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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.6 by elmex, Tue Aug 29 11:58:02 2006 UTC vs.
Revision 1.118 by root, Tue Nov 10 04:38:45 2009 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: attack.C,v 1.6 2006/08/29 11:58:02 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 24
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27#include <assert.h> 25#include <assert.h>
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <material.h> 28#include <material.h>
31#include <skills.h> 29#include <skills.h>
32 30#include <sounds.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36 32
37#include <sounds.h>
38
39typedef struct att_msg_str { 33typedef struct att_msg_str
34{
40 char *msg1; 35 char *msg1;
41 char *msg2; 36 char *msg2;
42} att_msg; 37} att_msg;
43 38
44/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
45
46/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits.
48 */
49void cancellation(object *op)
50{
51 object *tmp;
52
53 if (op->invisible)
54 return;
55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
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 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic=0;
66 CLEAR_FLAG(op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) {
71 esrv_send_item (op->env, op);
72 }
73 }
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 */
82 45static int
83int did_make_save_item(object *op, int type, object *originator) { 46did_make_save_item (object *op, int type, object *originator)
47{
84 int i, roll, saves=0, attacks=0, number; 48 int i, roll, saves = 0, attacks = 0, number;
85 materialtype_t *mt; 49 materialtype_t *mt = op->material;
86 50
87 if (op->materialname == NULL) {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
89 if (op->material & mt->material)
90 break;
91 }
92 } else
93 mt = name_to_material(op->materialname);
94 if (mt == NULL)
95 return TRUE;
96 roll = rndm(1, 20); 51 roll = rndm (1, 20);
97 52
98 /* the attacktypes have no meaning for object saves 53 /* the attacktypes have no meaning for object saves
99 * 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
100 * 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
101 * is magic teamed with something else, then strip out the 56 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component 57 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud 58 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype. 59 * destroying objects because it has magic attacktype.
105 */ 60 */
106 if (type != AT_MAGIC) 61 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| 62 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| 63 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| 64 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
110 AT_MAGIC);
111 65
112 if (type == 0) 66 if (type == 0) return TRUE;
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118 67
68 if (roll == 20) return TRUE;
69 if (roll == 1) return FALSE;
70
119 for (number=0; number < NROFATTACKS; number++) { 71 for (number = 0; number < NROFATTACKS; number++)
72 {
120 i = 1<<number; 73 i = 1 << number;
74
121 if (!(i&type)) 75 if (!(i & type))
122 continue; 76 continue;
77
123 attacks++; 78 attacks++;
124 if (op->resist[number] == 100) 79 if (op->resist[number] == 100)
125 saves++; 80 saves++;
126 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)
127 saves++; 82 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam) 83 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
129 saves++; 84 saves++;
130 } 85 }
131 86
132 if (saves==attacks || attacks==0) 87 if (saves == attacks || attacks == 0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 88 return TRUE;
89
90 if (saves == 0 || (rndm (1, attacks) > saves))
91 return FALSE;
92
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 }
137} 126}
138 127
139/* This function calls did_make_save_item. It then performs the 128/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 129 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 130 * calling cancellation, etc.)
142 */ 131 */
143 132void
144void save_throw_object (object *op, int type, object *originator) 133save_throw_object (object *op, int type, object *originator)
145{ 134{
146 if ( ! did_make_save_item (op, type,originator)) 135 if (!did_make_save_item (op, type, originator))
147 { 136 {
148 object *env=op->env; 137 object *env = op->env;
149 int x=op->x,y=op->y; 138 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 139 maptile *m = op->map;
151 140
152 op = stop_item (op); 141 op = stop_item (op);
153 if (op == NULL) 142 if (!op)
154 return; 143 return;
155 144
156 /* Hacked the following so that type LIGHTER will work. 145 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 146 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 147 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 148 * object with +/- glow_radius and an "other_arch" to change to.
160 * (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
161 * function if the object doesnt contain a material that can burn. 150 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 151 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 152 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 153 if (type & (AT_FIRE | AT_ELECTRICITY)
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { 154 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
155 || op->type == LAMP
156 || op->type == TORCH
157 ))
158 {
159 switch (op->type)
160 {
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)
170 {
166 const char *arch=op->other_arch->name; 171 const char *arch = op->other_arch->archname;
167 172
168 op = decrease_ob_nr (op, 1); 173 if (op->decrease ())
169 if (op)
170 fix_stopped_item (op, m, originator); 174 fix_stopped_item (op, m, originator);
175
171 if((op = get_archetype(arch))!=NULL) { 176 if ((op = archetype::get (arch)))
172 if(env) { 177 {
173 op->x=env->x,op->y=env->y;
174 insert_ob_in_ob(op,env);
175 if (env->contr) 178 if (env)
176 esrv_send_item(env, op); 179 env->insert (op);
177 } else { 180 else
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0); 181 m->insert (op, x, y, originator);
182 }
180 } 183 }
181 }
182 return;
183 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */
185 cancellation(op);
186 fix_stopped_item (op, m, originator);
187 return;
188 }
189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op)
192 fix_stopped_item (op, m, originator);
193 } else {
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 } 184 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 185 return;
202 remove_ob(op); 186 }
203 free_object(op); 187
188 if (type & AT_CANCELLATION)
189 { /* Cancellation. */
190 cancellation (op);
191 fix_stopped_item (op, m, originator);
192 return;
193 }
194
195 if (op->nrof > 1)
196 {
197 if (op->decrease (rndm (0, op->nrof - 1)))
198 fix_stopped_item (op, m, originator);
199 }
200 else
201 {
202 // drop everything to the ground, if possible
203 op->insert_at (originator);
204 op->drop_and_destroy ();
205 }
206
207 if (type & (AT_FIRE | AT_ELECTRICITY))
208 if (env)
209 {
210 op = archetype::get (shstr_burnout);
211 op->x = env->x, op->y = env->y;
212 env->insert (op);
204 } 213 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) { 214 else
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env);
210 } else {
211 replace_insert_ob_in_map("burnout",originator); 215 replace_insert_ob_in_map (shstr_burnout, originator);
212 } 216
213 } 217 return;
218 }
219
220 /* The value of 50 is arbitrary. */
221 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
222 {
223 archetype *at = archetype::find (shstr_icecube);
224
225 if (at == NULL)
214 return; 226 return;
215 } 227
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return;
223 op = stop_item (op); 228 op = stop_item (op);
224 if (op == NULL) 229 if (op == NULL)
225 return;
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) {
227 tmp = arch_to_object(at);
228 tmp->x=op->x,tmp->y=op->y;
229 /* This was in the old (pre new movement code) -
230 * icecubes have slow_move set to 1 - don't want
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
238 remove_ob(op);
239 (void) insert_ob_in_ob(op,tmp);
240 return; 230 return;
231
232 object *tmp = present_arch (at, op->map, op->x, op->y);
233 if (!tmp)
234 {
235 tmp = arch_to_object (at);
236 tmp->x = op->x, tmp->y = op->y;
237 /* This was in the old (pre new movement code) -
238 * icecubes have slow_move set to 1 - don't want
239 * that for ones we create.
240 */
241 tmp->move_slow_penalty = 0;
242 tmp->move_slow = 0;
243 insert_ob_in_map (tmp, op->map, originator, 0);
244 }
245
246 tmp->insert (op);
247 return;
241 } 248 }
242} 249}
243 250
244/* Object op is hitting the map. 251/* Object op is hitting the map.
245 * op is going in direction 'dir' 252 * op is going in direction 'dir'
246 * type is the attacktype of the object. 253 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 254 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 255 * returns 1 if it hits something, 0 otherwise.
249 */ 256 */
250 257int
251int hit_map(object *op, int dir, int type, int full_hit) { 258hit_map (object *op, int dir, int type, int full_hit)
252 object *tmp, *next; 259{
253 mapstruct *map; 260 maptile *map;
254 sint16 x, y; 261 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 262 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 263
257 tag_t op_tag, next_tag=0;
258
259 if (QUERY_FLAG (op, FLAG_FREED)) { 264 if (QUERY_FLAG (op, FLAG_FREED))
265 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 266 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 267 return 0;
262 } 268 }
263 269
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { 270 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
271 {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 272 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
266 op->arch->name, op->name);
267 return 0; 273 return 0;
268 } 274 }
269 275
270 if ( ! op->map) { 276 if (!op->map)
277 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 278 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0; 279 return 0;
273 } 280 }
274 281
275 if (op->head) op=op->head; 282 if (op->head)
276
277 op_tag = op->count;
278
279 map = op->map; 283 op = op->head;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282 284
283 int mflags = get_map_flags(map, &map, x, y, &x, &y); 285 mapxy pos (op);
286 pos.move (dir);
287
288 if (!pos.normalise ())
289 return 0;
290
284 // elmex: a safe map tile can't be hit! 291 // elmex: a safe map tile can't be hit!
285 // this should prevent most harmful effects on items and players there. 292 // this should prevent most harmful effects on items and players there.
286 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 293 mapspace &ms = pos.ms ();
294
295 if (ms.flags () & P_SAFE)
287 return 0; 296 return 0;
288 297
289 /* peterm: a few special cases for special attacktypes --counterspell 298 /* peterm: a few special cases for special attacktypes --counterspell
290 * 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
291 */ 300 */
292 301 if (type & (AT_COUNTERSPELL | AT_CHAOS))
302 {
293 if (type & AT_COUNTERSPELL) { 303 if (type & AT_COUNTERSPELL)
304 {
294 counterspell(op,dir); /* see spell_effect.c */ 305 counterspell (op, dir); /* see spell_effect.c */
295 306
296 /* If the only attacktype is counterspell or magic, don't need 307 /* If the only attacktype is counterspell or magic, don't need
297 * to do any further processing. 308 * to do any further processing.
298 */ 309 */
299 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ 310 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
300 return 0; 311 return 0;
301 } 312
302 type &= ~AT_COUNTERSPELL; 313 type &= ~AT_COUNTERSPELL;
303 } 314 }
304 315
305 if(type & AT_CHAOS){ 316 if (type & AT_CHAOS)
317 {
306 shuffle_attack(op,1); /*1 flag tells it to change the face */ 318 shuffle_attack (op, 1); /* flag tells it to change the face */
307 update_object(op,UP_OBJ_FACE); 319 update_object (op, UP_OBJ_FACE);
308 type &= ~AT_CHAOS; 320 type &= ~AT_CHAOS;
321 }
309 } 322 }
310 323
311 next = get_map_ob (map, x, y);
312 if (next)
313 next_tag = next->count;
314
315 while (next) {
316 if (was_destroyed (next, next_tag)) {
317 /* 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
318 * 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
319 * tags into a temporary array before we start processing the first 326 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort. 327 * object. That's why we just abort on destroy.
321 * 328 *
322 * This happens whenever attack spells (like fire) hit a pile 329 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error. The errormessage 330 * of objects. This is not a bug - nor an error.
324 * below was spamming the logs for absolutely no reason. 331 */
332 for (object *next = ms.bot; next && !next->destroyed (); )
333 {
334 object *tmp = next;
335 next = tmp->above;
336
337 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
338 * For example, 'tmp' was put in an icecube.
339 * This is one of the few cases where on_same_map should not be used.
325 */ 340 */
326 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 341 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
342 continue;
343
344 if (QUERY_FLAG (tmp, FLAG_ALIVE))
345 {
346 hit_player (tmp, op->stats.dam, op, type, full_hit);
347 retflag |= 1;
348
349 if (op->destroyed ())
327 break; 350 break;
328 } 351 }
329 tmp = next; 352 /* Here we are potentially destroying an object. If the object has
330 next = tmp->above; 353 * NO_PASS set, it is also immune - you can't destroy walls. Note
331 if (next) 354 * that weak walls have is_alive set, which prevent objects from
332 next_tag = next->count; 355 * passing over/through them. We don't care what type of movement
356 * the wall blocks - if it blocks any type of movement, can't be
357 * destroyed right now.
358 */
359 else if (op->stats.dam > 0 && !tmp->move_block)
360 {
361 save_throw_object (tmp, type, op);
333 362
334 if (QUERY_FLAG (tmp, FLAG_FREED)) { 363 if (op->destroyed ())
335 LOG (llevError, "BUG: hit_map(): found freed object\n");
336 break; 364 break;
337 } 365 }
338
339 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
340 * For example, 'tmp' was put in an icecube.
341 * This is one of the few cases where on_same_map should not be used.
342 */
343 if (tmp->map != map || tmp->x != x || tmp->y != y)
344 continue;
345
346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
347 hit_player(tmp,op->stats.dam,op,type,full_hit);
348 retflag |=1;
349 if (was_destroyed (op, op_tag))
350 break;
351 }
352 /* Here we are potentially destroying an object. If the object has
353 * NO_PASS set, it is also immune - you can't destroy walls. Note
354 * that weak walls have is_alive set, which prevent objects from
355 * passing over/through them. We don't care what type of movement
356 * the wall blocks - if it blocks any type of movement, can't be
357 * destroyed right now.
358 */
359 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
360 !tmp->move_block) {
361 save_throw_object(tmp,type,op);
362 if (was_destroyed (op, op_tag))
363 break;
364 }
365 } 366 }
367
366 return 0; 368 return 0;
367} 369}
368 370
371static void
369void attack_message(int dam, int type, object *op, object *hitter) { 372attack_message (int dam, int type, object *op, object *hitter)
373{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 374 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found=0; 375 int i, found = 0;
372 mapstruct *map; 376 maptile *map;
373 object *next, *tmp; 377 object *next, *tmp;
374 378
375 /* 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
376 * a player might have. For example, fire, electric, cold, etc 380 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 381 * [garbled 20010919]
378 */ 382 */
379
380 if (dam == 9998 && op->type == DOOR) { 383 if (dam == 9998 && op->type == DOOR)
384 {
381 sprintf(buf1, "unlock %s", op->name); 385 sprintf (buf1, "unlock %s", &op->name);
382 sprintf(buf2, " unlocks"); 386 sprintf (buf2, " unlocks");
383 found++; 387 found++;
388 }
389 else if (dam < 0)
384 } 390 {
385 if(dam<0) {
386 sprintf(buf1, "hit %s", op->name); 391 sprintf (buf1, "hit %s", &op->name);
387 sprintf(buf2, " hits"); 392 sprintf (buf2, " hits");
388 found++; 393 found++;
394 }
389 } else if(dam==0) { 395 else if (dam == 0)
396 {
390 sprintf(buf1, "missed %s", op->name); 397 sprintf (buf1, "missed %s", &op->name);
391 sprintf(buf2, " misses"); 398 sprintf (buf2, " misses");
392 found++; 399 found++;
400 }
393 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 401 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
394 hitter->type == POISONING || 402 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
395 (type & AT_POISON && IS_LIVE(op))) && !found) { 403 {
396 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 404 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
397 i++) 405 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
398 if (dam < attack_mess[ATM_SUFFER][i].level 406 {
399 || attack_mess[ATM_SUFFER][i+1].level == -1) { 407 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
400 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
401 op->name, attack_mess[ATM_SUFFER][i].buf2);
402 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 408 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409 found++;
410 break;
411 }
412 }
413 else if (op->type == DOOR && !found)
414 {
415 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
416 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
417 {
418 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420 found++;
421 break;
422 }
423 }
424 else if (hitter->type == PLAYER && op->is_alive ())
425 {
426 if (USING_SKILL (hitter, SK_KARATE))
427 {
428 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
429 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
430 {
431 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
432 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
403 found++; 433 found++;
404 break; 434 break;
405 } 435 }
406 } else if (op->type == DOOR && !found) { 436 }
437 else if (USING_SKILL (hitter, SK_CLAWING))
438 {
407 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 439 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
440 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
408 i++) 441 {
409 if (dam < attack_mess[ATM_DOOR][i].level 442 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
410 || attack_mess[ATM_DOOR][i+1].level == -1) {
411 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
412 op->name, attack_mess[ATM_DOOR][i].buf2);
413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 443 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
414 found++; 444 found++;
415 break; 445 break;
416 }
417 } else if (hitter->type == PLAYER && IS_LIVE(op)) {
418 if (USING_SKILL(hitter, SK_KARATE)) {
419 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1;
420 i++)
421 if (dam < attack_mess[ATM_KARATE][i].level
422 || attack_mess[ATM_KARATE][i+1].level == -1) {
423 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
424 op->name, attack_mess[ATM_KARATE][i].buf2);
425 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
426 found++;
427 break;
428 } 446 }
429 } else if (USING_SKILL(hitter, SK_CLAWING)) {
430 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1;
431 i++)
432 if (dam < attack_mess[ATM_CLAW][i].level
433 || attack_mess[ATM_CLAW][i+1].level == -1) {
434 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
435 op->name, attack_mess[ATM_CLAW][i].buf2);
436 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
437 found++;
438 break;
439 } 447 }
440 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 448 else if (USING_SKILL (hitter, SK_PUNCHING))
449 {
441 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 450 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
451 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
442 i++) 452 {
443 if (dam < attack_mess[ATM_PUNCH][i].level
444 || attack_mess[ATM_PUNCH][i+1].level == -1) {
445 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, 453 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
446 op->name, attack_mess[ATM_PUNCH][i].buf2);
447 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 454 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
448 found++;
449 break;
450 }
451 }
452 }
453 if (found) {
454 /* done */
455 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) {
456 sprintf(buf1, "hit"); /* just in case */
457 for (i=0; i < MAXATTACKMESS; i++)
458 if (dam < attack_mess[ATM_ARROW][i].level
459 || attack_mess[ATM_ARROW][i+1].level == -1) {
460 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
461 found++; 455 found++;
462 break; 456 break;
457 }
458 }
459 }
460
461 if (found)
462 {
463 /* done */
464 }
465 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
466 {
467 sprintf (buf1, "hit"); /* just in case */
468 for (i = 0; i < MAXATTACKMESS; i++)
469 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
470 {
471 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
472 found++;
473 break;
474 }
475 }
476 else if (type & AT_DRAIN && op->is_alive ())
477 {
478 /* drain is first, because some items have multiple attypes */
479 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
480 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
481 {
482 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
483 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
484 found++;
485 break;
486 }
487 }
488 else if (type & AT_ELECTRICITY && op->is_alive ())
489 {
490 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
491 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
492 {
493 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
494 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
495 found++;
496 break;
497 }
498 }
499 else if (type & AT_COLD && op->is_alive ())
500 {
501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
502 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
503 {
504 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
505 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
506 found++;
507 break;
508 }
509 }
510 else if (type & AT_FIRE)
511 {
512 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
513 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
514 {
515 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
516 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
517 found++;
518 break;
519 }
520 }
521 else if (hitter->current_weapon)
522 {
523 int mtype;
524
525 switch (hitter->current_weapon->weapontype)
526 {
527 case WEAP_HIT:
528 mtype = ATM_BASIC;
529 break;
530 case WEAP_SLASH:
531 mtype = ATM_SLASH;
532 break;
533 case WEAP_PIERCE:
534 mtype = ATM_PIERCE;
535 break;
536 case WEAP_CLEAVE:
537 mtype = ATM_CLEAVE;
538 break;
539 case WEAP_SLICE:
540 mtype = ATM_SLICE;
541 break;
542 case WEAP_STAB:
543 mtype = ATM_STAB;
544 break;
545 case WEAP_WHIP:
546 mtype = ATM_WHIP;
547 break;
548 case WEAP_CRUSH:
549 mtype = ATM_CRUSH;
550 break;
551 case WEAP_BLUD:
552 mtype = ATM_BLUD;
553 break;
554 default:
555 mtype = ATM_BASIC;
556 break;
557 }
558
559 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
560 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
561 {
562 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
563 strcpy (buf2, attack_mess[mtype][i].buf3);
564 found++;
565 break;
566 }
567 }
568 else
569 {
570 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
571 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
572 {
573 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
574 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
575 found++;
576 break;
577 }
578 }
579
580 if (!found)
581 {
582 strcpy (buf1, "hit");
583 strcpy (buf2, " hits");
584 }
585
586 /* bail out if a monster is casting spells */
587 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
588 return;
589
590 /* scale down magic considerably. */
591 if (type & AT_MAGIC && rndm (0, 5))
592 return;
593
594 /* Did a player hurt another player? Inform both! */
595 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
596 {
597 if (hitter->owner != NULL)
598 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
599 else
600 {
601 sprintf (buf, "%s%s you.", &hitter->name, buf2);
602
603 if (dam != 0)
604 {
605 if (dam < 10)
606 op->contr->play_sound (sound_find ("player_is_hit1"));
607 else if (dam < 20)
608 op->contr->play_sound (sound_find ("player_is_hit2"));
609 else
610 op->contr->play_sound (sound_find ("player_is_hit3"));
463 } 611 }
464 } else if (type & AT_DRAIN && IS_LIVE(op)) { 612 }
465 /* drain is first, because some items have multiple attypes */ 613
466 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 614 new_draw_info (NDI_BLACK, 0, op, buf);
615 } /* end of player hitting player */
616
617 if (hitter->type == PLAYER)
618 {
619 sprintf (buf, "You %s.", buf1);
620
621 if (dam != 0)
622 {
623 if (dam < 10)
624 op->play_sound (sound_find ("player_hits1"));
625 else if (dam < 20)
626 op->play_sound (sound_find ("player_hits2"));
627 else
628 op->play_sound (sound_find ("player_hits3"));
629 }
630
631 new_draw_info (NDI_BLACK, 0, hitter, buf);
632 }
633 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
634 {
635 /* look for stacked spells and start reducing the message chances */
636 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
637 {
638 i = 4;
639 map = hitter->map;
640 if (out_of_map (map, hitter->x, hitter->y))
641 return;
642
643 next = GET_MAP_OB (map, hitter->x, hitter->y);
644 if (next)
645 while (next)
467 i++) 646 {
468 if (dam < attack_mess[ATM_DRAIN][i].level 647 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
469 || attack_mess[ATM_DRAIN][i+1].level == -1) { 648 i *= 3;
470 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, 649
471 op->name, attack_mess[ATM_DRAIN][i].buf2); 650 tmp = next;
472 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 651 next = tmp->above;
473 found++; 652 }
653
654 if (i < 0)
655 return;
656
657 if (rndm (0, i) != 0)
658 return;
659 }
660 else if (rndm (0, 5) != 0)
661 return;
662
663 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
664 op->play_sound (sound_find ("player_hits4"));
665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
666 }
667}
668
669static int
670get_attack_mode (object **target, object **hitter, int *simple_attack)
671{
672 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
673 {
674 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
675 return 1;
676 }
677
678 *target = (*target)->head_ ();
679 *hitter = (*hitter)->head_ ();
680
681 if ((*target)->type == LOCKED_DOOR)
682 return 1; // locked doors cannot be hit
683
684 if ((*hitter)->env || (*target)->env)
685 {
686 *simple_attack = 1;
687 return 0;
688 }
689
690 if (QUERY_FLAG (*target, FLAG_REMOVED)
691 || QUERY_FLAG (*hitter, FLAG_REMOVED)
692 || !(*hitter)->map
693 || !on_same_map (*hitter, *target))
694 {
695 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
696 (*hitter)->debug_desc (), (*target)->debug_desc ());
697 return 1;
698 }
699
700 *simple_attack = 0;
701 return 0;
702}
703
704static int
705abort_attack (object *target, object *hitter, int simple_attack)
706{
707 /* Check if target and hitter are still in a relation similar to the one
708 * determined by get_attack_mode(). Returns true if the relation has changed.
709 */
710 int new_mode;
711
712 if (hitter->env == target || target->env == hitter)
713 new_mode = 1;
714 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
715 || hitter->map == NULL || !on_same_map (hitter, target))
716 return 1;
717 else
718 new_mode = 0;
719
720 return new_mode != simple_attack;
721}
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
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);
474 break; 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}
848
849static int
850attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
851{
852 int simple_attack, roll, dam = 0;
853 uint32 type;
854 shstr op_name;
855
856 if (get_attack_mode (&op, &hitter, &simple_attack))
857 goto error;
858
859 if (hitter->current_weapon)
860 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
861 return RESULT_INT (0);
862
863 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
864 return RESULT_INT (0);
865
866 /*
867 * A little check to make it more difficult to dance forward and back
868 * to avoid ever being hit by monsters.
869 */
870 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
871 {
872 /* Decrease speed BEFORE calling process_object. Otherwise, an
873 * infinite loop occurs, with process_object calling move_monster,
874 * which then gets here again. By decreasing the speed before
875 * we call process_object, the 'if' statement above will fail.
876 */
877 --op->speed_left;
878 process_object (op);
879
880 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
881 goto error;
882 }
883
884 op_name = op->name;
885
886 roll = random_roll (1, 20, hitter, PREFER_HIGH);
887
888 /* Adjust roll for various situations. */
889 if (!simple_attack)
890 roll += adj_attackroll (hitter, op);
891
892 /* See if we hit the creature */
893 if (roll == 20 || op->stats.ac >= base_wc - roll)
894 {
895 int hitdam = base_dam;
896
897 if (!simple_attack)
898 {
899 /* If you hit something, the victim should *always* wake up.
900 * Before, invisible hitters could avoid doing this.
901 * -b.t. */
902 if (QUERY_FLAG (op, FLAG_SLEEP))
903 CLEAR_FLAG (op, FLAG_SLEEP);
904
905 /* If the victim can't see the attacker, it may alert others
906 * for help. */
907 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
908 npc_call_help (op);
909
910 /* if you were hidden and hit by a creature, you are discovered */
911 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
912 {
913 make_visible (op);
914
915 if (op->type == PLAYER)
916 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
475 } 917 }
476 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) {
477 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1;
478 i++)
479 if (dam < attack_mess[ATM_ELEC][i].level
480 || attack_mess[ATM_ELEC][i+1].level == -1) {
481 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
482 op->name, attack_mess[ATM_ELEC][i].buf2);
483 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
484 found++;
485 break;
486 }
487 } else if (type & AT_COLD && IS_LIVE(op)) {
488 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1;
489 i++)
490 if (dam < attack_mess[ATM_COLD][i].level
491 || attack_mess[ATM_COLD][i+1].level == -1) {
492 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
493 op->name, attack_mess[ATM_COLD][i].buf2);
494 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
495 found++;
496 break;
497 }
498 } else if (type & AT_FIRE) {
499 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1;
500 i++)
501 if (dam < attack_mess[ATM_FIRE][i].level
502 || attack_mess[ATM_FIRE][i+1].level == -1) {
503 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
504 op->name, attack_mess[ATM_FIRE][i].buf2);
505 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
506 found++;
507 break;
508 }
509 } else if (hitter->current_weapon != NULL) {
510 int mtype;
511 switch (hitter->current_weapon->weapontype) {
512 case WEAP_HIT: mtype = ATM_BASIC; break;
513 case WEAP_SLASH: mtype = ATM_SLASH; break;
514 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
515 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
516 case WEAP_SLICE: mtype = ATM_SLICE; break;
517 case WEAP_STAB: mtype = ATM_STAB; break;
518 case WEAP_WHIP: mtype = ATM_WHIP; break;
519 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
520 case WEAP_BLUD: mtype = ATM_BLUD; break;
521 default: mtype = ATM_BASIC; break;
522 }
523 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1;
524 i++)
525 if (dam < attack_mess[mtype][i].level
526 || attack_mess[mtype][i+1].level == -1) {
527 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
528 op->name, attack_mess[mtype][i].buf2);
529 strcpy (buf2, attack_mess[mtype][i].buf3);
530 found++;
531 break;
532 }
533 } else {
534 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1;
535 i++)
536 if (dam < attack_mess[ATM_BASIC][i].level
537 || attack_mess[ATM_BASIC][i+1].level == -1) {
538 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
539 op->name, attack_mess[ATM_BASIC][i].buf2);
540 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
541 found++;
542 break;
543 }
544 }
545 918
546 if (!found) {
547 strcpy (buf1, "hit");
548 strcpy (buf2, " hits");
549 }
550
551 /* bail out if a monster is casting spells */
552 if (!(hitter->type == PLAYER ||
553 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
554 return;
555
556 /* scale down magic considerably. */
557 if (type & AT_MAGIC && rndm(0, 5))
558 return;
559
560 /* Did a player hurt another player? Inform both! */
561 if(op->type==PLAYER &&
562 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) {
563 if(get_owner(hitter)!=NULL)
564 sprintf(buf,"%s's %s%s you.",
565 hitter->owner->name, hitter->name, buf2);
566 else {
567 sprintf(buf,"%s%s you.",hitter->name, buf2);
568 if (dam != 0) {
569 if (dam < 10)
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0);
571 else if (dam < 20)
572 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0);
573 else
574 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0);
575 }
576 }
577 new_draw_info(NDI_BLACK, 0,op,buf);
578 } /* end of player hitting player */
579
580 if(hitter->type==PLAYER) {
581 sprintf(buf,"You %s.",buf1);
582 if (dam != 0) {
583 if (dam < 10)
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0);
585 else if (dam < 20)
586 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0);
587 else
588 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0);
589 }
590 new_draw_info(NDI_BLACK, 0, hitter, buf);
591 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) {
592 /* look for stacked spells and start reducing the message chances */
593 if (hitter->type == SPELL_EFFECT &&
594 (hitter->subtype == SP_EXPLOSION ||
595 hitter->subtype == SP_BULLET ||
596 hitter->subtype == SP_CONE)) {
597 i=4;
598 map = hitter->map;
599 if (out_of_map(map, hitter->x, hitter->y))
600 return;
601 next = get_map_ob(map, hitter->x, hitter->y);
602 if (next)
603 while(next) {
604 if (next->type == SPELL_EFFECT &&
605 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
606 next->subtype == SP_CONE))
607 i*=3;
608 tmp = next;
609 next = tmp->above;
610 }
611 if (i < 0)
612 return;
613 if (rndm(0, i) != 0)
614 return;
615 } else if (rndm(0, 5) != 0)
616 return;
617 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name);
618 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4);
619 new_draw_info(NDI_BLACK, 0, hitter->owner, buf);
620 }
621}
622
623
624static int get_attack_mode (object **target, object **hitter,
625 int *simple_attack)
626{
627 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
628 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
629 return 1;
630 }
631 if ((*target)->head)
632 *target = (*target)->head;
633 if ((*hitter)->head)
634 *hitter = (*hitter)->head;
635 if ((*hitter)->env != NULL || (*target)->env != NULL) {
636 *simple_attack = 1;
637 return 0;
638 }
639 if (QUERY_FLAG (*target, FLAG_REMOVED)
640 || QUERY_FLAG (*hitter, FLAG_REMOVED)
641 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
642 {
643 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to "
644 "target\n", (*hitter)->arch->name, (*hitter)->name);
645 return 1;
646 }
647 *simple_attack = 0;
648 return 0;
649}
650
651static int abort_attack (object *target, object *hitter, int simple_attack)
652{
653/* Check if target and hitter are still in a relation similar to the one
654 * determined by get_attack_mode(). Returns true if the relation has changed.
655 */
656 int new_mode;
657
658 if (hitter->env == target || target->env == hitter)
659 new_mode = 1;
660 else if (QUERY_FLAG (hitter, FLAG_REMOVED)
661 || QUERY_FLAG (target, FLAG_REMOVED)
662 || hitter->map == NULL || !on_same_map(hitter, target))
663 return 1;
664 else
665 new_mode = 0;
666 return new_mode != simple_attack;
667}
668
669static void thrown_item_effect (object *, object *);
670
671static int attack_ob_simple (object *op, object *hitter, int base_dam,
672 int base_wc)
673{
674 int simple_attack, roll, dam=0;
675 uint32 type;
676 const char *op_name = NULL;
677 tag_t op_tag, hitter_tag;
678
679 if (get_attack_mode (&op, &hitter, &simple_attack))
680 goto error;
681
682 if (hitter->current_weapon)
683 if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
684 return RESULT_INT (0);
685
686 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
687 return RESULT_INT (0);
688
689 op_tag = op->count;
690 hitter_tag = hitter->count;
691
692 /*
693 * A little check to make it more difficult to dance forward and back
694 * to avoid ever being hit by monsters.
695 */
696 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
697 && op->speed_left > -(FABS(op->speed))*0.3)
698 {
699 /* Decrease speed BEFORE calling process_object. Otherwise, an
700 * infinite loop occurs, with process_object calling move_monster,
701 * which then gets here again. By decreasing the speed before
702 * we call process_object, the 'if' statement above will fail.
703 */
704 op->speed_left--;
705 process_object(op);
706 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
707 || abort_attack (op, hitter, simple_attack))
708 goto error;
709 }
710
711 add_refcount(op_name = op->name);
712
713 roll=random_roll(1, 20, hitter, PREFER_HIGH);
714
715 /* Adjust roll for various situations. */
716 if ( ! simple_attack)
717 roll += adj_attackroll(hitter,op);
718
719 /* See if we hit the creature */
720 if(roll==20 || op->stats.ac>=base_wc-roll) {
721 int hitdam = base_dam;
722 if (settings.casting_time == TRUE) {
723 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
724 hitter->casting_time = -1;
725 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
726 "your spell!");
727 }
728 if ((op->casting_time > -1)&&(hitdam > 0)){
729 op->casting_time = -1;
730 if (op->type == PLAYER) {
731 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
732 "your spell!");
733 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
734 "%s was hit by %s and lost a spell.",
735 op_name,hitter->name);
736 }
737 }
738 }
739 if ( ! simple_attack)
740 {
741 /* If you hit something, the victim should *always* wake up.
742 * Before, invisible hitters could avoid doing this.
743 * -b.t. */
744 if (QUERY_FLAG (op, FLAG_SLEEP))
745 CLEAR_FLAG(op,FLAG_SLEEP);
746
747 /* If the victim can't see the attacker, it may alert others
748 * for help. */
749 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
750 && ! get_owner (op) && rndm(0, op->stats.Int))
751 npc_call_help (op);
752
753 /* if you were hidden and hit by a creature, you are discovered*/
754 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
755 make_visible (op);
756 if (op->type == PLAYER)
757 new_draw_info (NDI_UNIQUE, 0, op,
758 "You were hit by a wild attack. "
759 "You are no longer hidden!");
760 }
761
762 /* thrown items (hitter) will have various effects 919 /* thrown items (hitter) will have various effects
763 * when they hit the victim. For things like thrown daggers, 920 * when they hit the victim. For things like thrown daggers,
764 * this sets 'hitter' to the actual dagger, and not the 921 * this sets 'hitter' to the actual dagger, and not the
765 * wrapper object. 922 * wrapper object.
766 */ 923 */
767 thrown_item_effect (hitter, op); 924 thrown_item_effect (hitter, op);
768 if (was_destroyed (hitter, hitter_tag)
769 || was_destroyed (op, op_tag)
770 || abort_attack (op, hitter, simple_attack))
771 goto leave;
772 }
773 925
774 /* Need to do at least 1 damage, otherwise there is no point 926 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
775 * to go further and it will cause FPE's below.
776 */
777 if (hitdam<=0) hitdam=1;
778
779 type=hitter->attacktype;
780 if(!type) type=AT_PHYSICAL;
781 /* Handle monsters that hit back */
782 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK)
783 && QUERY_FLAG (hitter, FLAG_ALIVE))
784 {
785 if (op->attacktype & AT_ACID && hitter->type==PLAYER)
786 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n");
787 hit_player(hitter, random_roll(0, (op->stats.dam), hitter,
788 PREFER_LOW),op, op->attacktype, 1);
789 if (was_destroyed (op, op_tag)
790 || was_destroyed (hitter, hitter_tag)
791 || abort_attack (op, hitter, simple_attack))
792 goto leave;
793 }
794
795 /* In the new attack code, it should handle multiple attack
796 * types in its area, so remove it from here.
797 */
798 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH),
799 hitter, type, 1);
800 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
801 || abort_attack (op, hitter, simple_attack))
802 goto leave; 927 goto leave;
803 } /* end of if hitter hit op */ 928 }
929
930 /* Need to do at least 1 damage, otherwise there is no point
931 * to go further and it will cause FPE's below.
932 */
933 if (hitdam <= 0)
934 hitdam = 1;
935
936 type = hitter->attacktype;
937
938 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
939 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
940 * This check is important for the most simple monsters out there in the
941 * game content (maps, archs). For example orcs: They would have
942 * no attacktype at all.
943 *
944 * Some time in the future someone should just go into the game data
945 * and fix every monster out there ;-/ Until then we will kill some
946 * more trees in the african rain forests with this check.
947 */
948 if (!type)
949 type = AT_PHYSICAL;
950
951 /* Handle monsters that hit back */
952 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
953 {
954 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
955 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
956
957 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
958
959 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
960 goto leave;
961 }
962
963 /* In the new attack code, it should handle multiple attack
964 * types in its area, so remove it from here.
965 */
966 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
967
968 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
969 goto leave;
970 } /* end of if hitter hit op */
804 /* if we missed, dam=0 */ 971 /* if we missed, dam=0 */
805 972
806 /*attack_message(dam, type, op, hitter);*/ 973 /*attack_message(dam, type, op, hitter); */
807 974
808 goto leave; 975 goto leave;
809 976
810 error: 977error:
811 dam = 1; 978 dam = 1;
812 979
813 leave: 980leave:
814 if (op_name)
815 free_string (op_name);
816 981
817 return dam; 982 return dam;
818} 983}
819 984
985int
820int attack_ob (object *op, object *hitter) 986attack_ob (object *op, object *hitter)
821{ 987{
822
823 if (hitter->head)
824 hitter = hitter->head; 988 hitter = hitter->head_ ();
989
825 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);
826} 991}
827 992
828/* op is the arrow, tmp is what is stopping the arrow. 993/* op is the arrow, tmp is what is stopping the arrow.
829 * 994 *
830 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 995 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
831 */ 996 */
997static int
832static int stick_arrow (object *op, object *tmp) 998stick_arrow (object *op, object *tmp)
833{ 999{
834 /* If the missile hit a player, we insert it in their inventory. 1000 /* If the missile hit a player, we insert it in their inventory.
835 * However, if the missile is heavy, we don't do so (assume it falls 1001 * However, if the missile is heavy, we don't do so (assume it falls
836 * to the ground after a hit). What a good value for this is up to 1002 * to the ground after a hit). What a good value for this is up to
837 * 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
838 * stick around. 1004 * stick around.
839 */ 1005 */
840 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 1006 if (op->weight <= 5000 && tmp->stats.hp >= 0)
841 if(tmp->head != NULL) 1007 {
842 tmp = tmp->head; 1008 tmp->head_ ()->insert (op);
843 remove_ob (op);
844 op = insert_ob_in_ob(op,tmp);
845 if (tmp->type== PLAYER)
846 esrv_send_item (tmp, op);
847 return 1; 1009 return 1;
1010 }
848 } else 1011 else
849 return 0; 1012 return 0;
850} 1013}
851 1014
852/* hit_with_arrow() disassembles the missile, attacks the victim and 1015/* hit_with_arrow() disassembles the missile, attacks the victim and
853 * reassembles the missile. 1016 * reassembles the missile.
854 * 1017 *
855 * It returns a pointer to the reassembled missile, or NULL if the missile 1018 * It returns a pointer to the reassembled missile, or NULL if the missile
856 * isn't available anymore. 1019 * isn't available anymore.
857 */ 1020 */
1021object *
858object *hit_with_arrow (object *op, object *victim) 1022hit_with_arrow (object *op, object *victim)
859{ 1023{
860 object *container, *hitter; 1024 object *container, *hitter;
861 int hit_something = 0; 1025 int hit_something = 0;
862 tag_t victim_tag, hitter_tag;
863 sint16 victim_x, victim_y;
864 1026
865 /* Disassemble missile */ 1027 /* Disassemble missile */
866 if (op->inv) { 1028 if (op->inv)
1029 {
867 container = op; 1030 container = op;
868 hitter = op->inv; 1031 hitter = op->inv;
869 remove_ob (hitter);
870 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);
871 /* 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
872 * might be called until this THROWN_OBJ is either reassembled or 1034 * might be called until this THROWN_OBJ is either reassembled or
873 * 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
874 * THROWN_OBJs. */ 1036 * THROWN_OBJs. */
875 } else { 1037 }
1038 else
1039 {
876 container = NULL; 1040 container = 0;
877 hitter = op; 1041 hitter = op;
878 } 1042 }
879 1043
880 /* Try to hit victim */ 1044 /* Try to hit victim */
881 victim_x = victim->x;
882 victim_y = victim->y;
883 victim_tag = victim->count;
884 hitter_tag = hitter->count;
885
886 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 1045 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
887 1046
888 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1047 /* Arrow attacks door, rune of summoning is triggered, demon is put on
889 * arrow, move_apply() calls this function, arrow sticks in demon, 1048 * arrow, move_apply() calls this function, arrow sticks in demon,
890 * attack_ob_simple() returns, and we've got an arrow that still exists 1049 * attack_ob_simple() returns, and we've got an arrow that still exists
891 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1050 * but is no longer on the map. Ugh. (Beware: Such things can happen at
892 * other places as well!) 1051 * other places as well!)
893 */ 1052 */
894 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 1053 if (hitter->destroyed () || hitter->env != NULL)
1054 {
895 if (container) { 1055 if (container)
896 remove_ob (container); 1056 container->destroy ();
897 free_object (container); 1057
898 }
899 return NULL; 1058 return 0;
900 } 1059 }
901 1060
902 /* Missile hit victim */ 1061 /* Missile hit victim */
903 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1062 /* if the speed is > 10, then this is a fast moving arrow, we go straight
904 * through the target 1063 * through the target
905 */ 1064 */
906 if (hit_something && op->speed <= 10.0) 1065 if (hit_something && op->speed <= 10.0)
907 { 1066 {
908 /* Stop arrow */ 1067 /* Stop arrow */
909 if (container == NULL) { 1068 if (!container)
1069 {
910 hitter = fix_stopped_arrow (hitter); 1070 hitter = fix_stopped_arrow (hitter);
911 if (hitter == NULL) 1071 if (!hitter)
912 return NULL; 1072 return 0;
1073 }
913 } else { 1074 else
914 remove_ob (container); 1075 container->destroy ();
915 free_object (container);
916 }
917 1076
918 /* Try to stick arrow into victim */ 1077 /* Try to stick arrow into victim */
919 if ( ! was_destroyed (victim, victim_tag) 1078 if (!victim->destroyed () && stick_arrow (hitter, victim))
920 && stick_arrow (hitter, victim))
921 return NULL;
922
923 /* Else try to put arrow on victim's map square
924 * remove check for P_WALL here. If the arrow got to this
925 * space, that is good enough - with the new movement code,
926 * there is now the potential for lots of spaces where something
927 * can fly over but not otherwise move over. What is the correct
928 * way to handle those otherwise?
929 */
930 if (victim_x != hitter->x || victim_y != hitter->y) {
931 remove_ob (hitter);
932 hitter->x = victim_x;
933 hitter->y = victim_y;
934 insert_ob_in_map (hitter, victim->map, hitter,0);
935 } else {
936 /* Else leave arrow where it is */
937 merge_ob (hitter, NULL);
938 }
939 return NULL;
940 }
941
942 if (hit_something && op->speed >= 10.0)
943 op->speed -= 1.0;
944
945 /* Missile missed victim - reassemble missile */
946 if (container) {
947 remove_ob (hitter);
948 insert_ob_in_ob (hitter, container);
949 }
950 return op;
951}
952
953
954void tear_down_wall(object *op)
955{
956 int perc=0;
957
958 if (!op->stats.maxhp) {
959 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
960 perc = 1;
961 } else if(!GET_ANIM_ID(op)) {
962 /* Object has been called - no animations, so remove it */
963 if(op->stats.hp<0) {
964 remove_ob(op); /* Should update LOS */
965 free_object(op);
966 /* Don't know why this is here - remove_ob should do it for us */
967 /*update_position(m, x, y);*/
968 }
969 return; /* no animations, so nothing more to do */
970 }
971 perc = NUM_ANIMATIONS(op)
972 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
973 if (perc >= (int) NUM_ANIMATIONS(op))
974 perc = NUM_ANIMATIONS(op)-1;
975 else if (perc < 1)
976 perc = 1;
977 SET_ANIMATION(op, perc);
978 update_object(op,UP_OBJ_FACE);
979 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
980 if(op->face==blank_face) {
981 /* If the last face is blank, remove the ob */
982 remove_ob(op); /* Should update LOS */
983 free_object(op);
984
985 /* remove_ob should call update_position for us */
986 /*update_position(m, x, y);*/
987
988 } else { /* The last face was not blank, leave an image */
989 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
990 update_all_los(op->map, op->x, op->y);
991 op->move_block = 0;
992 CLEAR_FLAG(op, FLAG_ALIVE);
993 }
994 }
995}
996
997void scare_creature(object *target, object *hitter)
998{
999 object *owner = get_owner(hitter);
1000
1001 if (!owner) owner=hitter;
1002
1003 SET_FLAG(target, FLAG_SCARED);
1004 if (!target->enemy) target->enemy=owner;
1005}
1006
1007
1008/* This returns the amount of damage hitter does to op with the
1009 * appropriate attacktype. Only 1 attacktype should be set at a time.
1010 * This doesn't damage the player, but returns how much it should
1011 * take. However, it will do other effects (paralyzation, slow, etc.)
1012 * Note - changed for PR code - we now pass the attack number and not
1013 * the attacktype. Makes it easier for the PR code. */
1014
1015int hit_player_attacktype(object *op, object *hitter, int dam,
1016 uint32 attacknum, int magic) {
1017
1018 int doesnt_slay = 1;
1019
1020 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1021 if (attacknum >= NROFATTACKS) {
1022 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1023 return 0; 1079 return 0;
1024 } 1080
1025 1081 /* Else try to put arrow on victim's map square
1026 if (dam < 0) { 1082 * remove check for P_WALL here. If the arrow got to this
1027 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); 1083 * space, that is good enough - with the new movement code,
1028 return 0; 1084 * there is now the potential for lots of spaces where something
1029 } 1085 * can fly over but not otherwise move over. What is the correct
1030 1086 * way to handle those otherwise?
1031 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1087 */
1032 * people can't mess with that or it otherwise get confused. */ 1088 if (victim->x != hitter->x || victim->y != hitter->y)
1033 if (attacknum == ATNR_INTERNAL) return dam;
1034
1035 if (hitter->slaying) {
1036 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1037 (op->arch && (op->arch->name != NULL) &&
1038 strstr(op->arch->name, hitter->slaying))
1039 ){ 1089 {
1040 doesnt_slay = 0; 1090 if (victim->destroyed ())
1041 dam *= 3; 1091 hitter->destroy ();
1092 else
1093 {
1094 hitter->remove ();
1095 hitter->x = victim->x;
1096 hitter->y = victim->y;
1097 insert_ob_in_map (hitter, victim->map, hitter, 0);
1098 }
1042 } 1099 }
1043 }
1044
1045 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1046 if (op->resist[attacknum]) {
1047 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1048 * in case 0>dam>1, we try to "simulate" a float value-effect */
1049 dam *= (100-op->resist[attacknum]);
1050 if (dam >= 100) dam /= 100;
1051 else 1100 else
1052 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1101 /* Else leave arrow where it is */
1053 } 1102 merge_ob (hitter, NULL);
1054 1103
1055 /* Special hack. By default, if immune to something, you
1056 * shouldn't need to worry. However, acid is an exception, since
1057 * it can still damage your items. Only include attacktypes if
1058 * special processing is needed */
1059
1060 if ((op->resist[attacknum] >= 100) &&
1061 doesnt_slay && (attacknum != ATNR_ACID))
1062 return 0; 1104 return 0;
1063
1064 /* Keep this in order - makes things easier to find */
1065 1105 }
1066 switch(attacknum) { 1106
1067 case ATNR_PHYSICAL: 1107 if (hit_something && op->speed >= 10.0)
1068 /* here also check for diseases */ 1108 op->speed -= 1.0;
1069 check_physically_infect(op, hitter); 1109
1070 break; 1110 /* Missile missed victim - reassemble missile */
1111 if (container)
1112 {
1113 hitter->remove ();
1114 insert_ob_in_ob (hitter, container);
1115 }
1116
1117 return op;
1118}
1119
1120static void
1121tear_down_wall (object *op)
1122{
1123 if (!op->stats.maxhp)
1124 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1125 else if (!op->has_anim ())
1126 {
1127 /* Object has been called - no animations, so remove it */
1128 if (op->stats.hp < 0)
1129 op->destroy ();
1130
1131 return; /* no animations, so nothing more to do */
1132 }
1133
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 );
1140
1141 op->set_anim_frame (perc);
1142 update_object (op, UP_OBJ_FACE);
1143
1144 if (op->stats.hp < 0)
1145 { /* Reached the last animation */
1146 if (op->face == blank_face)
1147 /* If the last face is blank, remove the ob */
1148 op->destroy ();
1149 else
1150 { /* The last face was not blank, leave an image */
1151 op->flag [FLAG_BLOCKSVIEW] = false;
1152 update_all_los (op->map, op->x, op->y);
1153 op->move_block = 0;
1154 op->flag [FLAG_ALIVE] = false;
1071 1155 }
1072 /* Don't need to do anything for:
1073 magic,
1074 fire,
1075 electricity,
1076 cold */
1077
1078 case ATNR_CONFUSION:
1079 case ATNR_POISON:
1080 case ATNR_SLOW:
1081 case ATNR_PARALYZE:
1082 case ATNR_FEAR:
1083 case ATNR_CANCELLATION:
1084 case ATNR_DEPLETE:
1085 case ATNR_BLIND:
1086 {
1087 /* chance for inflicting a special attack depends on the
1088 * difference between attacker's and defender's level
1089 */
1090 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1091
1092 /* First, only creatures/players with speed can be affected.
1093 * Second, just getting hit doesn't mean it always affects
1094 * you. Third, you still get a saving through against the
1095 * effect.
1096 */
1097 if (op->speed &&
1098 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1099 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1100 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1101
1102 /* Player has been hit by something */
1103 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1104 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1105 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1106 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1107 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1108 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1109 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1110 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1111 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1112 }
1113 dam = 0; /* These are all effects and don't do real damage */
1114 }
1115 break;
1116 case ATNR_ACID:
1117 {
1118 int flag=0;
1119
1120 /* Items only get corroded if you're not on a battleground and
1121 * if your acid resistance is below 50%. */
1122 if (!op_on_battleground(op, NULL, NULL) &&
1123 (op->resist[ATNR_ACID] < 50))
1124 {
1125 object *tmp;
1126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1127 if(tmp->invisible)
1128 continue;
1129 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1130 (tmp->resist[ATNR_ACID] >= 10))
1131 /* >= 10% acid res. on itmes will protect these */
1132 continue;
1133 if(!(tmp->material & M_IRON))
1134 continue;
1135 if(tmp->magic < -4) /* Let's stop at -5 */
1136 continue;
1137 if(tmp->type==RING ||
1138 /* removed boots and gloves from exclusion list in
1139 PR */
1140 tmp->type==GIRDLE ||
1141 tmp->type==AMULET ||
1142 tmp->type==WAND ||
1143 tmp->type==ROD ||
1144 tmp->type==HORN)
1145 continue; /* To avoid some strange effects */
1146
1147 /* High damage acid has better chance of corroding
1148 objects */
1149 if(rndm(0, dam+4) >
1150 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1151 if(op->type == PLAYER)
1152 /* Make this more visible */
1153 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1154 "The %s's acid corrodes your %s!",
1155 query_name(hitter), query_name(tmp));
1156 flag = 1;
1157 tmp->magic--;
1158 if(op->type == PLAYER)
1159 esrv_send_item(op, tmp);
1160 }
1161 }
1162 if(flag)
1163 fix_player(op); /* Something was corroded */
1164 }
1165 } 1156 }
1166 break;
1167 case ATNR_DRAIN:
1168 {
1169 /* rate is the proportion of exp drained. High rate means
1170 * not much is drained, low rate means a lot is drained.
1171 */
1172 int rate;
1173
1174 if(op->resist[ATNR_DRAIN] >= 0)
1175 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1176 else
1177 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1178
1179 if(op->stats.exp <= rate) {
1180 if(op->type == GOLEM)
1181 dam = 999; /* Its force is "sucked" away. 8) */
1182 else
1183 /* If we can't drain, lets try to do physical damage */
1184 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1185 } else {
1186 /* Randomly give the hitter some hp */
1187 if(hitter->stats.hp<hitter->stats.maxhp &&
1188 (op->level > hitter->level) &&
1189 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1190 hitter->stats.hp++;
1191
1192 /* Can't do drains on battleground spaces.
1193 * Move the wiz check up here - before, the hitter wouldn't gain exp
1194 * exp, but the wiz would still lose exp! If drainee is a wiz,
1195 * nothing happens.
1196 * Try to credit the owner. We try to display player -> player drain
1197 * attacks, hence all the != PLAYER checks.
1198 */
1199 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1200 object *owner = get_owner(hitter);
1201
1202 if (owner && owner != hitter) {
1203 if (op->type != PLAYER || owner->type != PLAYER)
1204 change_exp(owner, op->stats.exp/(rate*2),
1205 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1206 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1207 change_exp(hitter, op->stats.exp/(rate*2),
1208 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1209 }
1210 change_exp(op,-op->stats.exp/rate, NULL, 0);
1211 }
1212 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1213 * drain attack, you won't know that you are actually sucking out EXP,
1214 * as the messages will say you missed
1215 */
1216 }
1217 }
1218 break;
1219 case ATNR_TURN_UNDEAD:
1220 {
1221 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1222 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1223 object *god = find_god (determine_god (owner));
1224 int div = 1;
1225
1226 /* if undead are not an enemy of your god, you turn them
1227 * at half strength */
1228 if (! god || ! god->slaying ||
1229 strstr (god->slaying, undead_name) == NULL)
1230 div = 2;
1231 /* Give a bonus if you resist turn undead */
1232 if (op->level * div <
1233 (turn_bonus[owner->stats.Wis]+owner->level +
1234 (op->resist[ATNR_TURN_UNDEAD]/100)))
1235 scare_creature(op, owner);
1236 }
1237 else
1238 dam = 0; /* don't damage non undead - should we damage
1239 undead? */
1240 } break;
1241 case ATNR_DEATH:
1242 deathstrike_player(op, hitter, &dam);
1243 break;
1244 case ATNR_CHAOS:
1245 LOG(llevError,
1246 "%s was hit by %s with non-specific chaos.\n",
1247 query_name(op),
1248 query_name(hitter));
1249 dam = 0;
1250 break;
1251 case ATNR_COUNTERSPELL:
1252 LOG(llevError,
1253 "%s was hit by %s with counterspell attack.\n",
1254 query_name(op),
1255 query_name(hitter));
1256 dam = 0;
1257 /* This should never happen. Counterspell is handled
1258 * seperately and filtered out. If this does happen,
1259 * Counterspell has no effect on anything but spells, so it
1260 * does no damage. */
1261 break;
1262 case ATNR_HOLYWORD:
1263 {
1264 /* This has already been handled by hit_player,
1265 * no need to check twice -- DAMN */
1266
1267 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1268
1269 /* As with turn undead above, give a bonus on the saving throw */
1270 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1271 owner->level+turn_bonus[owner->stats.Wis])
1272 scare_creature(op, owner);
1273 } break;
1274 case ATNR_LIFE_STEALING:
1275 {
1276 int new_hp;
1277 /* this is replacement to drain for players, instead of taking
1278 * exp it takes hp. It is geared for players, probably not
1279 * much use giving it to monsters
1280 *
1281 * life stealing doesn't do a lot of damage, but it gives the
1282 * damage it does do to the player. Given that,
1283 * it only does 1/10'th normal damage (hence the divide by
1284 * 1000).
1285 */
1286 /* You can't steal life from something undead */
1287 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1288 /* If drain protection is higher than life stealing, use that */
1289 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1290 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1291 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1292 /* You die at -1 hp, not zero. */
1293 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1294 new_hp = hitter->stats.hp + dam;
1295 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1296 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1297 }
1298 }
1299 return dam;
1300} 1157}
1301 1158
1159static void
1160scare_creature (object *target, object *hitter)
1161{
1162 target->flag [FLAG_SCARED] = true;
1163
1164 if (!target->enemy)
1165 target->enemy = hitter->outer_owner ();
1166}
1302 1167
1303/* 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
1304 * allow script procedures to "kill" objects in a combat-like fashion. 1169 * allow script procedures to "kill" objects in a combat-like fashion.
1305 * 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
1306 * Sword. Note that nothing has been changed from the original version 1171 * Sword. Note that nothing has been changed from the original version
1313 * This function was a bit of a mess with hitter getting changed, 1178 * This function was a bit of a mess with hitter getting changed,
1314 * values being stored away but not used, etc. I've cleaned it up 1179 * values being stored away but not used, etc. I've cleaned it up
1315 * a bit - I think it should be functionally equivalant. 1180 * a bit - I think it should be functionally equivalant.
1316 * MSW 2002-07-17 1181 * MSW 2002-07-17
1317 */ 1182 */
1183int
1318int kill_object(object *op,int dam, object *hitter, int type) 1184kill_object (object *op, int dam, object *hitter, int type)
1319{ 1185{
1320 char buf[MAX_BUF]; 1186 char buf[MAX_BUF];
1321 const char *skill; 1187 shstr skill;
1322 int maxdam=0; 1188 int maxdam = 0;
1323 int battleg=0; /* true if op standing on battleground */ 1189 int battleg = 0; /* true if op standing on battleground */
1324 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 */
1325 object *owner=NULL; 1191 object *owner = 0;
1326 object *skop=NULL; 1192 object *skop = 0;
1327 1193
1328 if (op->stats.hp>=0) 1194 if (op->stats.hp >= 0)
1329 return -1; 1195 return -1;
1330 1196
1331 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1197 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1332 return 0; 1198 return 0;
1333 1199
1334 /* maxdam needs to be the amount of damage it took to kill 1200 /* maxdam needs to be the amount of damage it took to kill
1335 * this creature. The function(s) that call us have already 1201 * this creature. The function(s) that call us have already
1336 * adjusted the creatures HP total, so that is negative. 1202 * adjusted the creatures HP total, so that is negative.
1337 */ 1203 */
1338 maxdam = dam + op->stats.hp + 1; 1204 maxdam = dam + op->stats.hp + 1;
1339 1205
1340 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1341 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 */
1342 1208
1343 if(op->type==DOOR) { 1209 if (op->type == DOOR)
1210 {
1344 op->speed = 0.1; 1211 op->set_speed (0.1f);
1345 update_ob_speed(op);
1346 op->speed_left= -0.05; 1212 op->speed_left = -0.05f;
1347 return maxdam; 1213 return maxdam;
1348 } 1214 }
1215
1349 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { 1216 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1350 remove_friendly_object(op); 1217 {
1351 if (get_owner (op) != NULL && op->owner->type == PLAYER && 1218 op->drop_and_destroy ();
1352 op->owner->contr->ranges[range_golem] == op) {
1353 op->owner->contr->ranges[range_golem]=NULL;
1354 op->owner->contr->golem_count=0;
1355 }
1356
1357 remove_ob(op);
1358 free_object(op);
1359 return maxdam; 1219 return maxdam;
1360 } 1220 }
1361 1221
1362 /* Now lets start dealing with experience we get for killing something */ 1222 /* Now lets start dealing with experience we get for killing something */
1363 1223
1364 owner=get_owner(hitter); 1224 owner = hitter->outer_owner ();
1365 if(owner==NULL) 1225 if (!owner)
1366 owner=hitter; 1226 owner = hitter;
1367 1227
1368 /* is the victim (op) standing on battleground? */ 1228 /* is the victim (op) standing on battleground? */
1369 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1229 if (op_on_battleground (op, NULL, NULL))
1370 1230 battleg = 1;
1231
1371 /* is this player killing?*/ 1232 /* is this player killing? */
1372 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1233 if (op->type == PLAYER && owner->type == PLAYER)
1234 pk = 1;
1373 1235
1374 /* Player killed something */ 1236 /* Player killed something */
1375 if(owner->type==PLAYER) { 1237 if (owner->type == PLAYER)
1376 Log_Kill(owner->name, 1238 {
1377 query_name(op),op->type,
1378 (owner!=hitter) ? query_name(hitter) : NULL,
1379 (owner!=hitter) ? hitter->type : 0);
1380
1381 /* Log players killing other players - makes it easier to detect 1239 /* Log players killing other players - makes it easier to detect
1382 * and filter out malicious player killers - that is why the 1240 * and filter out malicious player killers - that is why the
1383 * ip address is included. 1241 * ip address is included.
1384 */ 1242 */
1385 if (op->type == PLAYER && !battleg) { 1243 if (op->type == PLAYER && !battleg)
1244 {
1386 time_t t=time(NULL); 1245 time_t t = time (NULL);
1387 struct tm *tmv; 1246 struct tm *tmv;
1388 char buf[256]; 1247 char buf[256];
1389 1248
1390 tmv = localtime(&t); 1249 tmv = localtime (&t);
1391 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1250 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1392 1251
1393 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1252 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1394 buf, owner->name, owner->contr->socket.host, query_name(op));
1395 } 1253 }
1396 1254
1397 /* try to filter some things out - basically, if you are 1255 /* try to filter some things out - basically, if you are
1398 * killing a level 1 creature and your level 20, you 1256 * killing a level 1 creature and your level 20, you
1399 * probably don't want to see that. 1257 * probably don't want to see that.
1400 */ 1258 */
1401 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1259 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1260 {
1402 if(owner!=hitter) { 1261 if (owner != hitter)
1403 new_draw_info_format(NDI_BLACK, 0, owner, 1262 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1404 "You killed %s with %s.",query_name(op), 1263 else
1405 query_name(hitter)); 1264 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1265
1266 /* Only play sounds for melee kills */
1267 if (hitter->type == PLAYER)
1268 owner->play_sound (sound_find ("player_kills"));
1269 }
1270
1271 /* If a player kills another player, not on
1272 * battleground, the "killer" looses 1 luck. Since this is
1273 * not reversible, it's actually quite a pain IMHO. -AV
1274 * Fix bug in that we were changing the luck of the hitter, not
1275 * player that the object belonged to - so if you killed another player
1276 * with spells, pets, whatever, there was no penalty.
1277 * Changed to make luck penalty configurable in settings.
1278 */
1279 if (op->type == PLAYER && owner != op && !battleg)
1280 owner->change_luck (-settings.pk_luck_penalty);
1281
1282 /* This code below deals with finding the appropriate skill
1283 * to credit exp to. This is a bit problematic - we should
1284 * probably never really have to look at current_weapon->skill
1285 */
1286 if (hitter->skill && hitter->type != PLAYER)
1287 skill = hitter->skill;
1288 else if (owner->chosen_skill)
1289 {
1290 skop = owner->chosen_skill;
1291 skill = skop->skill;
1292 }
1293 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1294 skill = owner->current_weapon->skill;
1295 else
1296 {
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 }
1302
1303 /* We have the skill we want to credit to - now find the object this goes
1304 * to. Make sure skop is an actual skill, and not a skill tool!
1305 */
1306 skop = owner->contr->find_skill (skill);
1307 } /* Was it a player that hit somethign */
1308 else
1309 skill = 0;
1310
1311 /* These may have been set in the player code section above */
1312 if (!skop)
1313 skop = hitter->chosen_skill;
1314
1315 if (!skill && skop)
1316 skill = skop->skill;
1317
1318 /* If you didn't kill yourself, and your not the wizard */
1319 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1320 {
1321 int exp;
1322
1323 /* Really don't give much experience for killing other players */
1324 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1325 if (battleg)
1326 {
1327 if (op->is_player ())
1328 {
1329 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1330 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1406 } 1331 }
1332
1333 exp = 0;
1334 }
1335 else if (op->is_player ())
1336 exp = op->stats.exp / 1000;
1337 else
1338 exp = calc_skill_exp (owner, op, skop);
1339
1340 /* Don't know why this is set this way - doesn't make
1341 * sense to just divide everything by two for no reason.
1342 */
1343
1344 if (!settings.simple_exp)
1345 exp = exp / 2;
1346
1347 if (owner->type != PLAYER || owner->contr->party == NULL)
1348 change_exp (owner, exp, skill, 0);
1349 else
1350 {
1351 int shares = 0, count = 0;
1352 partylist *party = owner->contr->party;
1353
1354 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1355
1356 for_all_players (pl)
1357 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1358 {
1359 count++;
1360 shares += (pl->ob->level + 4);
1361 }
1362
1363 if (count == 1 || shares > exp || !shares)
1364 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1407 else { 1365 else
1408 new_draw_info_format(NDI_BLACK, 0, owner, 1366 {
1409 "You killed %s.",query_name(op)); 1367 int share = exp / shares, given = 0, nexp;
1368
1369 for_all_players (pl)
1370 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1371 {
1372 nexp = (pl->ob->level + 4) * share;
1373 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1374 given += nexp;
1375 }
1376
1377 exp -= given;
1378 /* give any remainder to the player */
1379 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1410 } 1380 }
1411 /* Only play sounds for melee kills */ 1381 } /* else part of a party */
1412 if (hitter->type == PLAYER) 1382 } /* end if person didn't kill himself */
1413 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1383
1384 if (op->type != PLAYER)
1385 {
1386 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1414 } 1387 {
1388 object *owner1 = op->owner;
1415 1389
1416 /* If a player kills another player, not on 1390 if (owner1 && owner1->type == PLAYER)
1417 * battleground, the "killer" looses 1 luck. Since this is
1418 * not reversible, it's actually quite a pain IMHO. -AV
1419 * Fix bug in that we were changing the luck of the hitter, not
1420 * player that the object belonged to - so if you killed another player
1421 * with spells, pets, whatever, there was no penalty.
1422 * Changed to make luck penalty configurable in settings.
1423 */
1424 if(op->type == PLAYER && owner != op && !battleg)
1425 change_luck(owner, -settings.pk_luck_penalty);
1426
1427 /* This code below deals with finding the appropriate skill
1428 * to credit exp to. This is a bit problematic - we should
1429 * probably never really have to look at current_weapon->skill
1430 */
1431 skill = NULL;
1432 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill;
1433 else if (owner->chosen_skill) {
1434 skill = owner->chosen_skill->skill;
1435 skop = owner->chosen_skill;
1436 }
1437 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill;
1438 else
1439 LOG(llevError,"kill_object - unable to find skill that killed monster\n");
1440
1441 /* We have the skill we want to credit to - now find the object this goes
1442 * to. Make sure skop is an actual skill, and not a skill tool!
1443 */
1444 if ((!skop || skop->type != SKILL) && skill) {
1445 int i;
1446
1447 for (i=0; i<NUM_SKILLS; i++)
1448 if (owner->contr->last_skill_ob[i] &&
1449 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1450 skop = owner->contr->last_skill_ob[i];
1451 break;
1452 } 1391 {
1453 } 1392 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1454 } /* Was it a player that hit somethign */ 1393 /* Maybe we should include the owner that killed this, maybe not */
1455 else { 1394 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1456 skill = NULL;
1457 }
1458
1459 /* Pet (or spell) killed something. */
1460 if(owner != hitter ) {
1461 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1462 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1463 }
1464 else {
1465 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1466 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1467 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1468 }
1469 /* These may have been set in the player code section above */
1470 if (!skop) skop = hitter->chosen_skill;
1471 if (!skill && skop) skill=skop->skill;
1472
1473 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf);
1474
1475
1476 /* If you didn't kill yourself, and your not the wizard */
1477 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) {
1478 int exp;
1479
1480 /* Really don't give much experience for killing other players */
1481 // schmorp: temporary? reduce the amount of exp gained for pking enourmously
1482 if (op->type==PLAYER) {
1483 if (battleg) {
1484 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1485 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1486 } 1395 }
1487 else
1488 exp = op->stats.exp / 1000;
1489 }
1490 else
1491 exp = calc_skill_exp(owner, op, skop);
1492 1396
1493 /* if op is standing on "battleground" (arena), no way to gain
1494 * exp by killing him
1495 */
1496 if (battleg) exp = 0;
1497
1498 /* Don't know why this is set this way - doesn't make
1499 * sense to just divide everything by two for no reason.
1500 */
1501
1502 if (!settings.simple_exp)
1503 exp=exp/2;
1504
1505 if(owner->type!=PLAYER || owner->contr->party==NULL) {
1506 change_exp(owner,exp, skill, 0);
1507 }
1508 else {
1509 int shares=0,count=0;
1510
1511 player *pl;
1512
1513 partylist *party=owner->contr->party;
1514#ifdef PARTY_KILL_LOG
1515 add_kill_to_party(party, query_name(owner), query_name(op), exp);
1516#endif
1517 for(pl=first_player;pl!=NULL;pl=pl->next) {
1518 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1519 count++;
1520 shares+=(pl->ob->level+4);
1521 }
1522 }
1523 if(count==1 || shares>exp)
1524 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1525 else {
1526 int share=exp/shares,given=0,nexp;
1527 for(pl=first_player;pl!=NULL;pl=pl->next) {
1528 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1529 nexp=(pl->ob->level+4)*share;
1530 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1531 given+=nexp;
1532 }
1533 }
1534 exp-=given;
1535 /* give any remainder to the player */
1536 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1537 }
1538 } /* else part of a party */
1539
1540 } /* end if person didn't kill himself */
1541
1542 if(op->type!=PLAYER) {
1543 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1544 object *owner1 = get_owner(op);
1545
1546 if(owner1!= NULL && owner1->type == PLAYER) {
1547 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1548 /* Maybe we should include the owner that killed this, maybe not */
1549 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1550 op->name,hitter->name);
1551 }
1552 remove_friendly_object(op); 1397 remove_friendly_object (op);
1553 } 1398 }
1554 remove_ob(op); 1399
1555 free_object(op); 1400 op->drop_and_destroy ();
1556 } 1401 }
1402 else
1557 /* Player has been killed! */ 1403 /* Player has been killed! */
1558 else { 1404 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1559 if(owner->type==PLAYER) { 1405
1560 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1561 }
1562 else {
1563 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1564 op->contr->killer[BIG_NAME-1]='\0';
1565 }
1566 }
1567 /* 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
1568 * continues in the calling function. 1407 * continues in the calling function.
1569 */ 1408 */
1570 return maxdam; 1409 return maxdam;
1571} 1410}
1572 1411
1573/* 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
1574 * Returns 0 this is not friendly fire 1413 * Returns 0 this is not friendly fire
1575 */ 1414 */
1576 1415int
1577int friendly_fire(object *op, object *hitter){ 1416friendly_fire (object *op, object *hitter)
1417{
1578 object *owner; 1418 object *owner;
1579 int friendlyfire; 1419 int friendlyfire;
1580
1581 if (hitter->head) hitter=hitter->head;
1582 1420
1421 if (hitter->head)
1422 hitter = hitter->head;
1423
1583 friendlyfire = 0; 1424 friendlyfire = 0;
1584 1425
1585 if(op->type == PLAYER) { 1426 if (op->type == PLAYER)
1427 {
1586 if (op_on_battleground (hitter, 0, 0)) 1428 if (op_on_battleground (hitter, 0, 0))
1587 return 0; 1429 return 0;
1588 1430
1589 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1431 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1590 return 1; 1432 return 1;
1591 1433
1592 if((owner = get_owner(hitter))!=NULL) { 1434 if ((owner = hitter->owner) != NULL)
1435 {
1593 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1436 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1594 friendlyfire = 2; 1437 friendlyfire = 2;
1595 } 1438 }
1596 1439
1597 if (hitter->type == SPELL || hitter->type == POISONING || 1440 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1598 hitter->type == DISEASE || hitter->type == RUNE)
1599 friendlyfire = 0; 1441 friendlyfire = 0;
1600 } 1442 }
1443
1601 return friendlyfire; 1444 return friendlyfire;
1602} 1445}
1603
1604 1446
1605/* 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.
1606 * 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
1607 * is what is hitting the object, type is the attacktype, and 1449 * is what is hitting the object, type is the attacktype, and
1608 * full_hit is set if monster area does not matter. 1450 * full_hit is set if monster area does not matter.
1609 * dam is base damage - protections/vulnerabilities/slaying matches can 1451 * dam is base damage - protections/vulnerabilities/slaying matches can
1610 * modify it. 1452 * modify it.
1611 */ 1453 */
1612
1613 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1454/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1614 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1455 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1615 1456int
1616int hit_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)
1458{
1617 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1459 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1618 int maxattacktype, attacknum; 1460 int maxattacktype, attacknum;
1619 int body_attack = op && op->head; /* Did we hit op's head? */ 1461 int body_attack = op && op->head; /* Did we hit op's head? */
1620 int simple_attack; 1462 int simple_attack;
1621 tag_t op_tag, hitter_tag;
1622 int rtn_kill = 0; 1463 int rtn_kill = 0;
1623 int friendlyfire; 1464 int friendlyfire;
1624 1465
1625 if (get_attack_mode (&op, &hitter, &simple_attack)) 1466 if (get_attack_mode (&op, &hitter, &simple_attack))
1467 return 0;
1468
1469 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1470 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1471 return 0;
1472
1473 // only allow pk for hostile players
1474 if (op->type == PLAYER)
1475 {
1476 object *owner = hitter->owner;
1477
1478 if (!owner)
1479 owner = hitter;
1480
1481 if (owner->type == PLAYER
1482 && (!op_on_battleground (op, 0, 0)
1483 && (op->contr->peaceful || owner->contr->peaceful))
1484 && op != owner)
1626 return 0; 1485 return 0;
1486 }
1627 1487
1628 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1488 if (body_attack)
1629 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1489 {
1490 /* slow and paralyze must hit the head. But we don't want to just
1491 * return - we still need to process other attacks the spell still
1492 * might have. So just remove the paralyze and slow attacktypes,
1493 * and keep on processing if we have other attacktypes.
1494 * return if only magic or nothing is left - under normal code
1495 * we don't attack with pure magic if there is another attacktype.
1496 * Only do processing if the initial attacktype includes one of those
1497 * attack so we don't cancel out things like magic bullet.
1498 */
1499 if (type & (AT_PARALYZE | AT_SLOW))
1500 {
1501 type &= ~(AT_PARALYZE | AT_SLOW);
1502
1503 if (!type || type == AT_MAGIC)
1630 return 0; 1504 return 0;
1505 }
1506 }
1631 1507
1632#ifdef PROHIBIT_PLAYERKILL 1508 if (!simple_attack && op->type == DOOR)
1633 if (op->type == PLAYER) { 1509 {
1634 object *owner = get_owner (hitter); 1510 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1635 if (!owner) owner = hitter; 1511 if (tmp->type == RUNE || tmp->type == TRAP)
1636 if (owner->type == PLAYER 1512 {
1637 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1513 spring_trap (tmp, hitter);
1638 && op != owner) { 1514
1515 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1639 return 0; 1516 return 0;
1517
1518 break;
1640 } 1519 }
1520 }
1521
1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1641 } 1523 {
1524 /* FIXME: If a player is killed by a rune in a door, the
1525 * destroyed() check above doesn't return, and might get here.
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 */
1533 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1534 return 0;
1535 }
1536
1537#ifdef ATTACK_DEBUG
1538 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1642#endif 1539#endif
1643 1540
1644 op_tag = op->count;
1645 hitter_tag = hitter->count;
1646
1647 if (body_attack) {
1648 /* slow and paralyze must hit the head. But we don't want to just
1649 * return - we still need to process other attacks the spell still
1650 * might have. So just remove the paralyze and slow attacktypes,
1651 * and keep on processing if we have other attacktypes.
1652 * return if only magic or nothing is left - under normal code
1653 * we don't attack with pure magic if there is another attacktype.
1654 * Only do processing if the initial attacktype includes one of those
1655 * attack so we don't cancel out things like magic bullet.
1656 */
1657 if (type & (AT_PARALYZE | AT_SLOW)) {
1658 type &= ~(AT_PARALYZE | AT_SLOW);
1659 if (!type || type==AT_MAGIC) return 0;
1660 }
1661 }
1662
1663 if ( ! simple_attack && op->type == DOOR) {
1664 object *tmp;
1665 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1666 if (tmp->type == RUNE || tmp->type == TRAP) {
1667 spring_trap (tmp, hitter);
1668 if (was_destroyed (hitter, hitter_tag)
1669 || was_destroyed (op, op_tag)
1670 || abort_attack (op, hitter, simple_attack))
1671 return 0;
1672 break;
1673 }
1674 }
1675
1676 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1677 /* FIXME: If a player is killed by a rune in a door, the
1678 * was_destroyed() check above doesn't return, and might get here.
1679 */
1680 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1681 "hit_player()\n", op->arch->name, op->name);
1682 return 0;
1683 }
1684
1685#ifdef ATTACK_DEBUG
1686 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1687#endif
1688
1689 if (magic) { 1541 if (magic)
1542 {
1690 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1543 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1691 * 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 */
1692 dam = dam*(100-op->resist[ATNR_MAGIC]); 1545 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1693 if (dam >= 100) 1546 if (dam >= 100)
1694 dam /= 100; 1547 dam /= 100;
1695 else 1548 else
1696 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1549 dam = (dam > rndm (0, 99)) ? 1 : 0;
1697 } 1550 }
1698 1551
1699 /* 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
1700 * 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
1701 */ 1554 */
1702 if(type & AT_CHAOS){ 1555 if (type & AT_CHAOS)
1556 {
1703 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1557 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1704 update_object(op,UP_OBJ_FACE); 1558 update_object (op, UP_OBJ_FACE);
1705 type &= ~AT_CHAOS; 1559 type &= ~AT_CHAOS;
1706 } 1560 }
1707 1561
1708 /* Holyword is really an attacktype modifier (like magic is). If 1562 /* Holyword is really an attacktype modifier (like magic is). If
1709 * holyword is part of an attacktype, then make sure the creature is 1563 * holyword is part of an attacktype, then make sure the creature is
1710 * a proper match, otherwise no damage. 1564 * a proper match, otherwise no damage.
1711 */ 1565 */
1712 if (type & AT_HOLYWORD) { 1566 if (type & AT_HOLYWORD)
1567 {
1713 object *god; 1568 object *god;
1569
1714 if ((!hitter->slaying || 1570 if ((!hitter->slaying
1715 (!(op->race && strstr(hitter->slaying,op->race)) && 1571 || (!(op->race && hitter->slaying.contains (op->race))
1716 !(op->name && strstr(hitter->slaying,op->name)))) && 1572 && !(op->name && hitter->slaying.contains (op->name))))
1717 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1573 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1718 (hitter->title != NULL 1574 || (hitter->title
1719 && (god = find_god(determine_god(hitter))) != NULL 1575 && (god = find_god (determine_god (hitter))) != NULL
1720 && god->race != NULL 1576 && god->race.contains (shstr_undead))))
1721 && strstr(god->race,undead_name) != NULL)))
1722 return 0; 1577 return 0;
1723 } 1578 }
1724 1579
1725 maxattacktype = type; /* initialize this to something */ 1580 maxattacktype = type; /* initialise this to something */
1726 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1581 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1582 {
1727 /* Magic isn't really a true attack type - it gets combined with other 1583 /* Magic isn't really a true attack type - it gets combined with other
1728 * attack types. As such, skip it over. However, if magic is 1584 * attack types. As such, skip it over. However, if magic is
1729 * the only attacktype in the group, then still attack with it 1585 * the only attacktype in the group, then still attack with it
1730 */ 1586 */
1731 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1587 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1588 continue;
1732 1589
1733 /* Go through and hit the player with each attacktype, one by one. 1590 /* Go through and hit the player with each attacktype, one by one.
1734 * hit_player_attacktype only figures out the damage, doesn't inflict 1591 * hit_player_attacktype only figures out the damage, doesn't inflict
1735 * it. It will do the appropriate action for attacktypes with 1592 * it. It will do the appropriate action for attacktypes with
1736 * effects (slow, paralization, etc. 1593 * effects (slow, paralization, etc.
1737 */ 1594 */
1738 if (type & attacktype) { 1595 if (type & attacktype)
1596 {
1739 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1597 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1740 /* the >= causes us to prefer messages from special attacks, if 1598 /* the >= causes us to prefer messages from special attacks, if
1741 * the damage is equal. 1599 * the damage is equal.
1742 */ 1600 */
1743 if (ndam >= maxdam) { 1601 if (ndam >= maxdam)
1602 {
1744 maxdam = ndam; 1603 maxdam = ndam;
1745 maxattacktype = 1<<attacknum; 1604 maxattacktype = 1 << attacknum;
1746 } 1605 }
1747 } 1606 }
1748 } 1607 }
1749 1608
1750 /* if this is friendly fire then do a set % of damage only 1609 /* if this is friendly fire then do a set % of damage only
1751 * Note - put a check in to make sure this attack is actually 1610 * Note - put a check in to make sure this attack is actually
1752 * doing damage - otherwise, the +1 in the code below will make 1611 * doing damage - otherwise, the +1 in the code below will make
1753 * an attack do damage before when it otherwise didn't 1612 * an attack do damage before when it otherwise didn't
1754 */ 1613 */
1755 friendlyfire = friendly_fire(op, hitter); 1614 friendlyfire = friendly_fire (op, hitter);
1756 if (friendlyfire && maxdam){ 1615 if (friendlyfire && maxdam)
1616 {
1757 maxdam = ((dam * settings.set_friendly_fire) / 100); 1617 maxdam = ((dam * settings.set_friendly_fire) / 100);
1758#ifndef COZY_SERVER 1618
1619#ifdef ATTACK_DEBUG
1620 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1621 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1622#endif
1623 }
1624
1625 if (!full_hit)
1626 {
1627 int area;
1628 int remainder;
1629
1630 area = 0;
1631
1632 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1633 area++;
1634
1635 assert (area > 0);
1636
1637 /* basically: maxdam /= area; we try to "simulate" a float
1638 value-effect */
1639 remainder = 100 * (maxdam % area) / area;
1640 maxdam /= area;
1641 if (rndm (100) < remainder)
1759 maxdam++; 1642 maxdam++;
1643 }
1644
1645#ifdef ATTACK_DEBUG
1646 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1760#endif 1647#endif
1761
1762#ifdef ATTACK_DEBUG
1763 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1764 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1765#endif
1766 }
1767 1648
1768 if (!full_hit) { 1649 // for now, only do this for active objects, otherwise they
1769 archetype *at; 1650 // keep a refcount for a long time and I see no usefulness
1770 int area; 1651 // for an non-active objetc to know its enemy.
1771 int remainder; 1652 if (op->active)
1772 1653 if (hitter->owner)
1773 area = 0;
1774 for(at = op->arch; at != NULL; at = at->more)
1775 area++;
1776 assert(area > 0);
1777
1778 /* basically: maxdam /= area; we try to "simulate" a float
1779 value-effect */
1780 remainder = 100*(maxdam%area)/area;
1781 maxdam /= area;
1782 if (RANDOM()%100 < remainder)
1783 maxdam++;
1784 }
1785
1786#ifdef ATTACK_DEBUG
1787 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1788#endif
1789
1790 if(get_owner(hitter))
1791 op->enemy=hitter->owner; 1654 op->enemy = hitter->owner;
1792 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1655 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1793 op->enemy=hitter; 1656 op->enemy = hitter;
1794 1657
1795 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1658 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1659 {
1796 /* The unaggressives look after themselves 8) */ 1660 /* The unaggressives look after themselves 8) */
1797 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1661 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1798 npc_call_help(op); 1662 npc_call_help (op);
1799 } 1663 }
1800 1664
1801 if (magic && did_make_save(op, op->level, 0)) 1665 if (magic && did_make_save (op, op->level, 0))
1802 maxdam=maxdam/2; 1666 maxdam = maxdam / 2;
1803 1667
1804 attack_message(maxdam, maxattacktype, op, hitter); 1668 attack_message (maxdam, maxattacktype, op, hitter);
1805 1669
1806 op->stats.hp-=maxdam; 1670 op->stats.hp -= maxdam;
1807 1671
1808 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1672 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1809 if ((op->stats.hp>=0) && 1673 if ((op->stats.hp >= 0) &&
1810 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1674 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1811 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1675 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
1812 (float)op->stats.maxhp)) { 1676 {
1813 1677
1814 if (QUERY_FLAG(op, FLAG_MONSTER)) 1678 if (QUERY_FLAG (op, FLAG_MONSTER))
1815 SET_FLAG(op, FLAG_RUN_AWAY); 1679 SET_FLAG (op, FLAG_RUN_AWAY);
1816 else 1680 else
1817 scare_creature(op, hitter); 1681 scare_creature (op, hitter);
1818 } 1682 }
1819 1683
1820 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { 1684 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1685 {
1821 if (maxdam) 1686 if (maxdam)
1822 tear_down_wall(op); 1687 tear_down_wall (op);
1688
1823 return maxdam; /* nothing more to do for wall */ 1689 return maxdam; /* nothing more to do for wall */
1824 } 1690 }
1825 1691
1826 /* See if the creature has been killed */ 1692 /* See if the creature has been killed */
1827 rtn_kill = kill_object(op, maxdam, hitter, type); 1693 rtn_kill = kill_object (op, maxdam, hitter, type);
1828 if (rtn_kill != -1) 1694 if (rtn_kill != -1)
1829 return rtn_kill; 1695 return rtn_kill;
1830 1696
1831
1832 /* 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
1833 * that before if the player was immune to ghosthit, the monster 1698 * that before if the player was immune to ghosthit, the monster
1834 * remained - that is no longer the case. 1699 * remained - that is no longer the case.
1835 */ 1700 */
1836 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1701 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1837 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1702 hitter->drop_and_destroy ();
1838 remove_friendly_object(hitter);
1839 remove_ob(hitter);
1840 free_object(hitter);
1841 }
1842 /* Lets handle creatures that are splitting now */ 1703 /* Lets handle creatures that are splitting now */
1843 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))
1705 {
1844 int i; 1706 int i;
1845 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1707 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1846 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1708 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1847 object *owner = get_owner(op); 1709 object *owner = op->owner;
1848 1710
1849 if(!op->other_arch) { 1711 if (!op->other_arch)
1712 {
1850 LOG(llevError,"SPLITTING without other_arch error.\n"); 1713 LOG (llevError, "SPLITTING without other_arch error.\n");
1851 return maxdam; 1714 return maxdam;
1852 } 1715 }
1853 remove_ob(op); 1716
1854 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ 1717 op->remove ();
1718
1719 for (i = 0; i < op->stats.food; i++)
1720 { /* This doesn't handle op->more yet */
1855 object *tmp=arch_to_object(op->other_arch); 1721 object *tmp = arch_to_object (op->other_arch);
1856 int j; 1722 int j;
1857 1723
1858 tmp->stats.hp=op->stats.hp; 1724 tmp->stats.hp = op->stats.hp;
1725
1859 if (friendly) { 1726 if (friendly)
1860 SET_FLAG(tmp, FLAG_FRIENDLY); 1727 {
1861 add_friendly_object(tmp); 1728 add_friendly_object (tmp);
1862 tmp->attack_movement = PETMOVE; 1729 tmp->attack_movement = PETMOVE;
1730
1863 if (owner!=NULL) 1731 if (owner)
1864 set_owner(tmp,owner); 1732 tmp->set_owner (owner);
1865 } 1733 }
1734
1866 if (unaggressive) 1735 if (unaggressive)
1867 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 1736 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1737
1868 j=find_first_free_spot(tmp,op->map,op->x,op->y); 1738 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1739
1869 if (j==-1) /* No spot to put this monster */ 1740 if (j == -1) /* No spot to put this monster */
1870 free_object(tmp); 1741 tmp->destroy ();
1871 else { 1742 else
1743 {
1872 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; 1744 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1873 insert_ob_in_map(tmp,op->map,NULL,0); 1745 insert_ob_in_map (tmp, op->map, NULL, 0);
1874 } 1746 }
1875 } 1747 }
1876 if(friendly) 1748
1877 remove_friendly_object(op); 1749 op->destroy ();
1878 free_object(op);
1879 } 1750 }
1880 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1751 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1881 remove_ob(hitter); 1752 hitter->drop_and_destroy ();
1882 free_object(hitter); 1753
1883 }
1884 return maxdam; 1754 return maxdam;
1885} 1755}
1886 1756
1887 1757static void
1888void poison_player(object *op, object *hitter, int dam) 1758poison_player (object *op, object *hitter, int dam)
1889{ 1759{
1890 archetype *at = find_archetype("poisoning"); 1760 archetype *at = archetype::find (shstr_poisoning);
1891 object *tmp=present_arch_in_ob(at,op); 1761 object *tmp = present_arch_in_ob (at, op);
1892 1762
1893 if(tmp==NULL) { 1763 if (tmp == NULL)
1764 {
1894 if((tmp=arch_to_object(at))==NULL) 1765 if ((tmp = arch_to_object (at)) == NULL)
1895 LOG(llevError,"Failed to clone arch poisoning.\n"); 1766 LOG (llevError, "Failed to clone arch poisoning.\n");
1896 else { 1767 else
1768 {
1897 tmp = insert_ob_in_ob(tmp,op); 1769 tmp = insert_ob_in_ob (tmp, op);
1898 /* peterm: give poisoning some teeth. It should 1770 /* peterm: give poisoning some teeth. It should
1899 * be able to kill things better than it does: 1771 * be able to kill things better than it does:
1900 * damage should be dependent something--I choose to 1772 * damage should be dependent something--I choose to
1901 * do this: if it's a monster, the damage from the 1773 * do this: if it's a monster, the damage from the
1902 * poisoning goes as the level of the monster/2. 1774 * poisoning goes as the level of the monster/2.
1903 * If anything else, goes as damage. 1775 * If anything else, goes as damage.
1904 */ 1776 */
1905 1777
1906 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 1778 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 tmp->stats.dam += hitter->level/2; 1779 tmp->stats.dam += hitter->level / 2;
1908 else 1780 else
1909 tmp->stats.dam = dam; 1781 tmp->stats.dam = dam;
1910 1782
1911 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 1783 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1912 if(hitter->skill && hitter->skill != tmp->skill) { 1784 if (hitter->skill && hitter->skill != tmp->skill)
1913 if (tmp->skill) free_string(tmp->skill); 1785 {
1914 tmp->skill = add_refcount(hitter->skill); 1786 tmp->skill = hitter->skill;
1915 } 1787 }
1916 1788
1917 tmp->stats.food+=dam; /* more damage, longer poisoning */ 1789 tmp->stats.food += dam; /* more damage, longer poisoning */
1918 1790
1919 if(op->type==PLAYER) { 1791 if (op->type == PLAYER)
1792 {
1920 /* player looses stats, maximum is -10 of each */ 1793 /* player looses stats, maximum is -10 of each */
1921 tmp->stats.Con= MAX(-(dam/4+1), -10); 1794 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1922 tmp->stats.Str= MAX(-(dam/3+2), -10); 1795 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1923 tmp->stats.Dex= MAX(-(dam/6+1), -10); 1796 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1924 tmp->stats.Int= MAX(-dam/7, -10); 1797 tmp->stats.Int = max (-(dam / 7 ), -10);
1925 SET_FLAG(tmp,FLAG_APPLIED); 1798 SET_FLAG (tmp, FLAG_APPLIED);
1926 fix_player(op); 1799 op->update_stats ();
1927 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);
1928 } 1802 }
1803
1929 if (hitter->type == PLAYER) 1804 if (hitter->type == PLAYER)
1930 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", 1805 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1931 op->name);
1932 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 1806 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1933 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 1807 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1934 "Your %s poisons %s.", hitter->name, op->name);
1935 } 1808 }
1809
1936 tmp->speed_left=0; 1810 tmp->speed_left = 0;
1937 } 1811 }
1938 else 1812 else
1939 tmp->stats.food++; 1813 tmp->stats.food++;
1940} 1814}
1941 1815
1816static void
1942void slow_player(object *op,object *hitter,int dam) 1817slow_player (object *op, object *hitter, int dam)
1818{
1943{ archetype *at = find_archetype("slowness"); 1819 archetype *at = archetype::find (shstr_slowness);
1944 object *tmp; 1820 object *tmp;
1821
1945 if(at == NULL) { 1822 if (at == NULL)
1946 LOG(llevError,"Can't find slowness archetype.\n"); 1823 LOG (llevError, "Can't find slowness archetype.\n");
1947 } 1824
1948 if((tmp=present_arch_in_ob(at,op)) == NULL) { 1825 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1826 {
1949 tmp = arch_to_object(at); 1827 tmp = arch_to_object (at);
1950 tmp = insert_ob_in_ob(tmp,op); 1828 tmp = insert_ob_in_ob (tmp, op);
1951 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!");
1830 }
1952 } else 1831 else
1953 tmp->stats.food++; 1832 tmp->stats.food++;
1833
1954 SET_FLAG(tmp, FLAG_APPLIED); 1834 SET_FLAG (tmp, FLAG_APPLIED);
1955 tmp->speed_left=0; 1835 tmp->speed_left = 0;
1956 fix_player(op); 1836 op->update_stats ();
1957} 1837}
1958 1838
1839void
1959void confuse_player(object *op, object *hitter, int dam) 1840confuse_player (object *op, object *hitter, int dam)
1960{ 1841{
1961 object *tmp; 1842 object *tmp;
1962 int maxduration; 1843 int maxduration;
1963 1844
1964 tmp = present_in_ob_by_name(FORCE,"confusion", op); 1845 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1965 if(!tmp) { 1846 if (!tmp)
1847 {
1966 tmp = get_archetype(FORCE_NAME); 1848 tmp = get_archetype (FORCE_NAME);
1967 tmp = insert_ob_in_ob(tmp,op); 1849 tmp = insert_ob_in_ob (tmp, op);
1968 }
1969 1850 }
1851
1970 /* Duration added per hit and max. duration of confusion both depend 1852 /* Duration added per hit and max. duration of confusion both depend
1971 * on the player's resistance 1853 * on the player's resistance
1972 */ 1854 */
1973 tmp->speed = 0.05; 1855 tmp->speed = 0.05;
1974 tmp->subtype = FORCE_CONFUSION; 1856 tmp->subtype = FORCE_CONFUSION;
1975 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);
1976 if (tmp->name) free_string(tmp->name);
1977 tmp->name = add_string("confusion"); 1858 tmp->name = shstr_confusion;
1978 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 1859 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1860
1979 if( tmp->duration > maxduration) 1861 if (tmp->duration > maxduration)
1980 tmp->duration = maxduration; 1862 tmp->duration = maxduration;
1981 1863
1982 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 1864 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
1983 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
1984 SET_FLAG(op, FLAG_CONFUSED); 1867 SET_FLAG (op, FLAG_CONFUSED);
1985} 1868}
1986 1869
1870void
1987void blind_player(object *op, object *hitter, int dam) 1871blind_player (object *op, object *hitter, int dam)
1988{ 1872{
1989 object *tmp,*owner; 1873 object *tmp, *owner;
1990 1874
1991 /* Save some work if we know it isn't going to affect the player */ 1875 /* Save some work if we know it isn't going to affect the player */
1992 if (op->resist[ATNR_BLIND]==100) return; 1876 if (op->resist[ATNR_BLIND] == 100)
1877 return;
1993 1878
1994 tmp = present_in_ob(BLINDNESS,op); 1879 tmp = present_in_ob (BLINDNESS, op);
1995 if(!tmp) { 1880 if (!tmp)
1881 {
1996 tmp = get_archetype("blindness"); 1882 tmp = get_archetype (shstr_blindness);
1997 SET_FLAG(tmp, FLAG_BLIND); 1883 SET_FLAG (tmp, FLAG_BLIND);
1998 SET_FLAG(tmp, FLAG_APPLIED); 1884 SET_FLAG (tmp, FLAG_APPLIED);
1999 /* 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.
2000 * speed is a float anyways. 1886 * speed is a float anyways.
2001 */ 1887 */
2002 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 1888 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2003 1889
2004 tmp = insert_ob_in_ob(tmp,op); 1890 tmp = insert_ob_in_ob (tmp, op);
2005 change_abil(op,tmp); /* Mostly to display any messages */ 1891 change_abil (op, tmp); /* Mostly to display any messages */
2006 fix_player(op); /* This takes care of some other stuff */ 1892 op->update_stats (); /* This takes care of some other stuff */
2007 1893
2008 if(hitter->owner) owner = get_owner(hitter); 1894 if (hitter->owner)
1895 owner = hitter->owner;
1896 else
2009 else owner = hitter; 1897 owner = hitter;
2010 1898
2011 new_draw_info_format(NDI_UNIQUE,0,owner, 1899 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2012 "Your attack blinds %s!",query_name(op));
2013 } 1900 }
2014 tmp->stats.food += dam; 1901 tmp->stats.food += dam;
2015 if(tmp->stats.food > 10) tmp->stats.food = 10; 1902 if (tmp->stats.food > 10)
1903 tmp->stats.food = 10;
2016} 1904}
2017 1905
1906void
2018void paralyze_player(object *op, object *hitter, int dam) 1907paralyze_player (object *op, object *hitter, int dam)
2019{ 1908{
2020 float effect,max;
2021 /* object *tmp; */
2022
2023 /* This is strange stuff... someone knows for what this is 1909 /* This is strange stuff... someone knows for what this is
2024 * written? Well, i think this can and should be removed 1910 * written? Well, i think this can and should be removed
2025 */ 1911 */
2026 1912
2027 /* 1913 /*
2028 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1914 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2029 tmp=clone_arch(PARAIMAGE); 1915 tmp=clone_arch(PARAIMAGE);
2030 tmp->x=op->x,tmp->y=op->y; 1916 tmp->x=op->x,tmp->y=op->y;
2031 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);
2032 } 1918 }
2033 */ 1919 */
2034 1920
2035 /* 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 */
2036 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;
2037 1923
2038 if (effect==0) return;
2039
2040 op->speed_left-=FABS(op->speed)*effect; 1924 op->speed_left -= fabs (op->speed) * effect;
2041 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1925 /* tmp->stats.food+=(signed short) effect/op->speed; */
2042 1926
2043 /* max number of ticks to be affected for. */ 1927 /* max number of ticks to be affected for. */
2044 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 1928 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1929
2045 if (op->speed_left< -(FABS(op->speed)*max)) 1930 if (op->speed_left < -(fabs (op->speed) * max))
2046 op->speed_left = (float) -(FABS(op->speed)*max); 1931 op->speed_left = -(fabs (op->speed) * max);
2047 1932
2048/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1933/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
2049} 1934}
2050
2051 1935
2052/* Attempts to kill 'op'. hitter is the attack object, dam is 1936/* Attempts to kill 'op'. hitter is the attack object, dam is
2053 * the computed damaged. 1937 * the computed damaged.
2054 */ 1938 */
1939static void
2055void deathstrike_player(object *op, object *hitter, int *dam) 1940deathstrike_player (object *op, object *hitter, int *dam)
2056{ 1941{
2057 /* The intention of a death attack is to kill outright things 1942 /* The intention of a death attack is to kill outright things
2058 ** 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
2059 ** things somewhat weaker than the caster, and no chance of 1944 ** things somewhat weaker than the caster, and no chance of
2060 ** killing something equal or stronger than the attacker. 1945 ** killing something equal or stronger than the attacker.
2061 ** Also, if a deathstrike attack has a slaying, any monster 1946 ** Also, if a deathstrike attack has a slaying, any monster
2062 ** whose name or race matches a comma-delimited list in the slaying 1947 ** whose name or race matches a comma-delimited list in the slaying
2063 ** field of the deathstriking object */ 1948 ** field of the deathstriking object */
2064 1949
2065 int atk_lev, def_lev, kill_lev; 1950 int atk_lev, def_lev, kill_lev;
2066 1951
2067 if(hitter->slaying) 1952 if (hitter->slaying)
2068 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 1953 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2069 (op->race&&strstr(hitter->slaying,op->race)))) return; 1954 || (op->race && hitter->slaying.contains (op->race))))
1955 return;
2070 1956
2071 def_lev = op->level; 1957 def_lev = op->level;
2072 if (def_lev < 1) { 1958 if (def_lev < 1)
2073 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 1959 {
2074 op->arch->name, op->name); 1960 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2075 def_lev = 1; 1961 def_lev = 1;
2076 } 1962 }
1963
2077 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;
2078 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1965 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2079 atk_lev, def_lev); */ 1966 atk_lev, def_lev); */
2080 1967
2081 if(atk_lev >= def_lev ){ 1968 if (atk_lev >= def_lev)
1969 {
2082 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 1970 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2083 1971
2084 /* Note that the below effectively means the ratio of the atk vs 1972 /* Note that the below effectively means the ratio of the atk vs
2085 * defener level is important - if level 52 character has very little 1973 * defener level is important - if level 52 character has very little
2086 * chance of killing a level 50 monster. This should probably be 1974 * chance of killing a level 50 monster. This should probably be
2087 * redone. 1975 * redone.
2088 */ 1976 */
2089 if(kill_lev >= def_lev) { 1977 if (kill_lev >= def_lev)
1978 {
2090 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 1979 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2091 /* I think this doesn't really do much. Because of 1980 /* I think this doesn't really do much. Because of
2092 * integer rounding, this only makes any difference if the 1981 * integer rounding, this only makes any difference if the
2093 * attack level is double the defender level. 1982 * attack level is double the defender level.
2094 */ 1983 */
2095 *dam *= kill_lev / def_lev; 1984 *dam *= kill_lev / def_lev;
1985 }
1986 }
1987 else
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)
2004 {
2005 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2006 return 0;
2007 }
2008
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)))
2096 } 2025 {
2026 doesnt_slay = 0;
2027 dam *= 3;
2028 }
2029 }
2030
2031 /* Adjust the damage for resistance. Note that neg. values increase damage. */
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;
2097 } else { 2039 else
2098 *dam = 0; /* no harm done */ 2040 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2099 } 2041 }
2100}
2101 2042
2102/* thrown_item_effect() - handles any special effects of thrown 2043 /* Special hack. By default, if immune to something, you
2103 * items (like attacking living creatures--a potion thrown at a 2044 * shouldn't need to worry. However, acid is an exception, since
2104 * monster). 2045 * it can still damage your items. Only include attacktypes if
2105 */ 2046 * special processing is needed */
2106static void thrown_item_effect (object *hitter, object *victim)
2107{
2108 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2109 /* May not need a switch for just 2 types, but this makes it
2110 * easier for expansion.
2111 */
2112 switch (hitter->type) {
2113 case POTION:
2114 /* should player get a save throw instead of checking magic protection? */
2115 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2116 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2117 break;
2118 2047
2119 case POISON: /* poison drinks */ 2048 if (op->resist[attacknum] >= 100
2120 /* As with potions, should monster get a save? */ 2049 && doesnt_slay
2121 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2050 && attacknum != ATNR_ACID)
2122 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2123 break;
2124
2125 /* Removed case statements that did nothing.
2126 * food may be poisonous, but monster must be willing to eat it,
2127 * so we don't handle it here.
2128 * Containers should perhaps break open, but that code was disabled.
2129 */
2130 }
2131 }
2132}
2133
2134/* adj_attackroll() - adjustments to attacks by various conditions */
2135
2136int adj_attackroll (object *hitter, object *target) {
2137 object *attacker = hitter;
2138 int adjust=0;
2139
2140 /* safety */
2141 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2142 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2143 "map\n");
2144 return 0; 2051 return 0;
2145 }
2146 2052
2147 /* aimed missiles use the owning object's sight */ 2053 /* Keep this in order - makes things easier to find */
2148 if(is_aimed_missile(hitter)) {
2149 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2150 /* A player who saves but hasn't quit still could have objects
2151 * owned by him - need to handle that case to avoid crashes.
2152 */
2153 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2154 }
2155 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2156 return 0;
2157 2054
2158 /* determine the condtions under which we make an attack. 2055 switch (attacknum)
2159 * Add more cases, as the need occurs. */ 2056 {
2057 case ATNR_PHYSICAL:
2058 /* here also check for diseases */
2059 check_physically_infect (op, hitter);
2060 break;
2160 2061
2161 if(!can_see_enemy(attacker,target)) { 2062 /* Don't need to do anything for:
2162 /* target is unseen */ 2063 magic,
2163 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND)) 2064 fire,
2164 adjust -= 10; 2065 electricity,
2165 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2066 cold */
2166 else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2167 adjust -= target->map->darkness;
2168 }
2169 2067
2170 if(QUERY_FLAG(attacker,FLAG_SCARED)) 2068 case ATNR_CONFUSION:
2171 adjust -= 3; 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));
2172 2081
2173 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE)) 2082 /* First, only creatures/players with speed can be affected.
2174 adjust += 1; 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 {
2175 2092
2176 if(QUERY_FLAG(target,FLAG_SCARED)) 2093 /* Player has been hit by something */
2177 adjust += 1; 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 }
2178 2111
2179 if(QUERY_FLAG(attacker,FLAG_CONFUSED)) 2112 dam = 0; /* These are all effects and don't do real damage */
2180 adjust -= 3; 2113 }
2114 break;
2181 2115
2182 /* if we attack at a different 'altitude' its harder */ 2116 case ATNR_ACID:
2183 if((attacker->move_type & target->move_type)==0) 2117 {
2184 adjust -= 2; 2118 int flag = 0;
2185 2119
2186#if 0 2120 /* Items only get corroded if you're not on a battleground and
2187 /* slower attacks are less likely to succeed. We should use a 2121 * if your acid resistance is below 50%. */
2188 * comparison between attacker/target speeds BUT, players have 2122 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2189 * a generally faster speed, so this will wind up being a HUGE 2123 {
2190 * disadantage for the monsters! Too bad, because missiles which 2124 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2191 * fly fast should have a better chance of hitting a slower target. 2125 {
2192 */ 2126 if (tmp->invisible)
2193 if(hitter->speed<target->speed) 2127 continue;
2194 adjust += ((float) hitter->speed-target->speed); 2128 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2195#endif 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 */
2196 2143
2197#if 0 2144 /* High damage acid has better chance of corroding
2198 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count); 2145 objects */
2199#endif 2146 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2147 {
2148 flag = 1;
2149 tmp->magic--;
2200 2150
2201 return adjust; 2151 if (object *pl = tmp->visible_to ())
2202} 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));
2203 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;
2204 2167
2205/* determine if the object is an 'aimed' missile */ 2168 case ATNR_DRAIN:
2206int is_aimed_missile ( object *op) { 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;
2207 2174
2208 /* I broke what used to be one big if into a few nested 2175 if (op->resist[ATNR_DRAIN] >= 0)
2209 * ones so that figuring out the logic is at least possible. 2176 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2210 */ 2177 else
2211 if (op && (op->move_type & MOVE_FLYING)) { 2178 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2212 if (op->type==ARROW || op->type==THROWN_OBJ) 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.
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:
2228 {
2229 if (QUERY_FLAG (op, FLAG_UNDEAD))
2230 {
2231 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2232 object *god = find_god (determine_god (owner));
2233 int div = 1;
2234
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;
2239
2240 /* Give a bonus if you resist turn undead */
2241 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2242 scare_creature (op, owner);
2243 }
2244 else
2245 dam = 0; /* don't damage non undead - should we damage
2246 undead? */
2247 }
2248 break;
2249
2250 case ATNR_DEATH:
2251 deathstrike_player (op, hitter, &dam);
2252 break;
2253
2254 case ATNR_CHAOS:
2255 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2256 dam = 0;
2257 break;
2258
2259 case ATNR_COUNTERSPELL:
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 */
2293 /* You can't steal life from something undead */
2294 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2213 return 1; 2295 return 0;
2214 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || 2296
2215 op->subtype == SP_EXPLOSION)) 2297 /* If drain protection is higher than life stealing, use that */
2216 return 1; 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 }
2217 } 2314 }
2315
2218 return 0; 2316 return dam;
2219} 2317}
2220 2318

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