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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.9 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.118 by root, Tue Nov 10 04:38:45 2009 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: attack.C,v 1.9 2006/09/10 15:59:57 root 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>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 25#include <assert.h>
30#include <global.h> 26#include <global.h>
31#include <living.h> 27#include <living.h>
32#include <material.h> 28#include <material.h>
33#include <skills.h> 29#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
40 32
41typedef struct att_msg_str 33typedef struct att_msg_str
42{ 34{
43 char *msg1; 35 char *msg1;
44 char *msg2; 36 char *msg2;
45} att_msg; 37} att_msg;
46 38
47/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
48
49/* cancels object *op. Cancellation basically means an object loses
50 * its magical benefits.
51 */
52void
53cancellation (object *op)
54{
55 object *tmp;
56
57 if (op->invisible)
58 return;
59
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 {
62 /* Recur through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp);
66 }
67 else if (FABS (op->magic) <= (rndm (0, 5)))
68 {
69 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */
71 op->magic = 0;
72 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op);
79 }
80 }
81}
82
83
84 40
85/* 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
86 * 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
87 * any further action (like destroying the item). 43 * any further action (like destroying the item).
88 */ 44 */
89 45static int
90int
91did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, int type, object *originator)
92{ 47{
93 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 49 materialtype_t *mt = op->material;
95 50
96 if (op->materialname == NULL)
97 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material)
101 break;
102 }
103 }
104 else
105 mt = name_to_material (op->materialname);
106 if (mt == NULL)
107 return TRUE;
108 roll = rndm (1, 20); 51 roll = rndm (1, 20);
109 52
110 /* the attacktypes have no meaning for object saves 53 /* the attacktypes have no meaning for object saves
111 * 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
112 * 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
118 if (type != AT_MAGIC) 61 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 62 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 63 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 64 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122 65
123 if (type == 0) 66 if (type == 0) return TRUE;
124 return TRUE; 67
125 if (roll == 20) 68 if (roll == 20) return TRUE;
126 return TRUE; 69 if (roll == 1) return FALSE;
127 if (roll == 1)
128 return FALSE;
129 70
130 for (number = 0; number < NROFATTACKS; number++) 71 for (number = 0; number < NROFATTACKS; number++)
131 { 72 {
132 i = 1 << number; 73 i = 1 << number;
74
133 if (!(i & type)) 75 if (!(i & type))
134 continue; 76 continue;
77
135 attacks++; 78 attacks++;
136 if (op->resist[number] == 100) 79 if (op->resist[number] == 100)
137 saves++; 80 saves++;
138 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)
139 saves++; 82 saves++;
141 saves++; 84 saves++;
142 } 85 }
143 86
144 if (saves == attacks || attacks == 0) 87 if (saves == attacks || attacks == 0)
145 return TRUE; 88 return TRUE;
89
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 90 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 91 return FALSE;
92
148 return TRUE; 93 return TRUE;
94}
95
96/* cancels object *op. Cancellation basically means an object loses
97 * its magical benefits.
98 */
99void
100cancellation (object *op)
101{
102 if (op->invisible)
103 return;
104
105 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
106 {
107 /* Recurse through the inventory */
108 for (object *tmp = op->inv; tmp; tmp = tmp->below)
109 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
110 cancellation (tmp);
111 }
112 else if (fabs (op->magic) <= rndm (0, 5))
113 {
114 /* Nullify this object. This code could probably be more complete */
115 /* in what abilities it should cancel */
116 op->magic = 0;
117
118 CLEAR_FLAG (op, FLAG_DAMNED);
119 CLEAR_FLAG (op, FLAG_CURSED);
120 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
121 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
122
123 if (object *pl = op->visible_to ())
124 esrv_update_item (UPD_FLAGS, pl, op);
125 }
149} 126}
150 127
151/* This function calls did_make_save_item. It then performs the 128/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 129 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 130 * calling cancellation, etc.)
154 */ 131 */
155
156void 132void
157save_throw_object (object *op, int type, object *originator) 133save_throw_object (object *op, int type, object *originator)
158{ 134{
159 if (!did_make_save_item (op, type, originator)) 135 if (!did_make_save_item (op, type, originator))
160 { 136 {
161 object *env = op->env; 137 object *env = op->env;
162 int x = op->x, y = op->y; 138 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 139 maptile *m = op->map;
164 140
165 op = stop_item (op); 141 op = stop_item (op);
166 if (op == NULL) 142 if (!op)
167 return; 143 return;
168 144
169 /* Hacked the following so that type LIGHTER will work. 145 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 146 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 147 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 148 * object with +/- glow_radius and an "other_arch" to change to.
173 * (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
174 * function if the object doesnt contain a material that can burn. 150 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 151 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 152 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 153 if (type & (AT_FIRE | AT_ELECTRICITY)
154 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
155 || op->type == LAMP
156 || op->type == TORCH
178 { 157 ))
179 const char *arch = op->other_arch->name; 158 {
180 159 switch (op->type)
181 op = decrease_ob_nr (op, 1);
182 if (op)
183 fix_stopped_item (op, m, originator);
184 if ((op = get_archetype (arch)) != NULL)
185 { 160 {
186 if (env) 161 case LAMP:
162 case TORCH:
163 // turn on a lamp
164 apply_lamp (op, true);
165 break;
166
167 default:
168 // for instance icecubes:
169 if (op->other_arch)
187 { 170 {
188 op->x = env->x, op->y = env->y; 171 const char *arch = op->other_arch->archname;
189 insert_ob_in_ob (op, env); 172
173 if (op->decrease ())
174 fix_stopped_item (op, m, originator);
175
176 if ((op = archetype::get (arch)))
177 {
190 if (env->contr) 178 if (env)
191 esrv_send_item (env, op); 179 env->insert (op);
180 else
181 m->insert (op, x, y, originator);
182 }
192 } 183 }
193 else
194 {
195 op->x = x, op->y = y;
196 insert_ob_in_map (op, m, originator, 0);
197 }
198 } 184 }
199 return; 185 return;
200 } 186 }
187
201 if (type & AT_CANCELLATION) 188 if (type & AT_CANCELLATION)
202 { /* Cancellation. */ 189 { /* Cancellation. */
203 cancellation (op); 190 cancellation (op);
204 fix_stopped_item (op, m, originator); 191 fix_stopped_item (op, m, originator);
205 return; 192 return;
206 } 193 }
194
207 if (op->nrof > 1) 195 if (op->nrof > 1)
208 { 196 {
209 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 197 if (op->decrease (rndm (0, op->nrof - 1)))
210 if (op)
211 fix_stopped_item (op, m, originator); 198 fix_stopped_item (op, m, originator);
212 } 199 }
213 else 200 else
214 { 201 {
215 if (op->env) 202 // drop everything to the ground, if possible
216 { 203 op->insert_at (originator);
217 object *tmp = is_player_inv (op->env); 204 op->drop_and_destroy ();
218
219 if (tmp)
220 {
221 esrv_del_item (tmp->contr, op->count);
222 }
223 } 205 }
224 if (!QUERY_FLAG (op, FLAG_REMOVED)) 206
225 remove_ob (op);
226 free_object (op);
227 }
228 if (type & (AT_FIRE | AT_ELECTRICITY)) 207 if (type & (AT_FIRE | AT_ELECTRICITY))
229 {
230 if (env) 208 if (env)
231 { 209 {
232 op = get_archetype ("burnout"); 210 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 211 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 212 env->insert (op);
235 } 213 }
236 else 214 else
237 {
238 replace_insert_ob_in_map ("burnout", originator); 215 replace_insert_ob_in_map (shstr_burnout, originator);
239 } 216
240 }
241 return; 217 return;
242 } 218 }
219
243 /* The value of 50 is arbitrary. */ 220 /* The value of 50 is arbitrary. */
244 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 221 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
245 { 222 {
246 object *tmp;
247 archetype *at = find_archetype ("icecube"); 223 archetype *at = archetype::find (shstr_icecube);
248 224
249 if (at == NULL) 225 if (at == NULL)
250 return; 226 return;
227
251 op = stop_item (op); 228 op = stop_item (op);
252 if (op == NULL) 229 if (op == NULL)
253 return; 230 return;
231
254 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 232 object *tmp = present_arch (at, op->map, op->x, op->y);
233 if (!tmp)
255 { 234 {
256 tmp = arch_to_object (at); 235 tmp = arch_to_object (at);
257 tmp->x = op->x, tmp->y = op->y; 236 tmp->x = op->x, tmp->y = op->y;
258 /* This was in the old (pre new movement code) - 237 /* This was in the old (pre new movement code) -
259 * icecubes have slow_move set to 1 - don't want 238 * icecubes have slow_move set to 1 - don't want
261 */ 240 */
262 tmp->move_slow_penalty = 0; 241 tmp->move_slow_penalty = 0;
263 tmp->move_slow = 0; 242 tmp->move_slow = 0;
264 insert_ob_in_map (tmp, op->map, originator, 0); 243 insert_ob_in_map (tmp, op->map, originator, 0);
265 } 244 }
266 if (!QUERY_FLAG (op, FLAG_REMOVED)) 245
267 remove_ob (op); 246 tmp->insert (op);
268 (void) insert_ob_in_ob (op, tmp);
269 return; 247 return;
270 } 248 }
271} 249}
272 250
273/* Object op is hitting the map. 251/* Object op is hitting the map.
274 * op is going in direction 'dir' 252 * op is going in direction 'dir'
275 * type is the attacktype of the object. 253 * type is the attacktype of the object.
276 * full_hit is set if monster area does not matter. 254 * full_hit is set if monster area does not matter.
277 * returns 1 if it hits something, 0 otherwise. 255 * returns 1 if it hits something, 0 otherwise.
278 */ 256 */
279
280int 257int
281hit_map (object *op, int dir, int type, int full_hit) 258hit_map (object *op, int dir, int type, int full_hit)
282{ 259{
283 object *tmp, *next;
284 mapstruct *map; 260 maptile *map;
285 sint16 x, y; 261 sint16 x, y;
286 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 */
287 263
288 tag_t op_tag, next_tag = 0;
289
290 if (QUERY_FLAG (op, FLAG_FREED)) 264 if (QUERY_FLAG (op, FLAG_FREED))
291 { 265 {
292 LOG (llevError, "BUG: hit_map(): free object\n"); 266 LOG (llevError, "BUG: hit_map(): free object\n");
293 return 0; 267 return 0;
294 } 268 }
295 269
296 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 270 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
297 { 271 {
298 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 272 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
299 return 0; 273 return 0;
300 } 274 }
301 275
302 if (!op->map) 276 if (!op->map)
303 { 277 {
306 } 280 }
307 281
308 if (op->head) 282 if (op->head)
309 op = op->head; 283 op = op->head;
310 284
311 op_tag = op->count; 285 mapxy pos (op);
286 pos.move (dir);
312 287
313 map = op->map; 288 if (!pos.normalise ())
314 x = op->x + freearr_x[dir]; 289 return 0;
315 y = op->y + freearr_y[dir];
316
317 int mflags = get_map_flags (map, &map, x, y, &x, &y);
318 290
319 // elmex: a safe map tile can't be hit! 291 // elmex: a safe map tile can't be hit!
320 // this should prevent most harmful effects on items and players there. 292 // this should prevent most harmful effects on items and players there.
321 if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) 293 mapspace &ms = pos.ms ();
294
295 if (ms.flags () & P_SAFE)
322 return 0; 296 return 0;
323 297
324 /* peterm: a few special cases for special attacktypes --counterspell 298 /* peterm: a few special cases for special attacktypes --counterspell
325 * 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
326 */ 300 */
327 301 if (type & (AT_COUNTERSPELL | AT_CHAOS))
302 {
328 if (type & AT_COUNTERSPELL) 303 if (type & AT_COUNTERSPELL)
329 { 304 {
330 counterspell (op, dir); /* see spell_effect.c */ 305 counterspell (op, dir); /* see spell_effect.c */
331 306
332 /* If the only attacktype is counterspell or magic, don't need 307 /* If the only attacktype is counterspell or magic, don't need
333 * to do any further processing. 308 * to do any further processing.
334 */
335 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
336 {
337 return 0;
338 }
339 type &= ~AT_COUNTERSPELL;
340 }
341
342 if (type & AT_CHAOS)
343 {
344 shuffle_attack (op, 1); /*1 flag tells it to change the face */
345 update_object (op, UP_OBJ_FACE);
346 type &= ~AT_CHAOS;
347 }
348
349 next = get_map_ob (map, x, y);
350 if (next)
351 next_tag = next->count;
352
353 while (next)
354 {
355 if (was_destroyed (next, next_tag))
356 {
357 /* There may still be objects that were above 'next', but there is no
358 * simple way to find out short of copying all object references and
359 * tags into a temporary array before we start processing the first
360 * object. That's why we just abort.
361 *
362 * This happens whenever attack spells (like fire) hit a pile
363 * of objects. This is not a bug - nor an error. The errormessage
364 * below was spamming the logs for absolutely no reason.
365 */ 309 */
366 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 310 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
367 break; 311 return 0;
312
313 type &= ~AT_COUNTERSPELL;
314 }
315
316 if (type & AT_CHAOS)
368 } 317 {
318 shuffle_attack (op, 1); /* flag tells it to change the face */
319 update_object (op, UP_OBJ_FACE);
320 type &= ~AT_CHAOS;
321 }
322 }
323
324 /* There may still be objects that were above 'next', but there is no
325 * simple way to find out short of copying all object references and
326 * tags into a temporary array before we start processing the first
327 * object. That's why we just abort on destroy.
328 *
329 * This happens whenever attack spells (like fire) hit a pile
330 * of objects. This is not a bug - nor an error.
331 */
332 for (object *next = ms.bot; next && !next->destroyed (); )
333 {
369 tmp = next; 334 object *tmp = next;
370 next = tmp->above; 335 next = tmp->above;
371 if (next)
372 next_tag = next->count;
373
374 if (QUERY_FLAG (tmp, FLAG_FREED))
375 {
376 LOG (llevError, "BUG: hit_map(): found freed object\n");
377 break;
378 }
379 336
380 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 337 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
381 * For example, 'tmp' was put in an icecube. 338 * For example, 'tmp' was put in an icecube.
382 * This is one of the few cases where on_same_map should not be used. 339 * This is one of the few cases where on_same_map should not be used.
383 */ 340 */
384 if (tmp->map != map || tmp->x != x || tmp->y != y) 341 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
385 continue; 342 continue;
386 343
387 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 344 if (QUERY_FLAG (tmp, FLAG_ALIVE))
388 { 345 {
389 hit_player (tmp, op->stats.dam, op, type, full_hit); 346 hit_player (tmp, op->stats.dam, op, type, full_hit);
390 retflag |= 1; 347 retflag |= 1;
348
391 if (was_destroyed (op, op_tag)) 349 if (op->destroyed ())
392 break; 350 break;
393 } 351 }
394 /* Here we are potentially destroying an object. If the object has 352 /* Here we are potentially destroying an object. If the object has
395 * NO_PASS set, it is also immune - you can't destroy walls. Note 353 * NO_PASS set, it is also immune - you can't destroy walls. Note
396 * that weak walls have is_alive set, which prevent objects from 354 * that weak walls have is_alive set, which prevent objects from
397 * passing over/through them. We don't care what type of movement 355 * passing over/through them. We don't care what type of movement
398 * the wall blocks - if it blocks any type of movement, can't be 356 * the wall blocks - if it blocks any type of movement, can't be
399 * destroyed right now. 357 * destroyed right now.
400 */ 358 */
401 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 359 else if (op->stats.dam > 0 && !tmp->move_block)
402 { 360 {
403 save_throw_object (tmp, type, op); 361 save_throw_object (tmp, type, op);
362
404 if (was_destroyed (op, op_tag)) 363 if (op->destroyed ())
405 break; 364 break;
406 } 365 }
407 } 366 }
367
408 return 0; 368 return 0;
409} 369}
410 370
411void 371static void
412attack_message (int dam, int type, object *op, object *hitter) 372attack_message (int dam, int type, object *op, object *hitter)
413{ 373{
414 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 374 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
415 int i, found = 0; 375 int i, found = 0;
416 mapstruct *map; 376 maptile *map;
417 object *next, *tmp; 377 object *next, *tmp;
418 378
419 /* 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
420 * a player might have. For example, fire, electric, cold, etc 380 * a player might have. For example, fire, electric, cold, etc
421 * [garbled 20010919] 381 * [garbled 20010919]
422 */ 382 */
423
424 if (dam == 9998 && op->type == DOOR) 383 if (dam == 9998 && op->type == DOOR)
425 { 384 {
426 sprintf (buf1, "unlock %s", &op->name); 385 sprintf (buf1, "unlock %s", &op->name);
427 sprintf (buf2, " unlocks"); 386 sprintf (buf2, " unlocks");
428 found++; 387 found++;
429 } 388 }
430 if (dam < 0) 389 else if (dam < 0)
431 { 390 {
432 sprintf (buf1, "hit %s", &op->name); 391 sprintf (buf1, "hit %s", &op->name);
433 sprintf (buf2, " hits"); 392 sprintf (buf2, " hits");
434 found++; 393 found++;
435 } 394 }
438 sprintf (buf1, "missed %s", &op->name); 397 sprintf (buf1, "missed %s", &op->name);
439 sprintf (buf2, " misses"); 398 sprintf (buf2, " misses");
440 found++; 399 found++;
441 } 400 }
442 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 401 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
443 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 402 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
444 { 403 {
445 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 404 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
446 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 405 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
447 { 406 {
448 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 407 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
460 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
461 found++; 420 found++;
462 break; 421 break;
463 } 422 }
464 } 423 }
465 else if (hitter->type == PLAYER && IS_LIVE (op)) 424 else if (hitter->type == PLAYER && op->is_alive ())
466 { 425 {
467 if (USING_SKILL (hitter, SK_KARATE)) 426 if (USING_SKILL (hitter, SK_KARATE))
468 { 427 {
469 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 428 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
470 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 429 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
496 found++; 455 found++;
497 break; 456 break;
498 } 457 }
499 } 458 }
500 } 459 }
460
501 if (found) 461 if (found)
502 { 462 {
503 /* done */ 463 /* done */
504 } 464 }
505 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 465 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
506 { 466 {
507 sprintf (buf1, "hit"); /* just in case */ 467 sprintf (buf1, "hit"); /* just in case */
508 for (i = 0; i < MAXATTACKMESS; i++) 468 for (i = 0; i < MAXATTACKMESS; i++)
509 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 469 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
510 { 470 {
511 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 471 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
512 found++; 472 found++;
513 break; 473 break;
514 } 474 }
515 } 475 }
516 else if (type & AT_DRAIN && IS_LIVE (op)) 476 else if (type & AT_DRAIN && op->is_alive ())
517 { 477 {
518 /* drain is first, because some items have multiple attypes */ 478 /* drain is first, because some items have multiple attypes */
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 479 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
520 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 480 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
521 { 481 {
523 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 483 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
524 found++; 484 found++;
525 break; 485 break;
526 } 486 }
527 } 487 }
528 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 488 else if (type & AT_ELECTRICITY && op->is_alive ())
529 { 489 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 490 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
531 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 491 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
532 { 492 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 493 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
534 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 494 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
535 found++; 495 found++;
536 break; 496 break;
537 } 497 }
538 } 498 }
539 else if (type & AT_COLD && IS_LIVE (op)) 499 else if (type & AT_COLD && op->is_alive ())
540 { 500 {
541 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
542 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 502 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
543 { 503 {
544 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 504 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
556 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 516 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
557 found++; 517 found++;
558 break; 518 break;
559 } 519 }
560 } 520 }
561 else if (hitter->current_weapon != NULL) 521 else if (hitter->current_weapon)
562 { 522 {
563 int mtype; 523 int mtype;
564 524
565 switch (hitter->current_weapon->weapontype) 525 switch (hitter->current_weapon->weapontype)
566 { 526 {
567 case WEAP_HIT: 527 case WEAP_HIT:
568 mtype = ATM_BASIC; 528 mtype = ATM_BASIC;
569 break; 529 break;
570 case WEAP_SLASH: 530 case WEAP_SLASH:
571 mtype = ATM_SLASH; 531 mtype = ATM_SLASH;
572 break; 532 break;
573 case WEAP_PIERCE: 533 case WEAP_PIERCE:
574 mtype = ATM_PIERCE; 534 mtype = ATM_PIERCE;
575 break; 535 break;
576 case WEAP_CLEAVE: 536 case WEAP_CLEAVE:
577 mtype = ATM_CLEAVE; 537 mtype = ATM_CLEAVE;
578 break; 538 break;
579 case WEAP_SLICE: 539 case WEAP_SLICE:
580 mtype = ATM_SLICE; 540 mtype = ATM_SLICE;
581 break; 541 break;
582 case WEAP_STAB: 542 case WEAP_STAB:
583 mtype = ATM_STAB; 543 mtype = ATM_STAB;
584 break; 544 break;
585 case WEAP_WHIP: 545 case WEAP_WHIP:
586 mtype = ATM_WHIP; 546 mtype = ATM_WHIP;
587 break; 547 break;
588 case WEAP_CRUSH: 548 case WEAP_CRUSH:
589 mtype = ATM_CRUSH; 549 mtype = ATM_CRUSH;
590 break; 550 break;
591 case WEAP_BLUD: 551 case WEAP_BLUD:
592 mtype = ATM_BLUD; 552 mtype = ATM_BLUD;
593 break; 553 break;
594 default: 554 default:
595 mtype = ATM_BASIC; 555 mtype = ATM_BASIC;
596 break; 556 break;
597 } 557 }
558
598 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 559 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
599 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 560 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
600 { 561 {
601 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 562 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
602 strcpy (buf2, attack_mess[mtype][i].buf3); 563 strcpy (buf2, attack_mess[mtype][i].buf3);
621 strcpy (buf1, "hit"); 582 strcpy (buf1, "hit");
622 strcpy (buf2, " hits"); 583 strcpy (buf2, " hits");
623 } 584 }
624 585
625 /* bail out if a monster is casting spells */ 586 /* bail out if a monster is casting spells */
626 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 587 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
627 return; 588 return;
628 589
629 /* scale down magic considerably. */ 590 /* scale down magic considerably. */
630 if (type & AT_MAGIC && rndm (0, 5)) 591 if (type & AT_MAGIC && rndm (0, 5))
631 return; 592 return;
632 593
633 /* Did a player hurt another player? Inform both! */ 594 /* Did a player hurt another player? Inform both! */
634 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 595 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
635 { 596 {
636 if (get_owner (hitter) != NULL) 597 if (hitter->owner != NULL)
637 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 598 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
638 else 599 else
639 { 600 {
640 sprintf (buf, "%s%s you.", &hitter->name, buf2); 601 sprintf (buf, "%s%s you.", &hitter->name, buf2);
602
641 if (dam != 0) 603 if (dam != 0)
642 { 604 {
643 if (dam < 10) 605 if (dam < 10)
644 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 606 op->contr->play_sound (sound_find ("player_is_hit1"));
645 else if (dam < 20) 607 else if (dam < 20)
646 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 608 op->contr->play_sound (sound_find ("player_is_hit2"));
647 else 609 else
648 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 610 op->contr->play_sound (sound_find ("player_is_hit3"));
649 } 611 }
650 } 612 }
613
651 new_draw_info (NDI_BLACK, 0, op, buf); 614 new_draw_info (NDI_BLACK, 0, op, buf);
652 } /* end of player hitting player */ 615 } /* end of player hitting player */
653 616
654 if (hitter->type == PLAYER) 617 if (hitter->type == PLAYER)
655 { 618 {
656 sprintf (buf, "You %s.", buf1); 619 sprintf (buf, "You %s.", buf1);
620
657 if (dam != 0) 621 if (dam != 0)
658 { 622 {
659 if (dam < 10) 623 if (dam < 10)
660 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 624 op->play_sound (sound_find ("player_hits1"));
661 else if (dam < 20) 625 else if (dam < 20)
662 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 626 op->play_sound (sound_find ("player_hits2"));
663 else 627 else
664 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 628 op->play_sound (sound_find ("player_hits3"));
665 } 629 }
630
666 new_draw_info (NDI_BLACK, 0, hitter, buf); 631 new_draw_info (NDI_BLACK, 0, hitter, buf);
667 } 632 }
668 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 633 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
669 { 634 {
670 /* look for stacked spells and start reducing the message chances */ 635 /* look for stacked spells and start reducing the message chances */
671 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 636 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
672 { 637 {
673 i = 4; 638 i = 4;
674 map = hitter->map; 639 map = hitter->map;
675 if (out_of_map (map, hitter->x, hitter->y)) 640 if (out_of_map (map, hitter->x, hitter->y))
676 return; 641 return;
642
677 next = get_map_ob (map, hitter->x, hitter->y); 643 next = GET_MAP_OB (map, hitter->x, hitter->y);
678 if (next) 644 if (next)
679 while (next) 645 while (next)
680 { 646 {
681 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 647 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
682 i *= 3; 648 i *= 3;
649
683 tmp = next; 650 tmp = next;
684 next = tmp->above; 651 next = tmp->above;
685 } 652 }
653
686 if (i < 0) 654 if (i < 0)
687 return; 655 return;
656
688 if (rndm (0, i) != 0) 657 if (rndm (0, i) != 0)
689 return; 658 return;
690 } 659 }
691 else if (rndm (0, 5) != 0) 660 else if (rndm (0, 5) != 0)
692 return; 661 return;
662
693 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 663 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
694 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 664 op->play_sound (sound_find ("player_hits4"));
695 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 665 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
696 } 666 }
697} 667}
698
699 668
700static int 669static int
701get_attack_mode (object **target, object **hitter, int *simple_attack) 670get_attack_mode (object **target, object **hitter, int *simple_attack)
702{ 671{
703 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 672 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
704 { 673 {
705 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 674 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
706 return 1; 675 return 1;
707 } 676 }
708 if ((*target)->head) 677
709 *target = (*target)->head; 678 *target = (*target)->head_ ();
710 if ((*hitter)->head)
711 *hitter = (*hitter)->head; 679 *hitter = (*hitter)->head_ ();
680
681 if ((*target)->type == LOCKED_DOOR)
682 return 1; // locked doors cannot be hit
683
712 if ((*hitter)->env != NULL || (*target)->env != NULL) 684 if ((*hitter)->env || (*target)->env)
713 { 685 {
714 *simple_attack = 1; 686 *simple_attack = 1;
715 return 0; 687 return 0;
716 } 688 }
689
717 if (QUERY_FLAG (*target, FLAG_REMOVED) 690 if (QUERY_FLAG (*target, FLAG_REMOVED)
718 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 691 || QUERY_FLAG (*hitter, FLAG_REMOVED)
692 || !(*hitter)->map
693 || !on_same_map (*hitter, *target))
719 { 694 {
720 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 695 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
696 (*hitter)->debug_desc (), (*target)->debug_desc ());
721 return 1; 697 return 1;
722 } 698 }
699
723 *simple_attack = 0; 700 *simple_attack = 0;
724 return 0; 701 return 0;
725} 702}
726 703
727static int 704static int
728abort_attack (object *target, object *hitter, int simple_attack) 705abort_attack (object *target, object *hitter, int simple_attack)
729{ 706{
730
731/* Check if target and hitter are still in a relation similar to the one 707 /* Check if target and hitter are still in a relation similar to the one
732 * determined by get_attack_mode(). Returns true if the relation has changed. 708 * determined by get_attack_mode(). Returns true if the relation has changed.
733 */ 709 */
734 int new_mode; 710 int new_mode;
735 711
736 if (hitter->env == target || target->env == hitter) 712 if (hitter->env == target || target->env == hitter)
737 new_mode = 1; 713 new_mode = 1;
738 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 714 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
715 || hitter->map == NULL || !on_same_map (hitter, target))
739 return 1; 716 return 1;
740 else 717 else
741 new_mode = 0; 718 new_mode = 0;
719
742 return new_mode != simple_attack; 720 return new_mode != simple_attack;
743} 721}
744 722
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
745static void thrown_item_effect (object *, object *); 728thrown_item_effect (object *hitter, object *victim)
729{
730 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
731 {
732 /* May not need a switch for just 2 types, but this makes it
733 * easier for expansion.
734 */
735 switch (hitter->type)
736 {
737 case POTION:
738 /* should player get a save throw instead of checking magic protection? */
739 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
740 (void) apply_potion (victim, hitter);
741 break;
742
743 case POISON: /* poison drinks */
744 /* As with potions, should monster get a save? */
745 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
746 apply_poison (victim, hitter);
747 break;
748
749 /* Removed case statements that did nothing.
750 * food may be poisonous, but monster must be willing to eat it,
751 * so we don't handle it here.
752 * Containers should perhaps break open, but that code was disabled.
753 */
754 }
755 }
756}
757
758/* determine if the object is an 'aimed' missile */
759static int
760is_aimed_missile (object *op)
761{
762
763 /* I broke what used to be one big if into a few nested
764 * ones so that figuring out the logic is at least possible.
765 */
766 if (op && (op->move_type & MOVE_FLYING))
767 if (op->type == ARROW || op->type == THROWN_OBJ)
768 return 1;
769 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
770 return 1;
771
772 return 0;
773}
774/* adj_attackroll() - adjustments to attacks by various conditions */
775static int
776adj_attackroll (object *hitter, object *target)
777{
778 object *attacker = hitter;
779 int adjust = 0;
780
781 /* safety */
782 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
783 {
784 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
785 return 0;
786 }
787
788 /* aimed missiles use the owning object's sight */
789 if (is_aimed_missile (hitter))
790 {
791 if ((attacker = hitter->owner) == NULL)
792 attacker = hitter;
793 /* A player who saves but hasn't quit still could have objects
794 * owned by him - need to handle that case to avoid crashes.
795 */
796 if (QUERY_FLAG (attacker, FLAG_REMOVED))
797 attacker = hitter;
798 }
799 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
800 return 0;
801
802 /* determine the condtions under which we make an attack.
803 * Add more cases, as the need occurs. */
804
805 if (!can_see_enemy (attacker, target))
806 {
807 /* target is unseen */
808 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
809 adjust -= 10;
810 /* dark map penalty for the hitter (lacks infravision if we got here). */
811 else if (!stand_in_light (target))
812 adjust -= target->map->darklevel ();
813 }
814
815 if (QUERY_FLAG (attacker, FLAG_SCARED))
816 adjust -= 3;
817
818 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
819 adjust += 1;
820
821 if (QUERY_FLAG (target, FLAG_SCARED))
822 adjust += 1;
823
824 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
825 adjust -= 3;
826
827 /* if we attack at a different 'altitude' its harder */
828 if ((attacker->move_type & target->move_type) == 0)
829 adjust -= 2;
830
831#if 0
832 /* slower attacks are less likely to succeed. We should use a
833 * comparison between attacker/target speeds BUT, players have
834 * a generally faster speed, so this will wind up being a HUGE
835 * disadantage for the monsters! Too bad, because missiles which
836 * fly fast should have a better chance of hitting a slower target.
837 */
838 if (hitter->speed < target->speed)
839 adjust += ((float) hitter->speed - target->speed);
840#endif
841
842#if 0
843 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
844#endif
845
846 return adjust;
847}
746 848
747static int 849static int
748attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 850attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
749{ 851{
750 int simple_attack, roll, dam = 0; 852 int simple_attack, roll, dam = 0;
751 uint32 type; 853 uint32 type;
752 shstr op_name; 854 shstr op_name;
753 tag_t op_tag, hitter_tag;
754 855
755 if (get_attack_mode (&op, &hitter, &simple_attack)) 856 if (get_attack_mode (&op, &hitter, &simple_attack))
756 goto error; 857 goto error;
757 858
758 if (hitter->current_weapon) 859 if (hitter->current_weapon)
759 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 860 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
760 return RESULT_INT (0); 861 return RESULT_INT (0);
761 862
762 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 863 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
763 return RESULT_INT (0); 864 return RESULT_INT (0);
764
765 op_tag = op->count;
766 hitter_tag = hitter->count;
767 865
768 /* 866 /*
769 * A little check to make it more difficult to dance forward and back 867 * A little check to make it more difficult to dance forward and back
770 * to avoid ever being hit by monsters. 868 * to avoid ever being hit by monsters.
771 */ 869 */
772 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 870 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
773 { 871 {
774 /* Decrease speed BEFORE calling process_object. Otherwise, an 872 /* Decrease speed BEFORE calling process_object. Otherwise, an
775 * infinite loop occurs, with process_object calling move_monster, 873 * infinite loop occurs, with process_object calling move_monster,
776 * which then gets here again. By decreasing the speed before 874 * which then gets here again. By decreasing the speed before
777 * we call process_object, the 'if' statement above will fail. 875 * we call process_object, the 'if' statement above will fail.
778 */ 876 */
779 op->speed_left--; 877 --op->speed_left;
780 process_object (op); 878 process_object (op);
879
781 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 880 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
782 goto error; 881 goto error;
783 } 882 }
784 883
785 op_name = op->name; 884 op_name = op->name;
786 885
793 /* See if we hit the creature */ 892 /* See if we hit the creature */
794 if (roll == 20 || op->stats.ac >= base_wc - roll) 893 if (roll == 20 || op->stats.ac >= base_wc - roll)
795 { 894 {
796 int hitdam = base_dam; 895 int hitdam = base_dam;
797 896
798 if (settings.casting_time == TRUE)
799 {
800 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
801 {
802 hitter->casting_time = -1;
803 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
804 }
805 if ((op->casting_time > -1) && (hitdam > 0))
806 {
807 op->casting_time = -1;
808 if (op->type == PLAYER)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
811 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
812 }
813 }
814 }
815 if (!simple_attack) 897 if (!simple_attack)
816 { 898 {
817 /* If you hit something, the victim should *always* wake up. 899 /* If you hit something, the victim should *always* wake up.
818 * Before, invisible hitters could avoid doing this. 900 * Before, invisible hitters could avoid doing this.
819 * -b.t. */ 901 * -b.t. */
820 if (QUERY_FLAG (op, FLAG_SLEEP)) 902 if (QUERY_FLAG (op, FLAG_SLEEP))
821 CLEAR_FLAG (op, FLAG_SLEEP); 903 CLEAR_FLAG (op, FLAG_SLEEP);
822 904
823 /* If the victim can't see the attacker, it may alert others 905 /* If the victim can't see the attacker, it may alert others
824 * for help. */ 906 * for help. */
825 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 907 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
826 npc_call_help (op); 908 npc_call_help (op);
827 909
828 /* if you were hidden and hit by a creature, you are discovered */ 910 /* if you were hidden and hit by a creature, you are discovered */
829 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 911 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
830 { 912 {
831 make_visible (op); 913 make_visible (op);
914
832 if (op->type == PLAYER) 915 if (op->type == PLAYER)
833 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 916 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
834 } 917 }
835 918
836 /* thrown items (hitter) will have various effects 919 /* thrown items (hitter) will have various effects
837 * when they hit the victim. For things like thrown daggers, 920 * when they hit the victim. For things like thrown daggers,
838 * this sets 'hitter' to the actual dagger, and not the 921 * this sets 'hitter' to the actual dagger, and not the
839 * wrapper object. 922 * wrapper object.
840 */ 923 */
841 thrown_item_effect (hitter, op); 924 thrown_item_effect (hitter, op);
925
842 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 926 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
843 goto leave; 927 goto leave;
844 } 928 }
845 929
846 /* Need to do at least 1 damage, otherwise there is no point 930 /* Need to do at least 1 damage, otherwise there is no point
847 * to go further and it will cause FPE's below. 931 * to go further and it will cause FPE's below.
848 */ 932 */
849 if (hitdam <= 0) 933 if (hitdam <= 0)
850 hitdam = 1; 934 hitdam = 1;
851 935
852 type = hitter->attacktype; 936 type = hitter->attacktype;
937
938 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
939 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
940 * This check is important for the most simple monsters out there in the
941 * game content (maps, archs). For example orcs: They would have
942 * no attacktype at all.
943 *
944 * Some time in the future someone should just go into the game data
945 * and fix every monster out there ;-/ Until then we will kill some
946 * more trees in the african rain forests with this check.
947 */
853 if (!type) 948 if (!type)
854 type = AT_PHYSICAL; 949 type = AT_PHYSICAL;
950
855 /* Handle monsters that hit back */ 951 /* Handle monsters that hit back */
856 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 952 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
857 { 953 {
858 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 954 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
859 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 955 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
956
860 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 957 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
958
861 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 959 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
862 goto leave; 960 goto leave;
863 } 961 }
864 962
865 /* In the new attack code, it should handle multiple attack 963 /* In the new attack code, it should handle multiple attack
866 * types in its area, so remove it from here. 964 * types in its area, so remove it from here.
867 */ 965 */
868 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 966 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
967
869 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 968 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
870 goto leave; 969 goto leave;
871 } /* end of if hitter hit op */ 970 } /* end of if hitter hit op */
872 /* if we missed, dam=0 */ 971 /* if we missed, dam=0 */
873 972
874 /*attack_message(dam, type, op, hitter); */ 973 /*attack_message(dam, type, op, hitter); */
884} 983}
885 984
886int 985int
887attack_ob (object *op, object *hitter) 986attack_ob (object *op, object *hitter)
888{ 987{
889
890 if (hitter->head)
891 hitter = hitter->head; 988 hitter = hitter->head_ ();
989
892 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);
893} 991}
894 992
895/* op is the arrow, tmp is what is stopping the arrow. 993/* op is the arrow, tmp is what is stopping the arrow.
896 * 994 *
905 * 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
906 * stick around. 1004 * stick around.
907 */ 1005 */
908 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1006 if (op->weight <= 5000 && tmp->stats.hp >= 0)
909 { 1007 {
910 if (tmp->head != NULL) 1008 tmp->head_ ()->insert (op);
911 tmp = tmp->head;
912 remove_ob (op);
913 op = insert_ob_in_ob (op, tmp);
914 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op);
916 return 1; 1009 return 1;
917 } 1010 }
918 else 1011 else
919 return 0; 1012 return 0;
920} 1013}
928object * 1021object *
929hit_with_arrow (object *op, object *victim) 1022hit_with_arrow (object *op, object *victim)
930{ 1023{
931 object *container, *hitter; 1024 object *container, *hitter;
932 int hit_something = 0; 1025 int hit_something = 0;
933 tag_t victim_tag, hitter_tag;
934 sint16 victim_x, victim_y;
935 1026
936 /* Disassemble missile */ 1027 /* Disassemble missile */
937 if (op->inv) 1028 if (op->inv)
938 { 1029 {
939 container = op; 1030 container = op;
940 hitter = op->inv; 1031 hitter = op->inv;
941 remove_ob (hitter);
942 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);
943 /* 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
944 * might be called until this THROWN_OBJ is either reassembled or 1034 * might be called until this THROWN_OBJ is either reassembled or
945 * 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
946 * THROWN_OBJs. */ 1036 * THROWN_OBJs. */
947 } 1037 }
948 else 1038 else
949 { 1039 {
950 container = NULL; 1040 container = 0;
951 hitter = op; 1041 hitter = op;
952 } 1042 }
953 1043
954 /* Try to hit victim */ 1044 /* Try to hit victim */
955 victim_x = victim->x;
956 victim_y = victim->y;
957 victim_tag = victim->count;
958 hitter_tag = hitter->count;
959
960 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);
961 1046
962 /* 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
963 * arrow, move_apply() calls this function, arrow sticks in demon, 1048 * arrow, move_apply() calls this function, arrow sticks in demon,
964 * 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
965 * 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
966 * other places as well!) 1051 * other places as well!)
967 */ 1052 */
968 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 1053 if (hitter->destroyed () || hitter->env != NULL)
969 { 1054 {
970 if (container) 1055 if (container)
971 { 1056 container->destroy ();
972 remove_ob (container); 1057
973 free_object (container);
974 }
975 return NULL; 1058 return 0;
976 } 1059 }
977 1060
978 /* Missile hit victim */ 1061 /* Missile hit victim */
979 /* 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
980 * through the target 1063 * through the target
981 */ 1064 */
982 if (hit_something && op->speed <= 10.0) 1065 if (hit_something && op->speed <= 10.0)
983 { 1066 {
984 /* Stop arrow */ 1067 /* Stop arrow */
985 if (container == NULL) 1068 if (!container)
986 { 1069 {
987 hitter = fix_stopped_arrow (hitter); 1070 hitter = fix_stopped_arrow (hitter);
988 if (hitter == NULL) 1071 if (!hitter)
989 return NULL; 1072 return 0;
990 } 1073 }
991 else 1074 else
992 { 1075 container->destroy ();
993 remove_ob (container);
994 free_object (container);
995 }
996 1076
997 /* Try to stick arrow into victim */ 1077 /* Try to stick arrow into victim */
998 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 1078 if (!victim->destroyed () && stick_arrow (hitter, victim))
999 return NULL; 1079 return 0;
1000 1080
1001 /* Else try to put arrow on victim's map square 1081 /* Else try to put arrow on victim's map square
1002 * remove check for P_WALL here. If the arrow got to this 1082 * remove check for P_WALL here. If the arrow got to this
1003 * space, that is good enough - with the new movement code, 1083 * space, that is good enough - with the new movement code,
1004 * there is now the potential for lots of spaces where something 1084 * there is now the potential for lots of spaces where something
1005 * can fly over but not otherwise move over. What is the correct 1085 * can fly over but not otherwise move over. What is the correct
1006 * way to handle those otherwise? 1086 * way to handle those otherwise?
1007 */ 1087 */
1008 if (victim_x != hitter->x || victim_y != hitter->y) 1088 if (victim->x != hitter->x || victim->y != hitter->y)
1089 {
1090 if (victim->destroyed ())
1091 hitter->destroy ();
1092 else
1009 { 1093 {
1010 remove_ob (hitter); 1094 hitter->remove ();
1011 hitter->x = victim_x; 1095 hitter->x = victim->x;
1012 hitter->y = victim_y; 1096 hitter->y = victim->y;
1013 insert_ob_in_map (hitter, victim->map, hitter, 0); 1097 insert_ob_in_map (hitter, victim->map, hitter, 0);
1098 }
1014 } 1099 }
1015 else 1100 else
1016 {
1017 /* Else leave arrow where it is */ 1101 /* Else leave arrow where it is */
1018 merge_ob (hitter, NULL); 1102 merge_ob (hitter, NULL);
1019 } 1103
1020 return NULL; 1104 return 0;
1021 } 1105 }
1022 1106
1023 if (hit_something && op->speed >= 10.0) 1107 if (hit_something && op->speed >= 10.0)
1024 op->speed -= 1.0; 1108 op->speed -= 1.0;
1025 1109
1026 /* Missile missed victim - reassemble missile */ 1110 /* Missile missed victim - reassemble missile */
1027 if (container) 1111 if (container)
1028 { 1112 {
1029 remove_ob (hitter); 1113 hitter->remove ();
1030 insert_ob_in_ob (hitter, container); 1114 insert_ob_in_ob (hitter, container);
1031 } 1115 }
1116
1032 return op; 1117 return op;
1033} 1118}
1034 1119
1035 1120static void
1036void
1037tear_down_wall (object *op) 1121tear_down_wall (object *op)
1038{ 1122{
1039 int perc = 0;
1040
1041 if (!op->stats.maxhp) 1123 if (!op->stats.maxhp)
1042 {
1043 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1124 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1044 perc = 1; 1125 else if (!op->has_anim ())
1045 }
1046 else if (!GET_ANIM_ID (op))
1047 { 1126 {
1048 /* Object has been called - no animations, so remove it */ 1127 /* Object has been called - no animations, so remove it */
1049 if (op->stats.hp < 0) 1128 if (op->stats.hp < 0)
1129 op->destroy ();
1050 { 1130
1051 remove_ob (op); /* Should update LOS */
1052 free_object (op);
1053 /* Don't know why this is here - remove_ob should do it for us */
1054 /*update_position(m, x, y); */
1055 }
1056 return; /* no animations, so nothing more to do */ 1131 return; /* no animations, so nothing more to do */
1057 } 1132 }
1058 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1133
1059 if (perc >= (int) NUM_ANIMATIONS (op)) 1134 // we use frames 1..num-2 as intermediate frames, so
1060 perc = NUM_ANIMATIONS (op) - 1; 1135 // the last frame is used only when hp < 0.
1061 else if (perc < 1) 1136 int perc = clamp (
1062 perc = 1; 1137 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1063 SET_ANIMATION (op, perc); 1138 0, op->anim_frames () - 1
1139 );
1140
1141 op->set_anim_frame (perc);
1064 update_object (op, UP_OBJ_FACE); 1142 update_object (op, UP_OBJ_FACE);
1065 if (perc == NUM_ANIMATIONS (op) - 1) 1143
1144 if (op->stats.hp < 0)
1066 { /* Reached the last animation */ 1145 { /* Reached the last animation */
1067 if (op->face == blank_face) 1146 if (op->face == blank_face)
1068 {
1069 /* If the last face is blank, remove the ob */ 1147 /* If the last face is blank, remove the ob */
1070 remove_ob (op); /* Should update LOS */ 1148 op->destroy ();
1071 free_object (op);
1072
1073 /* remove_ob should call update_position for us */
1074 /*update_position(m, x, y); */
1075
1076 }
1077 else 1149 else
1078 { /* The last face was not blank, leave an image */ 1150 { /* The last face was not blank, leave an image */
1079 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1151 op->flag [FLAG_BLOCKSVIEW] = false;
1080 update_all_los (op->map, op->x, op->y); 1152 update_all_los (op->map, op->x, op->y);
1081 op->move_block = 0; 1153 op->move_block = 0;
1082 CLEAR_FLAG (op, FLAG_ALIVE); 1154 op->flag [FLAG_ALIVE] = false;
1083 } 1155 }
1084 } 1156 }
1085} 1157}
1086 1158
1087void 1159static void
1088scare_creature (object *target, object *hitter) 1160scare_creature (object *target, object *hitter)
1089{ 1161{
1090 object *owner = get_owner (hitter); 1162 target->flag [FLAG_SCARED] = true;
1091 1163
1092 if (!owner)
1093 owner = hitter;
1094
1095 SET_FLAG (target, FLAG_SCARED);
1096 if (!target->enemy) 1164 if (!target->enemy)
1097 target->enemy = owner; 1165 target->enemy = hitter->outer_owner ();
1098} 1166}
1099
1100
1101/* This returns the amount of damage hitter does to op with the
1102 * appropriate attacktype. Only 1 attacktype should be set at a time.
1103 * This doesn't damage the player, but returns how much it should
1104 * take. However, it will do other effects (paralyzation, slow, etc.)
1105 * Note - changed for PR code - we now pass the attack number and not
1106 * the attacktype. Makes it easier for the PR code. */
1107
1108int
1109hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1110{
1111
1112 int doesnt_slay = 1;
1113
1114 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1115 if (attacknum >= NROFATTACKS)
1116 {
1117 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1118 return 0;
1119 }
1120
1121 if (dam < 0)
1122 {
1123 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1124 return 0;
1125 }
1126
1127 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1128 * people can't mess with that or it otherwise get confused. */
1129 if (attacknum == ATNR_INTERNAL)
1130 return dam;
1131
1132 if (hitter->slaying)
1133 {
1134 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1135 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1136 {
1137 doesnt_slay = 0;
1138 dam *= 3;
1139 }
1140 }
1141
1142 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1143 if (op->resist[attacknum])
1144 {
1145 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1146 * in case 0>dam>1, we try to "simulate" a float value-effect */
1147 dam *= (100 - op->resist[attacknum]);
1148 if (dam >= 100)
1149 dam /= 100;
1150 else
1151 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1152 }
1153
1154 /* Special hack. By default, if immune to something, you
1155 * shouldn't need to worry. However, acid is an exception, since
1156 * it can still damage your items. Only include attacktypes if
1157 * special processing is needed */
1158
1159 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1160 return 0;
1161
1162 /* Keep this in order - makes things easier to find */
1163
1164 switch (attacknum)
1165 {
1166 case ATNR_PHYSICAL:
1167 /* here also check for diseases */
1168 check_physically_infect (op, hitter);
1169 break;
1170
1171 /* Don't need to do anything for:
1172 magic,
1173 fire,
1174 electricity,
1175 cold */
1176
1177 case ATNR_CONFUSION:
1178 case ATNR_POISON:
1179 case ATNR_SLOW:
1180 case ATNR_PARALYZE:
1181 case ATNR_FEAR:
1182 case ATNR_CANCELLATION:
1183 case ATNR_DEPLETE:
1184 case ATNR_BLIND:
1185 {
1186 /* chance for inflicting a special attack depends on the
1187 * difference between attacker's and defender's level
1188 */
1189 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1190
1191 /* First, only creatures/players with speed can be affected.
1192 * Second, just getting hit doesn't mean it always affects
1193 * you. Third, you still get a saving through against the
1194 * effect.
1195 */
1196 if (op->speed &&
1197 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1198 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1199 {
1200
1201 /* Player has been hit by something */
1202 if (attacknum == ATNR_CONFUSION)
1203 confuse_player (op, hitter, dam);
1204 else if (attacknum == ATNR_POISON)
1205 poison_player (op, hitter, dam);
1206 else if (attacknum == ATNR_SLOW)
1207 slow_player (op, hitter, dam);
1208 else if (attacknum == ATNR_PARALYZE)
1209 paralyze_player (op, hitter, dam);
1210 else if (attacknum == ATNR_FEAR)
1211 scare_creature (op, hitter);
1212 else if (attacknum == ATNR_CANCELLATION)
1213 cancellation (op);
1214 else if (attacknum == ATNR_DEPLETE)
1215 drain_stat (op);
1216 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1217 blind_player (op, hitter, dam);
1218 }
1219 dam = 0; /* These are all effects and don't do real damage */
1220 }
1221 break;
1222 case ATNR_ACID:
1223 {
1224 int flag = 0;
1225
1226 /* Items only get corroded if you're not on a battleground and
1227 * if your acid resistance is below 50%. */
1228 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1229 {
1230 object *tmp;
1231
1232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1233 {
1234 if (tmp->invisible)
1235 continue;
1236 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1237 /* >= 10% acid res. on itmes will protect these */
1238 continue;
1239 if (!(tmp->material & M_IRON))
1240 continue;
1241 if (tmp->magic < -4) /* Let's stop at -5 */
1242 continue;
1243 if (tmp->type == RING ||
1244 /* removed boots and gloves from exclusion list in
1245 PR */
1246 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1247 continue; /* To avoid some strange effects */
1248
1249 /* High damage acid has better chance of corroding
1250 objects */
1251 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1252 {
1253 if (op->type == PLAYER)
1254 /* Make this more visible */
1255 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1256 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1257 flag = 1;
1258 tmp->magic--;
1259 if (op->type == PLAYER)
1260 esrv_send_item (op, tmp);
1261 }
1262 }
1263 if (flag)
1264 fix_player (op); /* Something was corroded */
1265 }
1266 }
1267 break;
1268 case ATNR_DRAIN:
1269 {
1270 /* rate is the proportion of exp drained. High rate means
1271 * not much is drained, low rate means a lot is drained.
1272 */
1273 int rate;
1274
1275 if (op->resist[ATNR_DRAIN] >= 0)
1276 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1277 else
1278 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1279
1280 if (op->stats.exp <= rate)
1281 {
1282 if (op->type == GOLEM)
1283 dam = 999; /* Its force is "sucked" away. 8) */
1284 else
1285 /* If we can't drain, lets try to do physical damage */
1286 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1287 }
1288 else
1289 {
1290 /* Randomly give the hitter some hp */
1291 if (hitter->stats.hp < hitter->stats.maxhp &&
1292 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1293 hitter->stats.hp++;
1294
1295 /* Can't do drains on battleground spaces.
1296 * Move the wiz check up here - before, the hitter wouldn't gain exp
1297 * exp, but the wiz would still lose exp! If drainee is a wiz,
1298 * nothing happens.
1299 * Try to credit the owner. We try to display player -> player drain
1300 * attacks, hence all the != PLAYER checks.
1301 */
1302 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1303 {
1304 object *owner = get_owner (hitter);
1305
1306 if (owner && owner != hitter)
1307 {
1308 if (op->type != PLAYER || owner->type != PLAYER)
1309 change_exp (owner, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1311 }
1312 else if (op->type != PLAYER || hitter->type != PLAYER)
1313 {
1314 change_exp (hitter, op->stats.exp / (rate * 2),
1315 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1316 }
1317 change_exp (op, -op->stats.exp / rate, NULL, 0);
1318 }
1319 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1320 * drain attack, you won't know that you are actually sucking out EXP,
1321 * as the messages will say you missed
1322 */
1323 }
1324 }
1325 break;
1326 case ATNR_TURN_UNDEAD:
1327 {
1328 if (QUERY_FLAG (op, FLAG_UNDEAD))
1329 {
1330 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1331 object *god = find_god (determine_god (owner));
1332 int div = 1;
1333
1334 /* if undead are not an enemy of your god, you turn them
1335 * at half strength */
1336 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1337 div = 2;
1338 /* Give a bonus if you resist turn undead */
1339 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1340 scare_creature (op, owner);
1341 }
1342 else
1343 dam = 0; /* don't damage non undead - should we damage
1344 undead? */
1345 }
1346 break;
1347 case ATNR_DEATH:
1348 deathstrike_player (op, hitter, &dam);
1349 break;
1350 case ATNR_CHAOS:
1351 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1352 dam = 0;
1353 break;
1354 case ATNR_COUNTERSPELL:
1355 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1356 dam = 0;
1357 /* This should never happen. Counterspell is handled
1358 * seperately and filtered out. If this does happen,
1359 * Counterspell has no effect on anything but spells, so it
1360 * does no damage. */
1361 break;
1362 case ATNR_HOLYWORD:
1363 {
1364 /* This has already been handled by hit_player,
1365 * no need to check twice -- DAMN */
1366
1367 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1368
1369 /* As with turn undead above, give a bonus on the saving throw */
1370 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1371 scare_creature (op, owner);
1372 }
1373 break;
1374 case ATNR_LIFE_STEALING:
1375 {
1376 int new_hp;
1377
1378 /* this is replacement to drain for players, instead of taking
1379 * exp it takes hp. It is geared for players, probably not
1380 * much use giving it to monsters
1381 *
1382 * life stealing doesn't do a lot of damage, but it gives the
1383 * damage it does do to the player. Given that,
1384 * it only does 1/10'th normal damage (hence the divide by
1385 * 1000).
1386 */
1387 /* You can't steal life from something undead */
1388 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1389 return 0;
1390 /* If drain protection is higher than life stealing, use that */
1391 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1392 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1393 else
1394 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1395 /* You die at -1 hp, not zero. */
1396 if (dam > (op->stats.hp + 1))
1397 dam = op->stats.hp + 1;
1398 new_hp = hitter->stats.hp + dam;
1399 if (new_hp > hitter->stats.maxhp)
1400 new_hp = hitter->stats.maxhp;
1401 if (new_hp > hitter->stats.hp)
1402 hitter->stats.hp = new_hp;
1403 }
1404 }
1405 return dam;
1406}
1407
1408 1167
1409/* 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
1410 * allow script procedures to "kill" objects in a combat-like fashion. 1169 * allow script procedures to "kill" objects in a combat-like fashion.
1411 * 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
1412 * Sword. Note that nothing has been changed from the original version 1171 * Sword. Note that nothing has been changed from the original version
1423 */ 1182 */
1424int 1183int
1425kill_object (object *op, int dam, object *hitter, int type) 1184kill_object (object *op, int dam, object *hitter, int type)
1426{ 1185{
1427 char buf[MAX_BUF]; 1186 char buf[MAX_BUF];
1428 const char *skill; 1187 shstr skill;
1429 int maxdam = 0; 1188 int maxdam = 0;
1430 int battleg = 0; /* true if op standing on battleground */ 1189 int battleg = 0; /* true if op standing on battleground */
1431 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 */
1432 object *owner = NULL; 1191 object *owner = 0;
1433 object *skop = NULL; 1192 object *skop = 0;
1434 1193
1435 if (op->stats.hp >= 0) 1194 if (op->stats.hp >= 0)
1436 return -1; 1195 return -1;
1437 1196
1438 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1197 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1447 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1448 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 */
1449 1208
1450 if (op->type == DOOR) 1209 if (op->type == DOOR)
1451 { 1210 {
1452 op->speed = 0.1; 1211 op->set_speed (0.1f);
1453 update_ob_speed (op);
1454 op->speed_left = -0.05; 1212 op->speed_left = -0.05f;
1455 return maxdam; 1213 return maxdam;
1456 } 1214 }
1215
1457 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1216 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1458 { 1217 {
1459 remove_friendly_object (op); 1218 op->drop_and_destroy ();
1460 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1461 {
1462 op->owner->contr->ranges[range_golem] = NULL;
1463 op->owner->contr->golem_count = 0;
1464 }
1465
1466 remove_ob (op);
1467 free_object (op);
1468 return maxdam; 1219 return maxdam;
1469 } 1220 }
1470 1221
1471 /* Now lets start dealing with experience we get for killing something */ 1222 /* Now lets start dealing with experience we get for killing something */
1472 1223
1473 owner = get_owner (hitter); 1224 owner = hitter->outer_owner ();
1474 if (owner == NULL) 1225 if (!owner)
1475 owner = hitter; 1226 owner = hitter;
1476 1227
1477 /* is the victim (op) standing on battleground? */ 1228 /* is the victim (op) standing on battleground? */
1478 if (op_on_battleground (op, NULL, NULL)) 1229 if (op_on_battleground (op, NULL, NULL))
1479 battleg = 1; 1230 battleg = 1;
1483 pk = 1; 1234 pk = 1;
1484 1235
1485 /* Player killed something */ 1236 /* Player killed something */
1486 if (owner->type == PLAYER) 1237 if (owner->type == PLAYER)
1487 { 1238 {
1488 Log_Kill (owner->name,
1489 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1490
1491 /* Log players killing other players - makes it easier to detect 1239 /* Log players killing other players - makes it easier to detect
1492 * and filter out malicious player killers - that is why the 1240 * and filter out malicious player killers - that is why the
1493 * ip address is included. 1241 * ip address is included.
1494 */ 1242 */
1495 if (op->type == PLAYER && !battleg) 1243 if (op->type == PLAYER && !battleg)
1499 char buf[256]; 1247 char buf[256];
1500 1248
1501 tmv = localtime (&t); 1249 tmv = localtime (&t);
1502 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1250 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1503 1251
1504 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1252 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1505 } 1253 }
1506 1254
1507 /* try to filter some things out - basically, if you are 1255 /* try to filter some things out - basically, if you are
1508 * killing a level 1 creature and your level 20, you 1256 * killing a level 1 creature and your level 20, you
1509 * probably don't want to see that. 1257 * probably don't want to see that.
1510 */ 1258 */
1511 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1259 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1512 { 1260 {
1513 if (owner != hitter) 1261 if (owner != hitter)
1514 {
1515 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1262 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1516 }
1517 else 1263 else
1518 {
1519 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1264 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1520 } 1265
1521 /* Only play sounds for melee kills */ 1266 /* Only play sounds for melee kills */
1522 if (hitter->type == PLAYER) 1267 if (hitter->type == PLAYER)
1523 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1268 owner->play_sound (sound_find ("player_kills"));
1524 } 1269 }
1525 1270
1526 /* If a player kills another player, not on 1271 /* If a player kills another player, not on
1527 * battleground, the "killer" looses 1 luck. Since this is 1272 * battleground, the "killer" looses 1 luck. Since this is
1528 * not reversible, it's actually quite a pain IMHO. -AV 1273 * not reversible, it's actually quite a pain IMHO. -AV
1530 * player that the object belonged to - so if you killed another player 1275 * player that the object belonged to - so if you killed another player
1531 * with spells, pets, whatever, there was no penalty. 1276 * with spells, pets, whatever, there was no penalty.
1532 * Changed to make luck penalty configurable in settings. 1277 * Changed to make luck penalty configurable in settings.
1533 */ 1278 */
1534 if (op->type == PLAYER && owner != op && !battleg) 1279 if (op->type == PLAYER && owner != op && !battleg)
1535 change_luck (owner, -settings.pk_luck_penalty); 1280 owner->change_luck (-settings.pk_luck_penalty);
1536 1281
1537 /* This code below deals with finding the appropriate skill 1282 /* This code below deals with finding the appropriate skill
1538 * to credit exp to. This is a bit problematic - we should 1283 * to credit exp to. This is a bit problematic - we should
1539 * probably never really have to look at current_weapon->skill 1284 * probably never really have to look at current_weapon->skill
1540 */ 1285 */
1541 skill = NULL;
1542 if (hitter->skill && hitter->type != PLAYER) 1286 if (hitter->skill && hitter->type != PLAYER)
1543 skill = hitter->skill; 1287 skill = hitter->skill;
1544 else if (owner->chosen_skill) 1288 else if (owner->chosen_skill)
1545 { 1289 {
1546 skill = owner->chosen_skill->skill;
1547 skop = owner->chosen_skill; 1290 skop = owner->chosen_skill;
1291 skill = skop->skill;
1548 } 1292 }
1549 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1293 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1550 skill = owner->current_weapon->skill; 1294 skill = owner->current_weapon->skill;
1551 else 1295 else
1296 {
1552 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1297 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1298 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1299 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1300 skill = 0;
1301 }
1553 1302
1554 /* We have the skill we want to credit to - now find the object this goes 1303 /* We have the skill we want to credit to - now find the object this goes
1555 * to. Make sure skop is an actual skill, and not a skill tool! 1304 * to. Make sure skop is an actual skill, and not a skill tool!
1556 */ 1305 */
1557 if ((!skop || skop->type != SKILL) && skill) 1306 skop = owner->contr->find_skill (skill);
1558 {
1559 int i;
1560
1561 for (i = 0; i < NUM_SKILLS; i++)
1562 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1563 {
1564 skop = owner->contr->last_skill_ob[i];
1565 break;
1566 }
1567 }
1568 } /* Was it a player that hit somethign */ 1307 } /* Was it a player that hit somethign */
1569 else 1308 else
1570 {
1571 skill = NULL; 1309 skill = 0;
1572 }
1573 1310
1574 /* Pet (or spell) killed something. */
1575 if (owner != hitter)
1576 {
1577 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1578 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1579 }
1580 else
1581 {
1582 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1583 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1584 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1585 }
1586 /* These may have been set in the player code section above */ 1311 /* These may have been set in the player code section above */
1587 if (!skop) 1312 if (!skop)
1588 skop = hitter->chosen_skill; 1313 skop = hitter->chosen_skill;
1314
1589 if (!skill && skop) 1315 if (!skill && skop)
1590 skill = skop->skill; 1316 skill = skop->skill;
1591 1317
1592 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1593
1594
1595 /* If you didn't kill yourself, and your not the wizard */ 1318 /* If you didn't kill yourself, and your not the wizard */
1596 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1319 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1597 { 1320 {
1598 int exp; 1321 int exp;
1599 1322
1600 /* Really don't give much experience for killing other players */ 1323 /* Really don't give much experience for killing other players */
1601 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1324 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1602 if (op->type == PLAYER)
1603 {
1604 if (battleg) 1325 if (battleg)
1326 {
1327 if (op->is_player ())
1605 { 1328 {
1606 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1329 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1607 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1330 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1608 } 1331 }
1609 else 1332
1333 exp = 0;
1334 }
1335 else if (op->is_player ())
1610 exp = op->stats.exp / 1000; 1336 exp = op->stats.exp / 1000;
1611 }
1612 else 1337 else
1613 exp = calc_skill_exp (owner, op, skop); 1338 exp = calc_skill_exp (owner, op, skop);
1614
1615 /* if op is standing on "battleground" (arena), no way to gain
1616 * exp by killing him
1617 */
1618 if (battleg)
1619 exp = 0;
1620 1339
1621 /* Don't know why this is set this way - doesn't make 1340 /* Don't know why this is set this way - doesn't make
1622 * sense to just divide everything by two for no reason. 1341 * sense to just divide everything by two for no reason.
1623 */ 1342 */
1624 1343
1625 if (!settings.simple_exp) 1344 if (!settings.simple_exp)
1626 exp = exp / 2; 1345 exp = exp / 2;
1627 1346
1628 if (owner->type != PLAYER || owner->contr->party == NULL) 1347 if (owner->type != PLAYER || owner->contr->party == NULL)
1629 {
1630 change_exp (owner, exp, skill, 0); 1348 change_exp (owner, exp, skill, 0);
1631 }
1632 else 1349 else
1633 { 1350 {
1634 int shares = 0, count = 0; 1351 int shares = 0, count = 0;
1635
1636 player *pl;
1637
1638 partylist *party = owner->contr->party; 1352 partylist *party = owner->contr->party;
1639 1353
1640#ifdef PARTY_KILL_LOG
1641 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1354 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1642#endif 1355
1643 for (pl = first_player; pl != NULL; pl = pl->next) 1356 for_all_players (pl)
1644 {
1645 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1357 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1646 { 1358 {
1647 count++; 1359 count++;
1648 shares += (pl->ob->level + 4); 1360 shares += (pl->ob->level + 4);
1649 } 1361 }
1650 } 1362
1651 if (count == 1 || shares > exp) 1363 if (count == 1 || shares > exp || !shares)
1652 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1364 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1653 else 1365 else
1654 { 1366 {
1655 int share = exp / shares, given = 0, nexp; 1367 int share = exp / shares, given = 0, nexp;
1656 1368
1657 for (pl = first_player; pl != NULL; pl = pl->next) 1369 for_all_players (pl)
1658 {
1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1370 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660 { 1371 {
1661 nexp = (pl->ob->level + 4) * share; 1372 nexp = (pl->ob->level + 4) * share;
1662 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1373 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1663 given += nexp; 1374 given += nexp;
1664 } 1375 }
1665 } 1376
1666 exp -= given; 1377 exp -= given;
1667 /* give any remainder to the player */ 1378 /* give any remainder to the player */
1668 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1379 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1669 } 1380 }
1670 } /* else part of a party */ 1381 } /* else part of a party */
1671
1672 } /* end if person didn't kill himself */ 1382 } /* end if person didn't kill himself */
1673 1383
1674 if (op->type != PLAYER) 1384 if (op->type != PLAYER)
1675 { 1385 {
1676 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1386 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1677 { 1387 {
1678 object *owner1 = get_owner (op); 1388 object *owner1 = op->owner;
1679 1389
1680 if (owner1 != NULL && owner1->type == PLAYER) 1390 if (owner1 && owner1->type == PLAYER)
1681 { 1391 {
1682 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1392 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1683 /* Maybe we should include the owner that killed this, maybe not */ 1393 /* Maybe we should include the owner that killed this, maybe not */
1684 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1394 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1685 } 1395 }
1396
1686 remove_friendly_object (op); 1397 remove_friendly_object (op);
1687 } 1398 }
1688 remove_ob (op); 1399
1689 free_object (op); 1400 op->drop_and_destroy ();
1690 } 1401 }
1691 /* Player has been killed! */
1692 else 1402 else
1693 { 1403 /* Player has been killed! */
1694 if (owner->type == PLAYER) 1404 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1695 { 1405
1696 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1697 }
1698 else
1699 {
1700 strncpy (op->contr->killer, hitter->name, BIG_NAME);
1701 op->contr->killer[BIG_NAME - 1] = '\0';
1702 }
1703 }
1704 /* 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
1705 * continues in the calling function. 1407 * continues in the calling function.
1706 */ 1408 */
1707 return maxdam; 1409 return maxdam;
1708} 1410}
1709 1411
1710/* 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
1711 * Returns 0 this is not friendly fire 1413 * Returns 0 this is not friendly fire
1712 */ 1414 */
1713
1714int 1415int
1715friendly_fire (object *op, object *hitter) 1416friendly_fire (object *op, object *hitter)
1716{ 1417{
1717 object *owner; 1418 object *owner;
1718 int friendlyfire; 1419 int friendlyfire;
1728 return 0; 1429 return 0;
1729 1430
1730 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1431 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1731 return 1; 1432 return 1;
1732 1433
1733 if ((owner = get_owner (hitter)) != NULL) 1434 if ((owner = hitter->owner) != NULL)
1734 { 1435 {
1735 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1436 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1736 friendlyfire = 2; 1437 friendlyfire = 2;
1737 } 1438 }
1738 1439
1739 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1440 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1740 friendlyfire = 0; 1441 friendlyfire = 0;
1741 } 1442 }
1443
1742 return friendlyfire; 1444 return friendlyfire;
1743} 1445}
1744
1745 1446
1746/* 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.
1747 * 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
1748 * is what is hitting the object, type is the attacktype, and 1449 * is what is hitting the object, type is the attacktype, and
1749 * full_hit is set if monster area does not matter. 1450 * full_hit is set if monster area does not matter.
1750 * dam is base damage - protections/vulnerabilities/slaying matches can 1451 * dam is base damage - protections/vulnerabilities/slaying matches can
1751 * modify it. 1452 * modify it.
1752 */ 1453 */
1753
1754 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1454/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1755 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1455 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1756
1757int 1456int
1758hit_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)
1759{ 1458{
1760 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1459 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1761 int maxattacktype, attacknum; 1460 int maxattacktype, attacknum;
1762 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? */
1763 int simple_attack; 1462 int simple_attack;
1764 tag_t op_tag, hitter_tag;
1765 int rtn_kill = 0; 1463 int rtn_kill = 0;
1766 int friendlyfire; 1464 int friendlyfire;
1767 1465
1768 if (get_attack_mode (&op, &hitter, &simple_attack)) 1466 if (get_attack_mode (&op, &hitter, &simple_attack))
1769 return 0; 1467 return 0;
1770 1468
1771 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1469 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1772 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1470 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1773 return 0; 1471 return 0;
1774 1472
1775#ifdef PROHIBIT_PLAYERKILL 1473 // only allow pk for hostile players
1776 if (op->type == PLAYER) 1474 if (op->type == PLAYER)
1777 { 1475 {
1778 object *owner = get_owner (hitter); 1476 object *owner = hitter->owner;
1779 1477
1780 if (!owner) 1478 if (!owner)
1781 owner = hitter; 1479 owner = hitter;
1782 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1480
1783 { 1481 if (owner->type == PLAYER
1482 && (!op_on_battleground (op, 0, 0)
1483 && (op->contr->peaceful || owner->contr->peaceful))
1484 && op != owner)
1784 return 0; 1485 return 0;
1785 }
1786 } 1486 }
1787#endif
1788
1789 op_tag = op->count;
1790 hitter_tag = hitter->count;
1791 1487
1792 if (body_attack) 1488 if (body_attack)
1793 { 1489 {
1794 /* slow and paralyze must hit the head. But we don't want to just 1490 /* slow and paralyze must hit the head. But we don't want to just
1795 * return - we still need to process other attacks the spell still 1491 * return - we still need to process other attacks the spell still
1801 * attack so we don't cancel out things like magic bullet. 1497 * attack so we don't cancel out things like magic bullet.
1802 */ 1498 */
1803 if (type & (AT_PARALYZE | AT_SLOW)) 1499 if (type & (AT_PARALYZE | AT_SLOW))
1804 { 1500 {
1805 type &= ~(AT_PARALYZE | AT_SLOW); 1501 type &= ~(AT_PARALYZE | AT_SLOW);
1502
1806 if (!type || type == AT_MAGIC) 1503 if (!type || type == AT_MAGIC)
1807 return 0; 1504 return 0;
1808 } 1505 }
1809 } 1506 }
1810 1507
1811 if (!simple_attack && op->type == DOOR) 1508 if (!simple_attack && op->type == DOOR)
1812 { 1509 {
1813 object *tmp;
1814
1815 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1510 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1816 if (tmp->type == RUNE || tmp->type == TRAP) 1511 if (tmp->type == RUNE || tmp->type == TRAP)
1817 { 1512 {
1818 spring_trap (tmp, hitter); 1513 spring_trap (tmp, hitter);
1514
1819 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1515 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1820 return 0; 1516 return 0;
1517
1821 break; 1518 break;
1822 } 1519 }
1823 } 1520 }
1824 1521
1825 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1826 { 1523 {
1827 /* FIXME: If a player is killed by a rune in a door, the 1524 /* FIXME: If a player is killed by a rune in a door, the
1828 * was_destroyed() check above doesn't return, and might get here. 1525 * destroyed() check above doesn't return, and might get here.
1829 */ 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 */
1830 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1533 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1831 return 0; 1534 return 0;
1832 } 1535 }
1833 1536
1834#ifdef ATTACK_DEBUG 1537#ifdef ATTACK_DEBUG
1835 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1538 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1841 * 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 */
1842 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1545 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1843 if (dam >= 100) 1546 if (dam >= 100)
1844 dam /= 100; 1547 dam /= 100;
1845 else 1548 else
1846 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1549 dam = (dam > rndm (0, 99)) ? 1 : 0;
1847 } 1550 }
1848 1551
1849 /* 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
1850 * 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
1851 */ 1554 */
1862 */ 1565 */
1863 if (type & AT_HOLYWORD) 1566 if (type & AT_HOLYWORD)
1864 { 1567 {
1865 object *god; 1568 object *god;
1866 1569
1867 if ((!hitter->slaying || 1570 if ((!hitter->slaying
1868 (!(op->race && strstr (hitter->slaying, op->race)) && 1571 || (!(op->race && hitter->slaying.contains (op->race))
1869 !(op->name && strstr (hitter->slaying, op->name)))) && 1572 && !(op->name && hitter->slaying.contains (op->name))))
1870 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1573 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1871 (hitter->title != NULL 1574 || (hitter->title
1872 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1575 && (god = find_god (determine_god (hitter))) != NULL
1576 && god->race.contains (shstr_undead))))
1873 return 0; 1577 return 0;
1874 } 1578 }
1875 1579
1876 maxattacktype = type; /* initialize this to something */ 1580 maxattacktype = type; /* initialise this to something */
1877 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1581 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1878 { 1582 {
1879 /* 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
1880 * attack types. As such, skip it over. However, if magic is 1584 * attack types. As such, skip it over. However, if magic is
1881 * the only attacktype in the group, then still attack with it 1585 * the only attacktype in the group, then still attack with it
1909 */ 1613 */
1910 friendlyfire = friendly_fire (op, hitter); 1614 friendlyfire = friendly_fire (op, hitter);
1911 if (friendlyfire && maxdam) 1615 if (friendlyfire && maxdam)
1912 { 1616 {
1913 maxdam = ((dam * settings.set_friendly_fire) / 100); 1617 maxdam = ((dam * settings.set_friendly_fire) / 100);
1914#ifndef COZY_SERVER
1915 maxdam++;
1916#endif
1917 1618
1918#ifdef ATTACK_DEBUG 1619#ifdef ATTACK_DEBUG
1919 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1620 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1920 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1621 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1921#endif 1622#endif
1922 } 1623 }
1923 1624
1924 if (!full_hit) 1625 if (!full_hit)
1925 { 1626 {
1926 archetype *at;
1927 int area; 1627 int area;
1928 int remainder; 1628 int remainder;
1929 1629
1930 area = 0; 1630 area = 0;
1931 for (at = op->arch; at != NULL; at = at->more) 1631
1632 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1932 area++; 1633 area++;
1634
1933 assert (area > 0); 1635 assert (area > 0);
1934 1636
1935 /* basically: maxdam /= area; we try to "simulate" a float 1637 /* basically: maxdam /= area; we try to "simulate" a float
1936 value-effect */ 1638 value-effect */
1937 remainder = 100 * (maxdam % area) / area; 1639 remainder = 100 * (maxdam % area) / area;
1938 maxdam /= area; 1640 maxdam /= area;
1939 if (RANDOM () % 100 < remainder) 1641 if (rndm (100) < remainder)
1940 maxdam++; 1642 maxdam++;
1941 } 1643 }
1942 1644
1943#ifdef ATTACK_DEBUG 1645#ifdef ATTACK_DEBUG
1944 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1646 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1945#endif 1647#endif
1946 1648
1947 if (get_owner (hitter)) 1649 // for now, only do this for active objects, otherwise they
1650 // keep a refcount for a long time and I see no usefulness
1651 // for an non-active objetc to know its enemy.
1652 if (op->active)
1653 if (hitter->owner)
1948 op->enemy = hitter->owner; 1654 op->enemy = hitter->owner;
1949 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1655 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1950 op->enemy = hitter; 1656 op->enemy = hitter;
1951 1657
1952 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1658 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1953 { 1659 {
1954 /* The unaggressives look after themselves 8) */ 1660 /* The unaggressives look after themselves 8) */
1955 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1661 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1977 1683
1978 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1684 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1979 { 1685 {
1980 if (maxdam) 1686 if (maxdam)
1981 tear_down_wall (op); 1687 tear_down_wall (op);
1688
1982 return maxdam; /* nothing more to do for wall */ 1689 return maxdam; /* nothing more to do for wall */
1983 } 1690 }
1984 1691
1985 /* See if the creature has been killed */ 1692 /* See if the creature has been killed */
1986 rtn_kill = kill_object (op, maxdam, hitter, type); 1693 rtn_kill = kill_object (op, maxdam, hitter, type);
1987 if (rtn_kill != -1) 1694 if (rtn_kill != -1)
1988 return rtn_kill; 1695 return rtn_kill;
1989
1990 1696
1991 /* 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
1992 * that before if the player was immune to ghosthit, the monster 1698 * that before if the player was immune to ghosthit, the monster
1993 * remained - that is no longer the case. 1699 * remained - that is no longer the case.
1994 */ 1700 */
1995 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1701 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1996 { 1702 hitter->drop_and_destroy ();
1997 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1998 remove_friendly_object (hitter);
1999 remove_ob (hitter);
2000 free_object (hitter);
2001 }
2002 /* Lets handle creatures that are splitting now */ 1703 /* Lets handle creatures that are splitting now */
2003 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))
2004 { 1705 {
2005 int i; 1706 int i;
2006 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1707 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2007 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1708 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2008 object *owner = get_owner (op); 1709 object *owner = op->owner;
2009 1710
2010 if (!op->other_arch) 1711 if (!op->other_arch)
2011 { 1712 {
2012 LOG (llevError, "SPLITTING without other_arch error.\n"); 1713 LOG (llevError, "SPLITTING without other_arch error.\n");
2013 return maxdam; 1714 return maxdam;
2014 } 1715 }
1716
2015 remove_ob (op); 1717 op->remove ();
2016 for (i = 0; i < NROFNEWOBJS (op); i++) 1718
1719 for (i = 0; i < op->stats.food; i++)
2017 { /* This doesn't handle op->more yet */ 1720 { /* This doesn't handle op->more yet */
2018 object *tmp = arch_to_object (op->other_arch); 1721 object *tmp = arch_to_object (op->other_arch);
2019 int j; 1722 int j;
2020 1723
2021 tmp->stats.hp = op->stats.hp; 1724 tmp->stats.hp = op->stats.hp;
1725
2022 if (friendly) 1726 if (friendly)
2023 { 1727 {
2024 SET_FLAG (tmp, FLAG_FRIENDLY);
2025 add_friendly_object (tmp); 1728 add_friendly_object (tmp);
2026 tmp->attack_movement = PETMOVE; 1729 tmp->attack_movement = PETMOVE;
1730
2027 if (owner != NULL) 1731 if (owner)
2028 set_owner (tmp, owner); 1732 tmp->set_owner (owner);
2029 } 1733 }
1734
2030 if (unaggressive) 1735 if (unaggressive)
2031 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1736 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1737
2032 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
2033 if (j == -1) /* No spot to put this monster */ 1740 if (j == -1) /* No spot to put this monster */
2034 free_object (tmp); 1741 tmp->destroy ();
2035 else 1742 else
2036 { 1743 {
2037 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];
2038 insert_ob_in_map (tmp, op->map, NULL, 0); 1745 insert_ob_in_map (tmp, op->map, NULL, 0);
2039 } 1746 }
2040 } 1747 }
2041 if (friendly) 1748
2042 remove_friendly_object (op); 1749 op->destroy ();
2043 free_object (op);
2044 } 1750 }
2045 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1751 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2046 { 1752 hitter->drop_and_destroy ();
2047 remove_ob (hitter); 1753
2048 free_object (hitter);
2049 }
2050 return maxdam; 1754 return maxdam;
2051} 1755}
2052 1756
2053 1757static void
2054void
2055poison_player (object *op, object *hitter, int dam) 1758poison_player (object *op, object *hitter, int dam)
2056{ 1759{
2057 archetype *at = find_archetype ("poisoning"); 1760 archetype *at = archetype::find (shstr_poisoning);
2058 object *tmp = present_arch_in_ob (at, op); 1761 object *tmp = present_arch_in_ob (at, op);
2059 1762
2060 if (tmp == NULL) 1763 if (tmp == NULL)
2061 { 1764 {
2062 if ((tmp = arch_to_object (at)) == NULL) 1765 if ((tmp = arch_to_object (at)) == NULL)
2075 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1778 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2076 tmp->stats.dam += hitter->level / 2; 1779 tmp->stats.dam += hitter->level / 2;
2077 else 1780 else
2078 tmp->stats.dam = dam; 1781 tmp->stats.dam = dam;
2079 1782
2080 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1783 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2081 if (hitter->skill && hitter->skill != tmp->skill) 1784 if (hitter->skill && hitter->skill != tmp->skill)
2082 { 1785 {
2083 tmp->skill = hitter->skill; 1786 tmp->skill = hitter->skill;
2084 } 1787 }
2085 1788
2086 tmp->stats.food += dam; /* more damage, longer poisoning */ 1789 tmp->stats.food += dam; /* more damage, longer poisoning */
2087 1790
2088 if (op->type == PLAYER) 1791 if (op->type == PLAYER)
2089 { 1792 {
2090 /* player looses stats, maximum is -10 of each */ 1793 /* player looses stats, maximum is -10 of each */
2091 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1794 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2092 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1795 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2093 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1796 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2094 tmp->stats.Int = MAX (-dam / 7, -10); 1797 tmp->stats.Int = max (-(dam / 7 ), -10);
2095 SET_FLAG (tmp, FLAG_APPLIED); 1798 SET_FLAG (tmp, FLAG_APPLIED);
2096 fix_player (op); 1799 op->update_stats ();
2097 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);
2098 } 1802 }
1803
2099 if (hitter->type == PLAYER) 1804 if (hitter->type == PLAYER)
2100 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1805 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2101 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1806 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2102 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1807 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2103 } 1808 }
1809
2104 tmp->speed_left = 0; 1810 tmp->speed_left = 0;
2105 } 1811 }
2106 else 1812 else
2107 tmp->stats.food++; 1813 tmp->stats.food++;
2108} 1814}
2109 1815
2110void 1816static void
2111slow_player (object *op, object *hitter, int dam) 1817slow_player (object *op, object *hitter, int dam)
2112{ 1818{
2113 archetype *at = find_archetype ("slowness"); 1819 archetype *at = archetype::find (shstr_slowness);
2114 object *tmp; 1820 object *tmp;
2115 1821
2116 if (at == NULL) 1822 if (at == NULL)
2117 {
2118 LOG (llevError, "Can't find slowness archetype.\n"); 1823 LOG (llevError, "Can't find slowness archetype.\n");
2119 } 1824
2120 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1825 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2121 { 1826 {
2122 tmp = arch_to_object (at); 1827 tmp = arch_to_object (at);
2123 tmp = insert_ob_in_ob (tmp, op); 1828 tmp = insert_ob_in_ob (tmp, op);
2124 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!");
2125 } 1830 }
2126 else 1831 else
2127 tmp->stats.food++; 1832 tmp->stats.food++;
1833
2128 SET_FLAG (tmp, FLAG_APPLIED); 1834 SET_FLAG (tmp, FLAG_APPLIED);
2129 tmp->speed_left = 0; 1835 tmp->speed_left = 0;
2130 fix_player (op); 1836 op->update_stats ();
2131} 1837}
2132 1838
2133void 1839void
2134confuse_player (object *op, object *hitter, int dam) 1840confuse_player (object *op, object *hitter, int dam)
2135{ 1841{
2136 object *tmp; 1842 object *tmp;
2137 int maxduration; 1843 int maxduration;
2138 1844
2139 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1845 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2140 if (!tmp) 1846 if (!tmp)
2141 { 1847 {
2142 tmp = get_archetype (FORCE_NAME); 1848 tmp = get_archetype (FORCE_NAME);
2143 tmp = insert_ob_in_ob (tmp, op); 1849 tmp = insert_ob_in_ob (tmp, op);
2144 } 1850 }
2146 /* Duration added per hit and max. duration of confusion both depend 1852 /* Duration added per hit and max. duration of confusion both depend
2147 * on the player's resistance 1853 * on the player's resistance
2148 */ 1854 */
2149 tmp->speed = 0.05; 1855 tmp->speed = 0.05;
2150 tmp->subtype = FORCE_CONFUSION; 1856 tmp->subtype = FORCE_CONFUSION;
2151 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);
2152 tmp->name = "confusion"; 1858 tmp->name = shstr_confusion;
2153 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1859 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1860
2154 if (tmp->duration > maxduration) 1861 if (tmp->duration > maxduration)
2155 tmp->duration = maxduration; 1862 tmp->duration = maxduration;
2156 1863
2157 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1864 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2158 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
2159 SET_FLAG (op, FLAG_CONFUSED); 1867 SET_FLAG (op, FLAG_CONFUSED);
2160} 1868}
2161 1869
2162void 1870void
2163blind_player (object *op, object *hitter, int dam) 1871blind_player (object *op, object *hitter, int dam)
2169 return; 1877 return;
2170 1878
2171 tmp = present_in_ob (BLINDNESS, op); 1879 tmp = present_in_ob (BLINDNESS, op);
2172 if (!tmp) 1880 if (!tmp)
2173 { 1881 {
2174 tmp = get_archetype ("blindness"); 1882 tmp = get_archetype (shstr_blindness);
2175 SET_FLAG (tmp, FLAG_BLIND); 1883 SET_FLAG (tmp, FLAG_BLIND);
2176 SET_FLAG (tmp, FLAG_APPLIED); 1884 SET_FLAG (tmp, FLAG_APPLIED);
2177 /* 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.
2178 * speed is a float anyways. 1886 * speed is a float anyways.
2179 */ 1887 */
2180 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;
2181 1889
2182 tmp = insert_ob_in_ob (tmp, op); 1890 tmp = insert_ob_in_ob (tmp, op);
2183 change_abil (op, tmp); /* Mostly to display any messages */ 1891 change_abil (op, tmp); /* Mostly to display any messages */
2184 fix_player (op); /* This takes care of some other stuff */ 1892 op->update_stats (); /* This takes care of some other stuff */
2185 1893
2186 if (hitter->owner) 1894 if (hitter->owner)
2187 owner = get_owner (hitter); 1895 owner = hitter->owner;
2188 else 1896 else
2189 owner = hitter; 1897 owner = hitter;
2190 1898
2191 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1899 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2192 } 1900 }
2196} 1904}
2197 1905
2198void 1906void
2199paralyze_player (object *op, object *hitter, int dam) 1907paralyze_player (object *op, object *hitter, int dam)
2200{ 1908{
2201 float effect, max;
2202
2203 /* object *tmp; */
2204
2205 /* This is strange stuff... someone knows for what this is 1909 /* This is strange stuff... someone knows for what this is
2206 * written? Well, i think this can and should be removed 1910 * written? Well, i think this can and should be removed
2207 */ 1911 */
2208 1912
2209 /* 1913 /*
2213 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);
2214 } 1918 }
2215 */ 1919 */
2216 1920
2217 /* 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 */
2218 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;
2219 1923
2220 if (effect == 0)
2221 return;
2222
2223 op->speed_left -= FABS (op->speed) * effect; 1924 op->speed_left -= fabs (op->speed) * effect;
2224 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1925 /* tmp->stats.food+=(signed short) effect/op->speed; */
2225 1926
2226 /* max number of ticks to be affected for. */ 1927 /* max number of ticks to be affected for. */
2227 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1928 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1929
2228 if (op->speed_left < -(FABS (op->speed) * max)) 1930 if (op->speed_left < -(fabs (op->speed) * max))
2229 op->speed_left = (float) -(FABS (op->speed) * max); 1931 op->speed_left = -(fabs (op->speed) * max);
2230 1932
2231/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1933/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
2232} 1934}
2233
2234 1935
2235/* Attempts to kill 'op'. hitter is the attack object, dam is 1936/* Attempts to kill 'op'. hitter is the attack object, dam is
2236 * the computed damaged. 1937 * the computed damaged.
2237 */ 1938 */
2238void 1939static void
2239deathstrike_player (object *op, object *hitter, int *dam) 1940deathstrike_player (object *op, object *hitter, int *dam)
2240{ 1941{
2241 /* The intention of a death attack is to kill outright things 1942 /* The intention of a death attack is to kill outright things
2242 ** 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
2243 ** things somewhat weaker than the caster, and no chance of 1944 ** things somewhat weaker than the caster, and no chance of
2247 ** field of the deathstriking object */ 1948 ** field of the deathstriking object */
2248 1949
2249 int atk_lev, def_lev, kill_lev; 1950 int atk_lev, def_lev, kill_lev;
2250 1951
2251 if (hitter->slaying) 1952 if (hitter->slaying)
2252 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1953 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1954 || (op->race && hitter->slaying.contains (op->race))))
2253 return; 1955 return;
2254 1956
2255 def_lev = op->level; 1957 def_lev = op->level;
2256 if (def_lev < 1) 1958 if (def_lev < 1)
2257 { 1959 {
2258 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1960 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2259 def_lev = 1; 1961 def_lev = 1;
2260 } 1962 }
1963
2261 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;
2262 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1965 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2263 atk_lev, def_lev); */ 1966 atk_lev, def_lev); */
2264 1967
2265 if (atk_lev >= def_lev) 1968 if (atk_lev >= def_lev)
2280 */ 1983 */
2281 *dam *= kill_lev / def_lev; 1984 *dam *= kill_lev / def_lev;
2282 } 1985 }
2283 } 1986 }
2284 else 1987 else
2285 {
2286 *dam = 0; /* no harm done */ 1988 *dam = 0; /* no harm done */
1989}
1990
1991/* This returns the amount of damage hitter does to op with the
1992 * appropriate attacktype. Only 1 attacktype should be set at a time.
1993 * This doesn't damage the player, but returns how much it should
1994 * take. However, it will do other effects (paralyzation, slow, etc.)
1995 * Note - changed for PR code - we now pass the attack number and not
1996 * the attacktype. Makes it easier for the PR code. */
1997int
1998hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1999{
2000 int doesnt_slay = 1;
2001
2002 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2003 if (attacknum >= NROFATTACKS)
2287 } 2004 {
2288} 2005 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2289 2006 return 0;
2290/* thrown_item_effect() - handles any special effects of thrown
2291 * items (like attacking living creatures--a potion thrown at a
2292 * monster).
2293 */
2294static void
2295thrown_item_effect (object *hitter, object *victim)
2296{
2297 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2298 { 2007 }
2299 /* May not need a switch for just 2 types, but this makes it 2008
2300 * easier for expansion. 2009 if (dam < 0)
2010 {
2011 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2012 dam, hitter->debug_desc (), op->debug_desc ());
2013 return 0;
2014 }
2015
2016 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2017 * people can't mess with that or it otherwise get confused. */
2018 if (attacknum == ATNR_INTERNAL)
2019 return dam;
2020
2021 if (hitter->slaying)
2022 {
2023 if ((op->race && hitter->slaying.contains (op->race))
2024 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2301 */ 2025 {
2302 switch (hitter->type) 2026 doesnt_slay = 0;
2027 dam *= 3;
2303 { 2028 }
2304 case POTION: 2029 }
2305 /* should player get a save throw instead of checking magic protection? */ 2030
2306 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2031 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2307 (void) apply_potion (victim, hitter); 2032 if (op->resist[attacknum])
2033 {
2034 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2035 * in case 0>dam>1, we try to "simulate" a float value-effect */
2036 dam *= (100 - op->resist[attacknum]);
2037 if (dam >= 100)
2038 dam /= 100;
2039 else
2040 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2041 }
2042
2043 /* Special hack. By default, if immune to something, you
2044 * shouldn't need to worry. However, acid is an exception, since
2045 * it can still damage your items. Only include attacktypes if
2046 * special processing is needed */
2047
2048 if (op->resist[attacknum] >= 100
2049 && doesnt_slay
2050 && attacknum != ATNR_ACID)
2051 return 0;
2052
2053 /* Keep this in order - makes things easier to find */
2054
2055 switch (attacknum)
2056 {
2057 case ATNR_PHYSICAL:
2058 /* here also check for diseases */
2059 check_physically_infect (op, hitter);
2308 break; 2060 break;
2309 2061
2310 case POISON: /* poison drinks */ 2062 /* Don't need to do anything for:
2311 /* As with potions, should monster get a save? */ 2063 magic,
2312 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2064 fire,
2313 apply_poison (victim, hitter); 2065 electricity,
2066 cold */
2067
2068 case ATNR_CONFUSION:
2069 case ATNR_POISON:
2070 case ATNR_SLOW:
2071 case ATNR_PARALYZE:
2072 case ATNR_FEAR:
2073 case ATNR_CANCELLATION:
2074 case ATNR_DEPLETE:
2075 case ATNR_BLIND:
2076 {
2077 /* chance for inflicting a special attack depends on the
2078 * difference between attacker's and defender's level
2079 */
2080 int level_diff = min (110, max (0, op->level - hitter->level));
2081
2082 /* First, only creatures/players with speed can be affected.
2083 * Second, just getting hit doesn't mean it always affects
2084 * you. Third, you still get a saving through against the
2085 * effect.
2086 */
2087 if (op->has_active_speed ()
2088 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2089 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2090 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2091 {
2092
2093 /* Player has been hit by something */
2094 if (attacknum == ATNR_CONFUSION)
2095 confuse_player (op, hitter, dam);
2096 else if (attacknum == ATNR_POISON)
2097 poison_player (op, hitter, dam);
2098 else if (attacknum == ATNR_SLOW)
2099 slow_player (op, hitter, dam);
2100 else if (attacknum == ATNR_PARALYZE)
2101 paralyze_player (op, hitter, dam);
2102 else if (attacknum == ATNR_FEAR)
2103 scare_creature (op, hitter);
2104 else if (attacknum == ATNR_CANCELLATION)
2105 cancellation (op);
2106 else if (attacknum == ATNR_DEPLETE)
2107 op->drain_stat ();
2108 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2109 blind_player (op, hitter, dam);
2110 }
2111
2112 dam = 0; /* These are all effects and don't do real damage */
2113 }
2314 break; 2114 break;
2315 2115
2316 /* Removed case statements that did nothing. 2116 case ATNR_ACID:
2317 * food may be poisonous, but monster must be willing to eat it, 2117 {
2318 * so we don't handle it here. 2118 int flag = 0;
2319 * Containers should perhaps break open, but that code was disabled. 2119
2120 /* Items only get corroded if you're not on a battleground and
2121 * if your acid resistance is below 50%. */
2122 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2123 {
2124 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2125 {
2126 if (tmp->invisible)
2127 continue;
2128 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2129 /* >= 10% acid res. on items will protect these */
2130 continue;
2131 if (!(tmp->materials & M_IRON))
2132 continue;
2133 if (tmp->magic < -4) /* Let's stop at -5 */
2134 continue;
2135 if (tmp->type == RING
2136 /* removed boots and gloves from exclusion list in PR */
2137 || tmp->type == GIRDLE
2138 || tmp->type == AMULET
2139 || tmp->type == WAND
2140 || tmp->type == ROD
2141 || tmp->type == HORN)
2142 continue; /* To avoid some strange effects */
2143
2144 /* High damage acid has better chance of corroding
2145 objects */
2146 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2147 {
2148 flag = 1;
2149 tmp->magic--;
2150
2151 if (object *pl = tmp->visible_to ())
2152 {
2153 /* Make this more visible */
2154 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2155 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2156
2157 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2158 }
2159 }
2160 }
2161
2162 if (flag)
2163 op->update_stats (); /* Something was corroded */
2164 }
2165 }
2166 break;
2167
2168 case ATNR_DRAIN:
2169 {
2170 /* rate is the proportion of exp drained. High rate means
2171 * not much is drained, low rate means a lot is drained.
2172 */
2173 int rate;
2174
2175 if (op->resist[ATNR_DRAIN] >= 0)
2176 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2177 else
2178 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2179
2180 if (op->stats.exp <= rate)
2181 {
2182 if (op->type == GOLEM)
2183 dam = 999; /* Its force is "sucked" away. 8) */
2184 else
2185 /* If we can't drain, lets try to do physical damage */
2186 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2187 }
2188 else
2189 {
2190 /* Randomly give the hitter some hp */
2191 if (hitter->stats.hp < hitter->stats.maxhp &&
2192 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2193 hitter->stats.hp++;
2194
2195 /* Can't do drains on battleground spaces.
2196 * Move the wiz check up here - before, the hitter wouldn't gain exp
2197 * exp, but the wiz would still lose exp! If drainee is a wiz,
2198 * nothing happens.
2199 * Try to credit the owner. We try to display player -> player drain
2200 * attacks, hence all the != PLAYER checks.
2320 */ 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:
2321 } 2228 {
2322 } 2229 if (QUERY_FLAG (op, FLAG_UNDEAD))
2323} 2230 {
2231 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2232 object *god = find_god (determine_god (owner));
2233 int div = 1;
2324 2234
2325/* adj_attackroll() - adjustments to attacks by various conditions */ 2235 /* if undead are not an enemy of your god, you turn them
2236 * at half strength */
2237 if (!god || !god->slaying.contains (shstr_undead))
2238 div = 2;
2326 2239
2327int 2240 /* Give a bonus if you resist turn undead */
2328adj_attackroll (object *hitter, object *target) 2241 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2329{ 2242 scare_creature (op, owner);
2330 object *attacker = hitter; 2243 }
2331 int adjust = 0; 2244 else
2245 dam = 0; /* don't damage non undead - should we damage
2246 undead? */
2247 }
2248 break;
2332 2249
2333 /* safety */ 2250 case ATNR_DEATH:
2334 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2251 deathstrike_player (op, hitter, &dam);
2335 { 2252 break;
2336 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2337 return 0;
2338 }
2339 2253
2340 /* aimed missiles use the owning object's sight */ 2254 case ATNR_CHAOS:
2341 if (is_aimed_missile (hitter)) 2255 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2342 { 2256 dam = 0;
2343 if ((attacker = get_owner (hitter)) == NULL) 2257 break;
2344 attacker = hitter; 2258
2345 /* A player who saves but hasn't quit still could have objects 2259 case ATNR_COUNTERSPELL:
2346 * owned by him - need to handle that case to avoid crashes. 2260 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2261 dam = 0;
2262 /* This should never happen. Counterspell is handled
2263 * seperately and filtered out. If this does happen,
2264 * Counterspell has no effect on anything but spells, so it
2265 * does no damage. */
2266 break;
2267
2268 case ATNR_HOLYWORD:
2269 {
2270 /* This has already been handled by hit_player,
2271 * no need to check twice -- DAMN */
2272 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2273
2274 /* As with turn undead above, give a bonus on the saving throw */
2275 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2276 scare_creature (op, owner);
2277 }
2278 break;
2279
2280 case ATNR_LIFE_STEALING:
2281 {
2282 int new_hp;
2283
2284 /* this is replacement to drain for players, instead of taking
2285 * exp it takes hp. It is geared for players, probably not
2286 * much use giving it to monsters
2287 *
2288 * life stealing doesn't do a lot of damage, but it gives the
2289 * damage it does do to the player. Given that,
2290 * it only does 1/10'th normal damage (hence the divide by
2291 * 1000).
2347 */ 2292 */
2348 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2293 /* You can't steal life from something undead */
2349 attacker = hitter; 2294 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2350 }
2351 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2352 return 0;
2353
2354 /* determine the condtions under which we make an attack.
2355 * Add more cases, as the need occurs. */
2356
2357 if (!can_see_enemy (attacker, target))
2358 {
2359 /* target is unseen */
2360 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2361 adjust -= 10;
2362 /* dark map penalty for the hitter (lacks infravision if we got here). */
2363 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2364 adjust -= target->map->darkness;
2365 }
2366
2367 if (QUERY_FLAG (attacker, FLAG_SCARED))
2368 adjust -= 3;
2369
2370 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2371 adjust += 1;
2372
2373 if (QUERY_FLAG (target, FLAG_SCARED))
2374 adjust += 1;
2375
2376 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2377 adjust -= 3;
2378
2379 /* if we attack at a different 'altitude' its harder */
2380 if ((attacker->move_type & target->move_type) == 0)
2381 adjust -= 2;
2382
2383#if 0
2384 /* slower attacks are less likely to succeed. We should use a
2385 * comparison between attacker/target speeds BUT, players have
2386 * a generally faster speed, so this will wind up being a HUGE
2387 * disadantage for the monsters! Too bad, because missiles which
2388 * fly fast should have a better chance of hitting a slower target.
2389 */
2390 if (hitter->speed < target->speed)
2391 adjust += ((float) hitter->speed - target->speed);
2392#endif
2393
2394#if 0
2395 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2396#endif
2397
2398 return adjust;
2399}
2400
2401
2402/* determine if the object is an 'aimed' missile */
2403int
2404is_aimed_missile (object *op)
2405{
2406
2407 /* I broke what used to be one big if into a few nested
2408 * ones so that figuring out the logic is at least possible.
2409 */
2410 if (op && (op->move_type & MOVE_FLYING))
2411 {
2412 if (op->type == ARROW || op->type == THROWN_OBJ)
2413 return 1; 2295 return 0;
2414 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2296
2415 return 1; 2297 /* If drain protection is higher than life stealing, use that */
2298 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2299 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2300 else
2301 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2302
2303 /* You die at -1 hp, not zero. */
2304 if (dam > (op->stats.hp + 1))
2305 dam = op->stats.hp + 1;
2306
2307 new_hp = hitter->stats.hp + dam;
2308 if (new_hp > hitter->stats.maxhp)
2309 new_hp = hitter->stats.maxhp;
2310
2311 if (new_hp > hitter->stats.hp)
2312 hitter->stats.hp = new_hp;
2313 }
2416 } 2314 }
2315
2417 return 0; 2316 return dam;
2418} 2317}
2318

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