1654 * Returns 0 this is not friendly fire 1413 * Returns 0 this is not friendly fire
1655 */ 1414 */
1656
1657int 1415int
1658friendly_fire (object *op, object *hitter) 1416friendly_fire (object *op, object *hitter)
1659{ 1417{
1660 object *owner; 1418 object *owner;
1661 int friendlyfire; 1419 int friendlyfire;
1680 } 1438 }
1681 1439
1682 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)
1683 friendlyfire = 0; 1441 friendlyfire = 0;
1684 } 1442 }
1443
1685 return friendlyfire; 1444 return friendlyfire;
1686} 1445}
1687
1688 1446
1689/* 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.
1690 * 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
1691 * is what is hitting the object, type is the attacktype, and 1449 * is what is hitting the object, type is the attacktype, and
1692 * full_hit is set if monster area does not matter. 1450 * full_hit is set if monster area does not matter.
1693 * dam is base damage - protections/vulnerabilities/slaying matches can 1451 * dam is base damage - protections/vulnerabilities/slaying matches can
1694 * modify it. 1452 * modify it.
1695 */ 1453 */
1696
1697 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1454/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1698 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1455 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1699
1700int 1456int
1701hit_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)
1702{ 1458{
1703 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1459 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1704 int maxattacktype, attacknum; 1460 int maxattacktype, attacknum;
1712 1468
1713 /* 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 */
1714 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))
1715 return 0; 1471 return 0;
1716 1472
1717#ifdef PROHIBIT_PLAYERKILL 1473 // only allow pk for hostile players
1718 if (op->type == PLAYER) 1474 if (op->type == PLAYER)
1719 { 1475 {
1720 object *owner = hitter->owner; 1476 object *owner = hitter->owner;
1721 1477
1722 if (!owner) 1478 if (!owner)
1723 owner = hitter; 1479 owner = hitter;
1724 1480
1725 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1481 if (owner->type == PLAYER
1482 && (!op_on_battleground (op, 0, 0)
1483 && (op->contr->peaceful || owner->contr->peaceful))
1484 && op != owner)
1726 return 0; 1485 return 0;
1727 } 1486 }
1728#endif
1729 1487
1730 if (body_attack) 1488 if (body_attack)
1731 { 1489 {
1732 /* 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
1733 * return - we still need to process other attacks the spell still 1491 * return - we still need to process other attacks the spell still
1747 } 1505 }
1748 } 1506 }
1749 1507
1750 if (!simple_attack && op->type == DOOR) 1508 if (!simple_attack && op->type == DOOR)
1751 { 1509 {
1752 object *tmp;
1753
1754 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1510 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1755 if (tmp->type == RUNE || tmp->type == TRAP) 1511 if (tmp->type == RUNE || tmp->type == TRAP)
1756 { 1512 {
1757 spring_trap (tmp, hitter); 1513 spring_trap (tmp, hitter);
1758 1514
1759 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1515 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1766 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1767 { 1523 {
1768 /* 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
1769 * destroyed() check above doesn't return, and might get here. 1525 * destroyed() check above doesn't return, and might get here.
1770 */ 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 */
1771 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);
1772 return 0; 1534 return 0;
1773 } 1535 }
1774 1536
1775#ifdef ATTACK_DEBUG 1537#ifdef ATTACK_DEBUG
1776 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1538 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1782 * 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 */
1783 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1545 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1784 if (dam >= 100) 1546 if (dam >= 100)
1785 dam /= 100; 1547 dam /= 100;
1786 else 1548 else
1787 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1549 dam = (dam > rndm (0, 99)) ? 1 : 0;
1788 } 1550 }
1789 1551
1790 /* 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
1791 * 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
1792 */ 1554 */
1803 */ 1565 */
1804 if (type & AT_HOLYWORD) 1566 if (type & AT_HOLYWORD)
1805 { 1567 {
1806 object *god; 1568 object *god;
1807 1569
1808 if ((!hitter->slaying || 1570 if ((!hitter->slaying
1809 (!(op->race && strstr (hitter->slaying, op->race)) && 1571 || (!(op->race && hitter->slaying.contains (op->race))
1810 !(op->name && strstr (hitter->slaying, op->name)))) && 1572 && !(op->name && hitter->slaying.contains (op->name))))
1811 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1573 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1812 (hitter->title != NULL 1574 || (hitter->title
1813 && (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))))
1814 return 0; 1577 return 0;
1815 } 1578 }
1816 1579
1817 maxattacktype = type; /* initialise this to something */ 1580 maxattacktype = type; /* initialise this to something */
1818 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1581 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1850 */ 1613 */
1851 friendlyfire = friendly_fire (op, hitter); 1614 friendlyfire = friendly_fire (op, hitter);
1852 if (friendlyfire && maxdam) 1615 if (friendlyfire && maxdam)
1853 { 1616 {
1854 maxdam = ((dam * settings.set_friendly_fire) / 100); 1617 maxdam = ((dam * settings.set_friendly_fire) / 100);
1855#ifndef COZY_SERVER
1856 maxdam++;
1857#endif
1858 1618
1859#ifdef ATTACK_DEBUG 1619#ifdef ATTACK_DEBUG
1860 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",
1861 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1621 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1862#endif 1622#endif
1863 } 1623 }
1864 1624
1865 if (!full_hit) 1625 if (!full_hit)
1866 { 1626 {
1867 archetype *at;
1868 int area; 1627 int area;
1869 int remainder; 1628 int remainder;
1870 1629
1871 area = 0; 1630 area = 0;
1872 for (at = op->arch; at != NULL; at = at->more) 1631
1632 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1873 area++; 1633 area++;
1634
1874 assert (area > 0); 1635 assert (area > 0);
1875 1636
1876 /* basically: maxdam /= area; we try to "simulate" a float 1637 /* basically: maxdam /= area; we try to "simulate" a float
1877 value-effect */ 1638 value-effect */
1878 remainder = 100 * (maxdam % area) / area; 1639 remainder = 100 * (maxdam % area) / area;
1879 maxdam /= area; 1640 maxdam /= area;
1880 if (RANDOM () % 100 < remainder) 1641 if (rndm (100) < remainder)
1881 maxdam++; 1642 maxdam++;
1882 } 1643 }
1883 1644
1884#ifdef ATTACK_DEBUG 1645#ifdef ATTACK_DEBUG
1885 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1646 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1886#endif 1647#endif
1887 1648
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)
1888 if (hitter->owner) 1653 if (hitter->owner)
1889 op->enemy = hitter->owner; 1654 op->enemy = hitter->owner;
1890 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1655 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1891 op->enemy = hitter; 1656 op->enemy = hitter;
1892 1657
1893 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1658 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1894 { 1659 {
1895 /* The unaggressives look after themselves 8) */ 1660 /* The unaggressives look after themselves 8) */
1896 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1661 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1926 1691
1927 /* See if the creature has been killed */ 1692 /* See if the creature has been killed */
1928 rtn_kill = kill_object (op, maxdam, hitter, type); 1693 rtn_kill = kill_object (op, maxdam, hitter, type);
1929 if (rtn_kill != -1) 1694 if (rtn_kill != -1)
1930 return rtn_kill; 1695 return rtn_kill;
1931
1932 1696
1933 /* 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
1934 * that before if the player was immune to ghosthit, the monster 1698 * that before if the player was immune to ghosthit, the monster
1935 * remained - that is no longer the case. 1699 * remained - that is no longer the case.
1936 */ 1700 */
1937 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1701 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1938 {
1939 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1940 remove_friendly_object (hitter);
1941
1942 hitter->destroy (); 1702 hitter->drop_and_destroy ();
1943 }
1944 /* Lets handle creatures that are splitting now */ 1703 /* Lets handle creatures that are splitting now */
1945 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))
1946 { 1705 {
1947 int i; 1706 int i;
1948 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1707 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1955 return maxdam; 1714 return maxdam;
1956 } 1715 }
1957 1716
1958 op->remove (); 1717 op->remove ();
1959 1718
1960 for (i = 0; i < NROFNEWOBJS (op); i++) 1719 for (i = 0; i < op->stats.food; i++)
1961 { /* This doesn't handle op->more yet */ 1720 { /* This doesn't handle op->more yet */
1962 object *tmp = arch_to_object (op->other_arch); 1721 object *tmp = arch_to_object (op->other_arch);
1963 int j; 1722 int j;
1964 1723
1965 tmp->stats.hp = op->stats.hp; 1724 tmp->stats.hp = op->stats.hp;
1966 1725
1967 if (friendly) 1726 if (friendly)
1968 { 1727 {
1969 SET_FLAG (tmp, FLAG_FRIENDLY);
1970 add_friendly_object (tmp); 1728 add_friendly_object (tmp);
1971 tmp->attack_movement = PETMOVE; 1729 tmp->attack_movement = PETMOVE;
1730
1972 if (owner != NULL) 1731 if (owner)
1973 tmp->set_owner (owner); 1732 tmp->set_owner (owner);
1974 } 1733 }
1975 1734
1976 if (unaggressive) 1735 if (unaggressive)
1977 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1736 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1988 } 1747 }
1989 1748
1990 op->destroy (); 1749 op->destroy ();
1991 } 1750 }
1992 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1751 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1993 hitter->destroy (); 1752 hitter->drop_and_destroy ();
1994 1753
1995 return maxdam; 1754 return maxdam;
1996} 1755}
1997 1756
1998 1757static void
1999void
2000poison_player (object *op, object *hitter, int dam) 1758poison_player (object *op, object *hitter, int dam)
2001{ 1759{
2002 archetype *at = archetype::find ("poisoning"); 1760 archetype *at = archetype::find (shstr_poisoning);
2003 object *tmp = present_arch_in_ob (at, op); 1761 object *tmp = present_arch_in_ob (at, op);
2004 1762
2005 if (tmp == NULL) 1763 if (tmp == NULL)
2006 { 1764 {
2007 if ((tmp = arch_to_object (at)) == NULL) 1765 if ((tmp = arch_to_object (at)) == NULL)
2031 tmp->stats.food += dam; /* more damage, longer poisoning */ 1789 tmp->stats.food += dam; /* more damage, longer poisoning */
2032 1790
2033 if (op->type == PLAYER) 1791 if (op->type == PLAYER)
2034 { 1792 {
2035 /* player looses stats, maximum is -10 of each */ 1793 /* player looses stats, maximum is -10 of each */
2036 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1794 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2037 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1795 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2038 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1796 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2039 tmp->stats.Int = MAX (-dam / 7, -10); 1797 tmp->stats.Int = max (-(dam / 7 ), -10);
2040 SET_FLAG (tmp, FLAG_APPLIED); 1798 SET_FLAG (tmp, FLAG_APPLIED);
2041 op->update_stats (); 1799 op->update_stats ();
2042 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);
2043 } 1802 }
1803
2044 if (hitter->type == PLAYER) 1804 if (hitter->type == PLAYER)
2045 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);
2046 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1806 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2047 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);
2048 } 1808 }
1809
2049 tmp->speed_left = 0; 1810 tmp->speed_left = 0;
2050 } 1811 }
2051 else 1812 else
2052 tmp->stats.food++; 1813 tmp->stats.food++;
2053} 1814}
2054 1815
2055void 1816static void
2056slow_player (object *op, object *hitter, int dam) 1817slow_player (object *op, object *hitter, int dam)
2057{ 1818{
2058 archetype *at = archetype::find ("slowness"); 1819 archetype *at = archetype::find (shstr_slowness);
2059 object *tmp; 1820 object *tmp;
2060 1821
2061 if (at == NULL) 1822 if (at == NULL)
2062 {
2063 LOG (llevError, "Can't find slowness archetype.\n"); 1823 LOG (llevError, "Can't find slowness archetype.\n");
2064 } 1824
2065 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1825 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2066 { 1826 {
2067 tmp = arch_to_object (at); 1827 tmp = arch_to_object (at);
2068 tmp = insert_ob_in_ob (tmp, op); 1828 tmp = insert_ob_in_ob (tmp, op);
2069 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!");
2070 } 1830 }
2071 else 1831 else
2072 tmp->stats.food++; 1832 tmp->stats.food++;
1833
2073 SET_FLAG (tmp, FLAG_APPLIED); 1834 SET_FLAG (tmp, FLAG_APPLIED);
2074 tmp->speed_left = 0; 1835 tmp->speed_left = 0;
2075 op->update_stats (); 1836 op->update_stats ();
2076} 1837}
2077 1838
2079confuse_player (object *op, object *hitter, int dam) 1840confuse_player (object *op, object *hitter, int dam)
2080{ 1841{
2081 object *tmp; 1842 object *tmp;
2082 int maxduration; 1843 int maxduration;
2083 1844
2084 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1845 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2085 if (!tmp) 1846 if (!tmp)
2086 { 1847 {
2087 tmp = get_archetype (FORCE_NAME); 1848 tmp = get_archetype (FORCE_NAME);
2088 tmp = insert_ob_in_ob (tmp, op); 1849 tmp = insert_ob_in_ob (tmp, op);
2089 } 1850 }
2091 /* Duration added per hit and max. duration of confusion both depend 1852 /* Duration added per hit and max. duration of confusion both depend
2092 * on the player's resistance 1853 * on the player's resistance
2093 */ 1854 */
2094 tmp->speed = 0.05; 1855 tmp->speed = 0.05;
2095 tmp->subtype = FORCE_CONFUSION; 1856 tmp->subtype = FORCE_CONFUSION;
2096 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);
2097 tmp->name = "confusion"; 1858 tmp->name = shstr_confusion;
2098 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1859 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1860
2099 if (tmp->duration > maxduration) 1861 if (tmp->duration > maxduration)
2100 tmp->duration = maxduration; 1862 tmp->duration = maxduration;
2101 1863
2102 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1864 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2103 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
2104 SET_FLAG (op, FLAG_CONFUSED); 1867 SET_FLAG (op, FLAG_CONFUSED);
2105} 1868}
2106 1869
2107void 1870void
2108blind_player (object *op, object *hitter, int dam) 1871blind_player (object *op, object *hitter, int dam)
2114 return; 1877 return;
2115 1878
2116 tmp = present_in_ob (BLINDNESS, op); 1879 tmp = present_in_ob (BLINDNESS, op);
2117 if (!tmp) 1880 if (!tmp)
2118 { 1881 {
2119 tmp = get_archetype ("blindness"); 1882 tmp = get_archetype (shstr_blindness);
2120 SET_FLAG (tmp, FLAG_BLIND); 1883 SET_FLAG (tmp, FLAG_BLIND);
2121 SET_FLAG (tmp, FLAG_APPLIED); 1884 SET_FLAG (tmp, FLAG_APPLIED);
2122 /* 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.
2123 * speed is a float anyways. 1886 * speed is a float anyways.
2124 */ 1887 */
2141} 1904}
2142 1905
2143void 1906void
2144paralyze_player (object *op, object *hitter, int dam) 1907paralyze_player (object *op, object *hitter, int dam)
2145{ 1908{
2146 float effect, max;
2147
2148 /* object *tmp; */
2149
2150 /* This is strange stuff... someone knows for what this is 1909 /* This is strange stuff... someone knows for what this is
2151 * written? Well, i think this can and should be removed 1910 * written? Well, i think this can and should be removed
2152 */ 1911 */
2153 1912
2154 /* 1913 /*
2158 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);
2159 } 1918 }
2160 */ 1919 */
2161 1920
2162 /* 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 */
2163 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;
2164 1923
2165 if (effect == 0)
2166 return;
2167
2168 op->speed_left -= FABS (op->speed) * effect; 1924 op->speed_left -= fabs (op->speed) * effect;
2169 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1925 /* tmp->stats.food+=(signed short) effect/op->speed; */
2170 1926
2171 /* max number of ticks to be affected for. */ 1927 /* max number of ticks to be affected for. */
2172 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1928 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1929
2173 if (op->speed_left < -(FABS (op->speed) * max)) 1930 if (op->speed_left < -(fabs (op->speed) * max))
2174 op->speed_left = (float) -(FABS (op->speed) * max); 1931 op->speed_left = -(fabs (op->speed) * max);
2175 1932
2176/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1933/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
2177} 1934}
2178
2179 1935
2180/* Attempts to kill 'op'. hitter is the attack object, dam is 1936/* Attempts to kill 'op'. hitter is the attack object, dam is
2181 * the computed damaged. 1937 * the computed damaged.
2182 */ 1938 */
2183void 1939static void
2184deathstrike_player (object *op, object *hitter, int *dam) 1940deathstrike_player (object *op, object *hitter, int *dam)
2185{ 1941{
2186 /* The intention of a death attack is to kill outright things 1942 /* The intention of a death attack is to kill outright things
2187 ** 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
2188 ** things somewhat weaker than the caster, and no chance of 1944 ** things somewhat weaker than the caster, and no chance of
2192 ** field of the deathstriking object */ 1948 ** field of the deathstriking object */
2193 1949
2194 int atk_lev, def_lev, kill_lev; 1950 int atk_lev, def_lev, kill_lev;
2195 1951
2196 if (hitter->slaying) 1952 if (hitter->slaying)
2197 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))))
2198 return; 1955 return;
2199 1956
2200 def_lev = op->level; 1957 def_lev = op->level;
2201 if (def_lev < 1) 1958 if (def_lev < 1)
2202 { 1959 {
2203 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 ());
2204 def_lev = 1; 1961 def_lev = 1;
2205 } 1962 }
1963
2206 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;
2207 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1965 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2208 atk_lev, def_lev); */ 1966 atk_lev, def_lev); */
2209 1967
2210 if (atk_lev >= def_lev) 1968 if (atk_lev >= def_lev)
2225 */ 1983 */
2226 *dam *= kill_lev / def_lev; 1984 *dam *= kill_lev / def_lev;
2227 } 1985 }
2228 } 1986 }
2229 else 1987 else
2230 {
2231 *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)
2232 } 2004 {
2233} 2005 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2234 2006 return 0;
2235/* thrown_item_effect() - handles any special effects of thrown
2236 * items (like attacking living creatures--a potion thrown at a
2237 * monster).
2238 */
2239static void
2240thrown_item_effect (object *hitter, object *victim)
2241{
2242 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2243 { 2007 }
2244 /* May not need a switch for just 2 types, but this makes it 2008
2245 * 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)))
2246 */ 2025 {
2247 switch (hitter->type) 2026 doesnt_slay = 0;
2027 dam *= 3;
2248 { 2028 }
2249 case POTION: 2029 }
2250 /* should player get a save throw instead of checking magic protection? */ 2030
2251 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. */
2252 (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);
2253 break; 2060 break;
2254 2061
2255 case POISON: /* poison drinks */ 2062 /* Don't need to do anything for:
2256 /* As with potions, should monster get a save? */ 2063 magic,
2257 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2064 fire,
2258 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 }
2259 break; 2114 break;
2260 2115
2261 /* Removed case statements that did nothing. 2116 case ATNR_ACID:
2262 * food may be poisonous, but monster must be willing to eat it, 2117 {
2263 * so we don't handle it here. 2118 int flag = 0;
2264 * 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.
2265 */ 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:
2266 } 2228 {
2267 } 2229 if (QUERY_FLAG (op, FLAG_UNDEAD))
2268} 2230 {
2231 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2232 object *god = find_god (determine_god (owner));
2233 int div = 1;
2269 2234
2270/* 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;
2271 2239
2272int 2240 /* Give a bonus if you resist turn undead */
2273adj_attackroll (object *hitter, object *target) 2241 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2274{ 2242 scare_creature (op, owner);
2275 object *attacker = hitter; 2243 }
2276 int adjust = 0; 2244 else
2245 dam = 0; /* don't damage non undead - should we damage
2246 undead? */
2247 }
2248 break;
2277 2249
2278 /* safety */ 2250 case ATNR_DEATH:
2279 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2251 deathstrike_player (op, hitter, &dam);
2280 { 2252 break;
2281 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2282 return 0;
2283 }
2284 2253
2285 /* aimed missiles use the owning object's sight */ 2254 case ATNR_CHAOS:
2286 if (is_aimed_missile (hitter)) 2255 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2287 { 2256 dam = 0;
2288 if ((attacker = hitter->owner) == NULL) 2257 break;
2289 attacker = hitter; 2258
2290 /* A player who saves but hasn't quit still could have objects 2259 case ATNR_COUNTERSPELL:
2291 * 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).
2292 */ 2292 */
2293 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2293 /* You can't steal life from something undead */
2294 attacker = hitter; 2294 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2295 }
2296 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2297 return 0;
2298
2299 /* determine the condtions under which we make an attack.
2300 * Add more cases, as the need occurs. */
2301
2302 if (!can_see_enemy (attacker, target))
2303 {
2304 /* target is unseen */
2305 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2306 adjust -= 10;
2307 /* dark map penalty for the hitter (lacks infravision if we got here). */
2308 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2309 adjust -= target->map->darkness;
2310 }
2311
2312 if (QUERY_FLAG (attacker, FLAG_SCARED))
2313 adjust -= 3;
2314
2315 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2316 adjust += 1;
2317
2318 if (QUERY_FLAG (target, FLAG_SCARED))
2319 adjust += 1;
2320
2321 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2322 adjust -= 3;
2323
2324 /* if we attack at a different 'altitude' its harder */
2325 if ((attacker->move_type & target->move_type) == 0)
2326 adjust -= 2;
2327
2328#if 0
2329 /* slower attacks are less likely to succeed. We should use a
2330 * comparison between attacker/target speeds BUT, players have
2331 * a generally faster speed, so this will wind up being a HUGE
2332 * disadantage for the monsters! Too bad, because missiles which
2333 * fly fast should have a better chance of hitting a slower target.
2334 */
2335 if (hitter->speed < target->speed)
2336 adjust += ((float) hitter->speed - target->speed);
2337#endif
2338
2339#if 0
2340 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2341#endif
2342
2343 return adjust;
2344}
2345
2346
2347/* determine if the object is an 'aimed' missile */
2348int
2349is_aimed_missile (object *op)
2350{
2351
2352 /* I broke what used to be one big if into a few nested
2353 * ones so that figuring out the logic is at least possible.
2354 */
2355 if (op && (op->move_type & MOVE_FLYING))
2356 {
2357 if (op->type == ARROW || op->type == THROWN_OBJ)
2358 return 1; 2295 return 0;
2359 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2296
2360 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 }
2361 } 2314 }
2315
2362 return 0; 2316 return dam;
2363} 2317}
2318

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