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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.148 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: attack.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 24
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27#include <assert.h> 25#include <assert.h>
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <material.h> 28#include <material.h>
31#include <skills.h> 29#include <skills.h>
32 30#include <sounds.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36
37#include <sounds.h>
38
39typedef struct att_msg_str {
40 char *msg1;
41 char *msg2;
42} att_msg;
43 32
44/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
45
46/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits.
48 */
49void cancellation(object *op)
50{
51 object *tmp;
52
53 if (op->invisible)
54 return;
55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60 cancellation(tmp);
61 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic=0;
66 CLEAR_FLAG(op, FLAG_DAMNED);
67 CLEAR_FLAG(op, FLAG_CURSED);
68 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG(op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER) {
71 esrv_send_item (op->env, op);
72 }
73 }
74}
75
76
77 34
78/* did_make_save_item just checks to make sure the item actually 35/* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take 36 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 37 * any further action (like destroying the item).
81 */ 38 */
82 39static int
83int did_make_save_item(object *op, int type, object *originator) { 40did_make_save_item (object *op, uint32_t type, object *originator)
84 int i, roll, saves=0, attacks=0, number; 41{
85 materialtype_t *mt; 42 int saves = 0, attacks = 0;
43 materialtype_t *mt = op->material;
86 44
87 if (op->materialname == NULL) { 45 // destroying objects without material has many bad effects
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
89 if (op->material & mt->material)
90 break;
91 }
92 } else
93 mt = name_to_material(op->materialname);
94 if (mt == NULL) 46 if (mt == MATERIAL_NULL)
95 return TRUE; 47 return 1;
48
96 roll = rndm(1, 20); 49 int roll = rndm (1, 20);
97 50
98 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if 52 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it 53 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
105 */ 58 */
106 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
110 AT_MAGIC);
111 63
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118 64
119 for (number=0; number < NROFATTACKS; number++) { 65 if (type == 0) return TRUE;
120 i = 1<<number; 66
121 if (!(i&type)) 67 if (roll == 20) return TRUE;
122 continue; 68 if (roll == 1) return FALSE;
123 attacks++; 69
70 for_all_bits_sparse_32 (type, number)
71 {
72 attacks++;
73
124 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
125 saves++; 75 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) 76 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
127 saves++; 77 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
129 saves++; 79 saves++;
130 } 80 }
131 81
132 if (saves==attacks || attacks==0) 82 if (saves == attacks || attacks == 0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 83 return TRUE;
84
85 if (saves == 0 || (rndm (1, attacks) > saves))
86 return FALSE;
87
88 return TRUE;
89}
90
91/* cancels object *op. Cancellation basically means an object loses
92 * its magical benefits.
93 */
94void
95cancellation (object *op)
96{
97 if (op->invisible)
98 return;
99
100 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
101 {
102 /* Recurse through the inventory */
103 for (object *tmp = op->inv; tmp; tmp = tmp->below)
104 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
105 cancellation (tmp);
106 }
107 else if (fabs (op->magic) <= rndm (0, 5))
108 {
109 /* Nullify this object. This code could probably be more complete */
110 /* in what abilities it should cancel */
111 op->magic = 0;
112
113 op->clr_flag (FLAG_DAMNED);
114 op->clr_flag (FLAG_CURSED);
115 op->clr_flag (FLAG_KNOWN_MAGICAL);
116 op->clr_flag (FLAG_KNOWN_CURSED);
117
118 if (object *pl = op->visible_to ())
119 esrv_update_item (UPD_FLAGS, pl, op);
120 }
137} 121}
138 122
139/* This function calls did_make_save_item. It then performs the 123/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 124 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 125 * calling cancellation, etc.)
142 */ 126 */
143 127void
144void save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
145{ 129{
130 op = op->head_ ();
131
146 if ( ! did_make_save_item (op, type,originator)) 132 if (!did_make_save_item (op, type, originator))
147 { 133 {
148 object *env=op->env; 134 object *env = op->env;
149 int x=op->x,y=op->y; 135 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 136 maptile *m = op->map;
151 137
152 op = stop_item (op); 138 op = stop_item (op);
153 if (op == NULL) 139 if (!op)
154 return; 140 return;
155 141
156 /* Hacked the following so that type LIGHTER will work. 142 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 143 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 144 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 146 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 149 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { 151 {
166 const char *arch=op->other_arch->name; 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 153 if (op->type == LAMP || op->type == TORCH)
168 op = decrease_ob_nr (op, 1); 154 {
155 apply_lamp (op, true); // turn on a lamp
156 return;
157 }
158 else if (op->flag [FLAG_IS_LIGHTABLE])
159 {
160 if (op->other_arch)
169 if (op) 161 {
162 const char *arch = op->other_arch->archname;
163
164 if (op->decrease ())
170 fix_stopped_item (op, m, originator); 165 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) { 166
167 if ((op = archetype::get (arch)))
168 {
172 if(env) { 169 if (env)
173 op->x=env->x,op->y=env->y; 170 env->insert (op);
174 insert_ob_in_ob(op,env);
175 if (env->contr)
176 esrv_send_item(env, op);
177 } else { 171 else
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0); 172 m->insert (op, x, y, originator);
180 } 173 }
181 } 174 }
182 return; 175
176 return;
183 } 177 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */ 178 }
179
180 if (type & AT_CANCELLATION)
181 { /* Cancellation. */
185 cancellation(op); 182 cancellation (op);
186 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
187 return;
188 }
189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op)
192 fix_stopped_item (op, m, originator);
193 } else {
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196 184
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op);
203 free_object(op);
204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env);
210 } else {
211 replace_insert_ob_in_map("burnout",originator);
212 }
213 }
214 return;
215 }
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return; 185 return;
223 op = stop_item (op); 186 }
224 if (op == NULL) 187
225 return; 188 if (type & (AT_FIRE | AT_ELECTRICITY))
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 189 if (env)
227 tmp = arch_to_object(at); 190 {
228 tmp->x=op->x,tmp->y=op->y; 191 object *op = archetype::get (shstr_burnout);
229 /* This was in the old (pre new movement code) - 192 op->x = env->x, op->y = env->y;
230 * icecubes have slow_move set to 1 - don't want 193 env->insert (op);
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 } 194 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 195 else
238 remove_ob(op); 196 replace_insert_ob_in_map (shstr_burnout, originator);
239 (void) insert_ob_in_ob(op,tmp); 197
198 if (op->nrof > 1)
199 {
200 if (op->decrease (rndm (0, op->nrof - 1)))
201 fix_stopped_item (op, m, originator);
202 }
203 else
204 {
205 // drop everything to the ground, if possible
206 op->insert_at (originator);
207 op->drop_and_destroy ();
208 }
209
210 return;
211 }
212
213 /* The value of 50 is arbitrary. */
214 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
215 {
216 archetype *at = archetype::find (shstr_icecube);
217
218 if (at == NULL)
240 return; 219 return;
220
221 op = stop_item (op);
222 if (op == NULL)
223 return;
224
225 object *tmp = present_arch (at, op->map, op->x, op->y);
226 if (!tmp)
227 {
228 tmp = at->instance ();
229 tmp->x = op->x, tmp->y = op->y;
230 /* This was in the old (pre new movement code) -
231 * icecubes have slow_move set to 1 - don't want
232 * that for ones we create.
233 */
234 tmp->move_slow_penalty = 0;
235 tmp->move_slow = 0;
236 insert_ob_in_map (tmp, op->map, originator, 0);
237 }
238
239 tmp->insert (op);
240 return;
241 } 241 }
242} 242}
243 243
244/* Object op is hitting the map. 244/* Object op is hitting the map.
245 * op is going in direction 'dir' 245 * op is going in direction 'dir'
246 * type is the attacktype of the object. 246 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
249 */ 249 */
250 250int
251int hit_map(object *op, int dir, int type, int full_hit) { 251hit_map (object *op, int dir, uint32_t type, int full_hit)
252 object *tmp, *next; 252{
253 mapstruct *map;
254 sint16 x, y; 253 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 254 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 255
257 tag_t op_tag, next_tag=0; 256 if (op->flag [FLAG_FREED])
258 257 {
259 if (QUERY_FLAG (op, FLAG_FREED)) {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 259 return 0;
260 }
261
262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
262 } 263 {
263
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 264 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
266 op->arch->name, op->name); 265 return 0;
267 return 0;
268 } 266 }
269 267
270 if ( ! op->map) { 268 if (!op->map)
269 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 270 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0;
273 }
274
275 if (op->head) op=op->head;
276
277 op_tag = op->count;
278
279 map = op->map;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0;
284
285 /* peterm: a few special cases for special attacktypes --counterspell
286 * must be out here because it strikes things which are not alive
287 */
288
289 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */
291
292 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing.
294 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0; 271 return 0;
297 }
298 type &= ~AT_COUNTERSPELL;
299 }
300
301 if(type & AT_CHAOS){
302 shuffle_attack(op,1); /*1 flag tells it to change the face */
303 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS;
305 }
306
307 next = get_map_ob (map, x, y);
308 if (next)
309 next_tag = next->count;
310
311 while (next) {
312 if (was_destroyed (next, next_tag)) {
313 /* There may still be objects that were above 'next', but there is no
314 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort.
317 *
318 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason.
321 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break;
324 }
325 tmp = next;
326 next = tmp->above;
327 if (next)
328 next_tag = next->count;
329
330 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break;
333 }
334
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used.
338 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue;
341
342 /* Need to hit everyone in the transport with this spell */
343 if (tmp->type == TRANSPORT) {
344 object *pl;
345
346 for (pl=tmp->inv; pl; pl=pl->below) {
347 if (pl->type == PLAYER)
348 hit_player(pl,op->stats.dam,op,type,full_hit);
349 } 272 }
350 }
351 273
352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 274 if (op->head)
353 hit_player(tmp,op->stats.dam,op,type,full_hit); 275 op = op->head;
354 retflag |=1; 276
355 if (was_destroyed (op, op_tag)) 277 mapxy pos (op);
356 break; 278 pos.move (dir);
357 } 279
358 /* Here we are potentially destroying an object. If the object has 280 if (!pos.normalise ())
359 * NO_PASS set, it is also immune - you can't destroy walls. Note
360 * that weak walls have is_alive set, which prevent objects from
361 * passing over/through them. We don't care what type of movement
362 * the wall blocks - if it blocks any type of movement, can't be
363 * destroyed right now.
364 */
365 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
366 !tmp->move_block) {
367 save_throw_object(tmp,type,op);
368 if (was_destroyed (op, op_tag))
369 break;
370 }
371 }
372 return 0; 281 return 0;
373}
374 282
283 // elmex: a safe map tile can't be hit!
284 // this should prevent most harmful effects on items and players there.
285 mapspace &ms = pos.ms ();
286
287 if (ms.flags () & P_SAFE)
288 return 0;
289
290 /* peterm: a few special cases for special attacktypes --counterspell
291 * must be out here because it strikes things which are not alive
292 */
293 if (type & (AT_COUNTERSPELL | AT_CHAOS))
294 {
295 if (type & AT_COUNTERSPELL)
296 {
297 counterspell (op, dir); /* see spell_effect.c */
298
299 /* If the only attacktype is counterspell or magic, don't need
300 * to do any further processing.
301 */
302 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
303 return 0;
304
305 type &= ~AT_COUNTERSPELL;
306 }
307
308 if (type & AT_CHAOS)
309 {
310 shuffle_attack (op, 1); /* flag tells it to change the face */
311 update_object (op, UP_OBJ_FACE);
312 type &= ~AT_CHAOS;
313 }
314 }
315
316 /* There may still be objects that were above 'next', but there is no
317 * simple way to find out short of copying all object references and
318 * tags into a temporary array before we start processing the first
319 * object. That's why we just abort on destroy.
320 *
321 * This happens whenever attack spells (like fire) hit a pile
322 * of objects. This is not a bug - nor an error.
323 */
324 for (object *next = ms.bot; next && !next->destroyed (); )
325 {
326 object *tmp = next;
327 next = tmp->above;
328
329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
330 * For example, 'tmp' was put in an icecube.
331 * This is one of the few cases where on_same_map should not be used.
332 */
333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
334 continue;
335
336 if (tmp->flag [FLAG_ALIVE])
337 {
338 hit_player (tmp, op->stats.dam, op, type, full_hit);
339 retflag |= 1;
340
341 if (op->destroyed ())
342 break;
343 }
344 /* Here we are potentially destroying an object. If the object has
345 * NO_PASS set, it is also immune - you can't destroy walls. Note
346 * that weak walls have is_alive set, which prevent objects from
347 * passing over/through them. We don't care what type of movement
348 * the wall blocks - if it blocks any type of movement, can't be
349 * destroyed right now.
350 * Without the material check the server completely fails to work,
351 * objects detsroy themselves, floors get destroyed etc. etc.
352 */
353 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
354 {
355 save_throw_object (tmp, type, op);
356
357 if (op->destroyed ())
358 break;
359 }
360 }
361
362 return retflag;
363}
364
365static void
375void attack_message(int dam, int type, object *op, object *hitter) { 366attack_message (int dam, int type, object *op, object *hitter)
367{
376 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
377 int i, found=0; 369 int i, found = 0;
378 mapstruct *map; 370 maptile *map;
379 object *next, *tmp; 371 object *next, *tmp;
380 372
381 /* put in a few special messages for some of the common attacktypes 373 /* put in a few special messages for some of the common attacktypes
382 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
383 * [garbled 20010919] 375 * [garbled 20010919]
384 */ 376 */
385
386 if (dam == 9998 && op->type == DOOR) { 377 if (dam == 9998 && op->type == DOOR)
378 {
387 sprintf(buf1, "unlock %s", op->name); 379 sprintf (buf1, "unlock %s", &op->name);
388 sprintf(buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
389 found++; 381 found++;
382 }
383 else if (dam < 0)
390 } 384 {
391 if(dam<0) {
392 sprintf(buf1, "hit %s", op->name); 385 sprintf (buf1, "hit %s", &op->name);
393 sprintf(buf2, " hits"); 386 sprintf (buf2, " hits");
394 found++; 387 found++;
388 }
395 } else if(dam==0) { 389 else if (dam == 0)
390 {
396 sprintf(buf1, "missed %s", op->name); 391 sprintf (buf1, "missed %s", &op->name);
397 sprintf(buf2, " misses"); 392 sprintf (buf2, " misses");
398 found++; 393 found++;
394 }
399 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 395 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
400 hitter->type == POISONING || 396 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
401 (type & AT_POISON && IS_LIVE(op))) && !found) { 397 {
402 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 398 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
403 i++) 399 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
404 if (dam < attack_mess[ATM_SUFFER][i].level 400 {
405 || attack_mess[ATM_SUFFER][i+1].level == -1) { 401 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
406 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
407 op->name, attack_mess[ATM_SUFFER][i].buf2);
408 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 402 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
409 found++; 403 found++;
410 break; 404 break;
405 }
411 } 406 }
412 } else if (op->type == DOOR && !found) { 407 else if (op->type == DOOR && !found)
408 {
413 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 409 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
414 i++) 410 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
415 if (dam < attack_mess[ATM_DOOR][i].level 411 {
416 || attack_mess[ATM_DOOR][i+1].level == -1) { 412 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
417 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
418 op->name, attack_mess[ATM_DOOR][i].buf2);
419 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
420 found++; 414 found++;
421 break; 415 break;
416 }
422 } 417 }
423 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 418 else if (hitter->type == PLAYER && op->is_alive ())
419 {
424 if (USING_SKILL(hitter, SK_KARATE)) { 420 if (USING_SKILL (hitter, SK_KARATE))
421 {
425 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 422 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
426 i++) 423 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
427 if (dam < attack_mess[ATM_KARATE][i].level 424 {
428 || attack_mess[ATM_KARATE][i+1].level == -1) { 425 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
429 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
430 op->name, attack_mess[ATM_KARATE][i].buf2);
431 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); 426 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
432 found++; 427 found++;
433 break; 428 break;
429 }
434 } 430 }
435 } else if (USING_SKILL(hitter, SK_CLAWING)) { 431 else if (USING_SKILL (hitter, SK_CLAWING))
432 {
436 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 433 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
437 i++) 434 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
438 if (dam < attack_mess[ATM_CLAW][i].level 435 {
439 || attack_mess[ATM_CLAW][i+1].level == -1) { 436 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
440 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
441 op->name, attack_mess[ATM_CLAW][i].buf2);
442 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); 437 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
443 found++; 438 found++;
444 break; 439 break;
440 }
445 } 441 }
446 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 442 else if (USING_SKILL (hitter, SK_PUNCHING))
443 {
447 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 444 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
448 i++) 445 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
449 if (dam < attack_mess[ATM_PUNCH][i].level 446 {
450 || attack_mess[ATM_PUNCH][i+1].level == -1) { 447 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
451 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
452 op->name, attack_mess[ATM_PUNCH][i].buf2);
453 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 448 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
454 found++; 449 found++;
455 break; 450 break;
451 }
456 } 452 }
457 }
458 } 453 }
454
459 if (found) { 455 if (found)
460 /* done */ 456 {
457 /* done */
458 }
461 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 459 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
460 {
462 sprintf(buf1, "hit"); /* just in case */ 461 sprintf (buf1, "hit"); /* just in case */
463 for (i=0; i < MAXATTACKMESS; i++) 462 for (i = 0; i < MAXATTACKMESS; i++)
464 if (dam < attack_mess[ATM_ARROW][i].level 463 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
465 || attack_mess[ATM_ARROW][i+1].level == -1) { 464 {
466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 465 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
467 found++; 466 found++;
468 break; 467 break;
468 }
469 } 469 }
470 } else if (type & AT_DRAIN && IS_LIVE(op)) { 470 else if (type & AT_DRAIN && op->is_alive ())
471 {
471 /* drain is first, because some items have multiple attypes */ 472 /* drain is first, because some items have multiple attypes */
472 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 473 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
473 i++) 474 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
474 if (dam < attack_mess[ATM_DRAIN][i].level 475 {
475 || attack_mess[ATM_DRAIN][i+1].level == -1) { 476 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
476 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
477 op->name, attack_mess[ATM_DRAIN][i].buf2);
478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 477 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
479 found++; 478 found++;
480 break; 479 break;
480 }
481 } 481 }
482 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 482 else if (type & AT_ELECTRICITY && op->is_alive ())
483 {
483 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 484 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
484 i++) 485 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
485 if (dam < attack_mess[ATM_ELEC][i].level 486 {
486 || attack_mess[ATM_ELEC][i+1].level == -1) { 487 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
487 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
488 op->name, attack_mess[ATM_ELEC][i].buf2);
489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 488 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
490 found++; 489 found++;
491 break; 490 break;
491 }
492 } 492 }
493 } else if (type & AT_COLD && IS_LIVE(op)) { 493 else if (type & AT_COLD && op->is_alive ())
494 {
494 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 495 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
495 i++) 496 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
496 if (dam < attack_mess[ATM_COLD][i].level 497 {
497 || attack_mess[ATM_COLD][i+1].level == -1) { 498 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
498 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
499 op->name, attack_mess[ATM_COLD][i].buf2);
500 strcpy (buf2, attack_mess[ATM_COLD][i].buf3); 499 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
501 found++; 500 found++;
502 break; 501 break;
502 }
503 } 503 }
504 } else if (type & AT_FIRE) { 504 else if (type & AT_FIRE)
505 {
505 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 506 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
506 i++) 507 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
507 if (dam < attack_mess[ATM_FIRE][i].level 508 {
508 || attack_mess[ATM_FIRE][i+1].level == -1) { 509 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
509 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
510 op->name, attack_mess[ATM_FIRE][i].buf2);
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 511 found++;
513 break; 512 break;
513 }
514 } 514 }
515 } else if (hitter->current_weapon != NULL) { 515 else if (hitter->current_weapon)
516 int mtype; 516 {
517 int mtype;
518
517 switch (hitter->current_weapon->weapontype) { 519 switch (hitter->current_weapon->weapontype)
520 {
518 case WEAP_HIT: mtype = ATM_BASIC; break; 521 case WEAP_HIT: mtype = ATM_BASIC; break;
519 case WEAP_SLASH: mtype = ATM_SLASH; break; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
520 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
521 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
522 case WEAP_SLICE: mtype = ATM_SLICE; break; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
523 case WEAP_STAB: mtype = ATM_STAB; break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
524 case WEAP_WHIP: mtype = ATM_WHIP; break; 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
525 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
526 case WEAP_BLUD: mtype = ATM_BLUD; break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
527 default: mtype = ATM_BASIC; break; 530 default: mtype = ATM_BASIC; break;
528 } 531 }
532
529 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 533 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
530 i++) 534 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
531 if (dam < attack_mess[mtype][i].level 535 {
532 || attack_mess[mtype][i+1].level == -1) { 536 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
533 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
534 op->name, attack_mess[mtype][i].buf2);
535 strcpy (buf2, attack_mess[mtype][i].buf3); 537 strcpy (buf2, attack_mess[mtype][i].buf3);
536 found++; 538 found++;
537 break; 539 break;
540 }
538 } 541 }
539 } else { 542 else
543 {
540 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 544 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
541 i++) 545 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
542 if (dam < attack_mess[ATM_BASIC][i].level 546 {
543 || attack_mess[ATM_BASIC][i+1].level == -1) { 547 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
544 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
545 op->name, attack_mess[ATM_BASIC][i].buf2);
546 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); 548 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
547 found++; 549 found++;
548 break; 550 break;
551 }
549 } 552 }
550 }
551 553
552 if (!found) { 554 if (!found)
555 {
553 strcpy (buf1, "hit"); 556 strcpy (buf1, "hit");
554 strcpy (buf2, " hits"); 557 strcpy (buf2, " hits");
555 } 558 }
556 559
557 /* bail out if a monster is casting spells */ 560 /* bail out if a monster is casting spells */
558 if (!(hitter->type == PLAYER || 561 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
559 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
560 return; 562 return;
561 563
562 /* scale down magic considerably. */ 564 /* scale down magic considerably. */
563 if (type & AT_MAGIC && rndm(0, 5)) 565 if (type & AT_MAGIC && rndm (0, 5))
564 return; 566 return;
565 567
566 /* Did a player hurt another player? Inform both! */ 568 /* Did a player hurt another player? Inform both! */
567 if(op->type==PLAYER && 569 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
568 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 570 {
569 if(get_owner(hitter)!=NULL) 571 if (hitter->owner != NULL)
570 sprintf(buf,"%s's %s%s you.", 572 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
571 hitter->owner->name, hitter->name, buf2); 573 else
572 else { 574 {
573 sprintf(buf,"%s%s you.",hitter->name, buf2); 575 sprintf (buf, "%s%s you.", &hitter->name, buf2);
576
574 if (dam != 0) { 577 if (dam != 0)
575 if (dam < 10) 578 {
576 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 579 if (dam < 10)
577 else if (dam < 20) 580 op->contr->play_sound (sound_find ("player_is_hit1"));
578 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 581 else if (dam < 20)
579 else 582 op->contr->play_sound (sound_find ("player_is_hit2"));
580 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 583 else
581 } 584 op->contr->play_sound (sound_find ("player_is_hit3"));
582 } 585 }
586 }
587
583 new_draw_info(NDI_BLACK, 0,op,buf); 588 new_draw_info (NDI_BLACK, 0, op, buf);
584 } /* end of player hitting player */ 589 } /* end of player hitting player */
585 590
586 if(hitter->type==PLAYER) { 591 if (hitter->type == PLAYER)
592 {
587 sprintf(buf,"You %s.",buf1); 593 sprintf (buf, "You %s.", buf1);
588 if (dam != 0) { 594
595 if (dam != 0)
596 {
589 if (dam < 10) 597 if (dam < 10)
590 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 598 op->play_sound (sound_find ("player_hits1"));
591 else if (dam < 20) 599 else if (dam < 20)
592 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 600 op->play_sound (sound_find ("player_hits2"));
593 else 601 else
594 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 602 op->play_sound (sound_find ("player_hits3"));
595 } 603 }
604
596 new_draw_info(NDI_BLACK, 0, hitter, buf); 605 new_draw_info (NDI_BLACK, 0, hitter, buf);
606 }
597 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 607 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
608 {
598 /* look for stacked spells and start reducing the message chances */ 609 /* look for stacked spells and start reducing the message chances */
599 if (hitter->type == SPELL_EFFECT && 610 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
600 (hitter->subtype == SP_EXPLOSION || 611 {
601 hitter->subtype == SP_BULLET || 612 i = 4;
602 hitter->subtype == SP_CONE)) {
603 i=4;
604 map = hitter->map; 613 map = hitter->map;
605 if (out_of_map(map, hitter->x, hitter->y)) 614 if (out_of_map (map, hitter->x, hitter->y))
615 return;
616
617 next = GET_MAP_OB (map, hitter->x, hitter->y);
618 if (next)
619 while (next)
620 {
621 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
622 i *= 3;
623
624 tmp = next;
625 next = tmp->above;
626 }
627
628 if (i < 0)
629 return;
630
631 if (rndm (0, i) != 0)
632 return;
633 }
634 else if (rndm (0, 5) != 0)
606 return; 635 return;
607 next = get_map_ob(map, hitter->x, hitter->y); 636
608 if (next)
609 while(next) {
610 if (next->type == SPELL_EFFECT &&
611 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
612 next->subtype == SP_CONE))
613 i*=3;
614 tmp = next;
615 next = tmp->above;
616 }
617 if (i < 0)
618 return;
619 if (rndm(0, i) != 0)
620 return;
621 } else if (rndm(0, 5) != 0)
622 return;
623 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); 637 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
624 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 638 op->play_sound (sound_find ("player_hits4"));
625 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
640 }
641}
642
643static int
644get_attack_mode (object **target, object **hitter, int *simple_attack)
645{
646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
626 } 647 {
627}
628
629
630static int get_attack_mode (object **target, object **hitter,
631 int *simple_attack)
632{
633 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
634 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
635 return 1; 649 return 1;
636 } 650 }
637 if ((*target)->head) 651
638 *target = (*target)->head; 652 *target = (*target)->head_ ();
639 if ((*hitter)->head)
640 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
641 if ((*hitter)->env != NULL || (*target)->env != NULL) { 658 if ((*hitter)->env || (*target)->env)
659 {
642 *simple_attack = 1; 660 *simple_attack = 1;
643 return 0; 661 return 0;
644 }
645 if (QUERY_FLAG (*target, FLAG_REMOVED)
646 || QUERY_FLAG (*hitter, FLAG_REMOVED)
647 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
648 { 662 }
649 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 663
650 "target\n", (*hitter)->arch->name, (*hitter)->name); 664 if ((*target)->flag [FLAG_REMOVED]
665 || (*hitter)->flag [FLAG_REMOVED]
666 || !(*hitter)->map
667 || !on_same_map (*hitter, *target))
668 {
669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
670 (*hitter)->debug_desc (), (*target)->debug_desc ());
651 return 1; 671 return 1;
652 } 672 }
673
653 *simple_attack = 0; 674 *simple_attack = 0;
675 return 0;
676}
677
678static int
679abort_attack (object *target, object *hitter, int simple_attack)
680{
681 /* Check if target and hitter are still in a relation similar to the one
682 * determined by get_attack_mode(). Returns true if the relation has changed.
683 */
684 int new_mode;
685
686 if (hitter->env == target || target->env == hitter)
687 new_mode = 1;
688 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
689 || hitter->map == NULL || !on_same_map (hitter, target))
690 return 1;
691 else
692 new_mode = 0;
693
694 return new_mode != simple_attack;
695}
696
697/* thrown_item_effect() - handles any special effects of thrown
698 * items (like attacking living creatures--a potion thrown at a
699 * monster).
700 */
701static void
702thrown_item_effect (object *hitter, object *victim)
703{
704 if (!hitter->flag [FLAG_ALIVE])
705 {
706 /* May not need a switch for just 2 types, but this makes it
707 * easier for expansion.
708 */
709 switch (hitter->type)
710 {
711 case POTION:
712 /* should player get a save throw instead of checking magic protection? */
713 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
714 apply_potion (victim, hitter);
715 break;
716
717 case POISON: /* poison drinks */
718 /* As with potions, should monster get a save? */
719 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
720 apply_poison (victim, hitter);
721 break;
722
723 /* Removed case statements that did nothing.
724 * food may be poisonous, but monster must be willing to eat it,
725 * so we don't handle it here.
726 * Containers should perhaps break open, but that code was disabled.
727 */
728 }
729 }
730}
731
732/* determine if the object is an 'aimed' missile */
733static int
734is_aimed_missile (object *op)
735{
736 /* I broke what used to be one big if into a few nested
737 * ones so that figuring out the logic is at least possible.
738 */
739 if (op && (op->move_type & MOVE_FLYING))
740 if (op->type == ARROW || op->type == THROWN_OBJ)
741 return 1;
742 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
743 return 1;
744
745 return 0;
746}
747/* adj_attackroll() - adjustments to attacks by various conditions */
748static int
749adj_attackroll (object *hitter, object *target)
750{
751 object *attacker = hitter;
752 int adjust = 0;
753
754 /* safety */
755 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
756 {
757 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
758 return 0;
759 }
760
761 /* aimed missiles use the owning object's sight */
762 if (is_aimed_missile (hitter))
763 {
764 if ((attacker = hitter->owner) == NULL)
765 attacker = hitter;
766 /* A player who saves but hasn't quit still could have objects
767 * owned by him - need to handle that case to avoid crashes.
768 */
769 if (attacker->flag [FLAG_REMOVED])
770 attacker = hitter;
771 }
772 else if (!hitter->flag [FLAG_ALIVE])
654 return 0; 773 return 0;
655}
656 774
657static int abort_attack (object *target, object *hitter, int simple_attack) 775 /* determine the condtions under which we make an attack.
658{ 776 * Add more cases, as the need occurs. */
659/* Check if target and hitter are still in a relation similar to the one 777
660 * determined by get_attack_mode(). Returns true if the relation has changed. 778 if (!can_see_enemy (attacker, target))
779 {
780 /* target is unseen */
781 if (target->invisible || attacker->flag [FLAG_BLIND])
782 adjust -= 10;
783 /* dark map penalty for the hitter (lacks infravision if we got here). */
784 else if (!stand_in_light (target))
785 adjust -= target->map->darklevel ();
786 }
787
788 if (attacker->flag [FLAG_SCARED])
789 adjust -= 3;
790
791 if (target->flag [FLAG_UNAGGRESSIVE])
792 adjust += 1;
793
794 if (target->flag [FLAG_SCARED])
795 adjust += 1;
796
797 if (attacker->flag [FLAG_CONFUSED])
798 adjust -= 3;
799
800 /* if we attack at a different 'altitude' its harder */
801 if ((attacker->move_type & target->move_type) == 0)
802 adjust -= 2;
803
804#if 0
805 /* slower attacks are less likely to succeed. We should use a
806 * comparison between attacker/target speeds BUT, players have
807 * a generally faster speed, so this will wind up being a HUGE
808 * disadantage for the monsters! Too bad, because missiles which
809 * fly fast should have a better chance of hitting a slower target.
661 */ 810 */
662 int new_mode; 811 if (hitter->speed < target->speed)
812 adjust += ((float) hitter->speed - target->speed);
813#endif
663 814
664 if (hitter->env == target || target->env == hitter) 815#if 0
665 new_mode = 1; 816 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
666 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 817#endif
667 || QUERY_FLAG (target, FLAG_REMOVED)
668 || hitter->map == NULL || !on_same_map(hitter, target))
669 return 1;
670 else
671 new_mode = 0;
672 return new_mode != simple_attack;
673}
674 818
675static void thrown_item_effect (object *, object *); 819 return adjust;
820}
676 821
822static int
677static int attack_ob_simple (object *op, object *hitter, int base_dam, 823attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
678 int base_wc)
679{ 824{
680 int simple_attack, roll, dam=0; 825 int simple_attack, roll, dam = 0;
681 uint32 type; 826 uint32 type;
682 const char *op_name = NULL; 827 shstr op_name;
683 tag_t op_tag, hitter_tag;
684 828
685 if (get_attack_mode (&op, &hitter, &simple_attack)) 829 if (get_attack_mode (&op, &hitter, &simple_attack))
830 goto error;
831
832 if (hitter->current_weapon)
833 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
834 return RESULT_INT (0);
835
836 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
837 return RESULT_INT (0);
838
839 /*
840 * A little check to make it more difficult to dance forward and back
841 * to avoid ever being hit by monsters.
842 */
843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
844 {
845 /* Decrease speed BEFORE calling process_object. Otherwise, an
846 * infinite loop occurs, with process_object calling move_monster,
847 * which then gets here again. By decreasing the speed before
848 * we call process_object, the 'if' statement above will fail.
849 */
850 --op->speed_left;
851 process_object (op);
852
853 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
686 goto error; 854 goto error;
687
688 /* Lauwenmark: Handle for plugin attack event */
689 execute_event(op, EVENT_ATTACK,hitter,hitter,NULL,SCRIPT_FIX_ALL);
690
691 /* Lauwenmark: This is used to handle script_weapons with weapons.
692 * Only used for players.
693 */
694 if (hitter->type==PLAYER)
695 { 855 }
696 if (hitter->current_weapon != NULL) 856
697 { 857 op_name = op->name;
698 /* Lauwenmark: Handle for plugin attack event */ 858
699 execute_event(hitter, EVENT_ATTACK,hitter->current_weapon, 859 roll = random_roll (1, 20, hitter, PREFER_HIGH);
700 op,NULL,SCRIPT_FIX_ALL); 860
861 /* Adjust roll for various situations. */
862 if (!simple_attack)
863 roll += adj_attackroll (hitter, op);
864
865 /* See if we hit the creature */
866 if (roll == 20 || op->stats.ac >= base_wc - roll)
867 {
868 int hitdam = base_dam;
869
870 if (!simple_attack)
701 } 871 {
872 /* If you hit something, the victim should *always* wake up.
873 * Before, invisible hitters could avoid doing this.
874 * -b.t. */
875 if (op->flag [FLAG_SLEEP])
876 op->clr_flag (FLAG_SLEEP);
877
878 /* If the victim can't see the attacker, it may alert others
879 * for help. */
880 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
881 npc_call_help (op);
882
883 /* if you were hidden and hit by a creature, you are discovered */
884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
885 {
886 make_visible (op);
887
888 if (op->type == PLAYER)
889 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
702 } 890 }
703 op_tag = op->count;
704 hitter_tag = hitter->count;
705 891
706 /*
707 * A little check to make it more difficult to dance forward and back
708 * to avoid ever being hit by monsters.
709 */
710 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
711 && op->speed_left > -(FABS(op->speed))*0.3)
712 {
713 /* Decrease speed BEFORE calling process_object. Otherwise, an
714 * infinite loop occurs, with process_object calling move_monster,
715 * which then gets here again. By decreasing the speed before
716 * we call process_object, the 'if' statement above will fail.
717 */
718 op->speed_left--;
719 process_object(op);
720 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
721 || abort_attack (op, hitter, simple_attack))
722 goto error;
723 }
724
725 add_refcount(op_name = op->name);
726
727 roll=random_roll(1, 20, hitter, PREFER_HIGH);
728
729 /* Adjust roll for various situations. */
730 if ( ! simple_attack)
731 roll += adj_attackroll(hitter,op);
732
733 /* See if we hit the creature */
734 if(roll==20 || op->stats.ac>=base_wc-roll) {
735 int hitdam = base_dam;
736 if (settings.casting_time == TRUE) {
737 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
738 hitter->casting_time = -1;
739 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
740 "your spell!");
741 }
742 if ((op->casting_time > -1)&&(hitdam > 0)){
743 op->casting_time = -1;
744 if (op->type == PLAYER) {
745 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
746 "your spell!");
747 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
748 "%s was hit by %s and lost a spell.",
749 op_name,hitter->name);
750 }
751 }
752 }
753 if ( ! simple_attack)
754 {
755 /* If you hit something, the victim should *always* wake up.
756 * Before, invisible hitters could avoid doing this.
757 * -b.t. */
758 if (QUERY_FLAG (op, FLAG_SLEEP))
759 CLEAR_FLAG(op,FLAG_SLEEP);
760
761 /* If the victim can't see the attacker, it may alert others
762 * for help. */
763 if (op->type != PLAYER && ! can_see_enemy (op, hitter)
764 && ! get_owner (op) && rndm(0, op->stats.Int))
765 npc_call_help (op);
766
767 /* if you were hidden and hit by a creature, you are discovered*/
768 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) {
769 make_visible (op);
770 if (op->type == PLAYER)
771 new_draw_info (NDI_UNIQUE, 0, op,
772 "You were hit by a wild attack. "
773 "You are no longer hidden!");
774 }
775
776 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
777 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
778 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
779 * wrapper object. 895 * wrapper object.
780 */ 896 */
781 thrown_item_effect (hitter, op); 897 thrown_item_effect (hitter, op);
782 if (was_destroyed (hitter, hitter_tag) 898
783 || was_destroyed (op, op_tag) 899 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
784 || abort_attack (op, hitter, simple_attack))
785 goto leave; 900 goto leave;
786 } 901 }
787 902
788 /* Need to do at least 1 damage, otherwise there is no point 903 /* Need to do at least 1 damage, otherwise there is no point
789 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
790 */ 905 */
791 if (hitdam<=0) hitdam=1; 906 max_it (hitdam, 1);
792 907
793 type=hitter->attacktype; 908 type = hitter->attacktype;
794 if(!type) type=AT_PHYSICAL; 909
910 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
911 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
912 * This check is important for the most simple monsters out there in the
913 * game content (maps, archs). For example orcs: They would have
914 * no attacktype at all.
915 *
916 * Some time in the future someone should just go into the game data
917 * and fix every monster out there ;-/ Until then we will kill some
918 * more trees in the african rain forests with this check.
919 */
920 if (!type)
921 type = AT_PHYSICAL;
922
795 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
796 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 924 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
797 && QUERY_FLAG (hitter, FLAG_ALIVE)) 925 {
798 {
799 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
800 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 927 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
801 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 928
802 PREFER_LOW),op, op->attacktype, 1); 929 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
803 if (was_destroyed (op, op_tag) 930
804 || was_destroyed (hitter, hitter_tag) 931 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
805 || abort_attack (op, hitter, simple_attack))
806 goto leave; 932 goto leave;
807 } 933 }
808 934
809 /* In the new attack code, it should handle multiple attack 935 /* In the new attack code, it should handle multiple attack
810 * types in its area, so remove it from here. 936 * types in its area, so remove it from here.
811 */ 937 */
812 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 938 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
813 hitter, type, 1); 939
814 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 940 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
815 || abort_attack (op, hitter, simple_attack))
816 goto leave; 941 goto leave;
817 } /* end of if hitter hit op */ 942 } /* end of if hitter hit op */
818 /* if we missed, dam=0 */ 943 /* if we missed, dam=0 */
819 944
820 /*attack_message(dam, type, op, hitter);*/ 945 /*attack_message(dam, type, op, hitter); */
821 946
822 goto leave; 947 goto leave;
823 948
824 error: 949error:
825 dam = 1; 950 dam = 1;
826 goto leave;
827 951
828 leave: 952leave:
829 if (op_name)
830 free_string (op_name);
831 953
832 return dam; 954 return dam;
833} 955}
834 956
957int
835int attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
836{ 959{
837
838 if (hitter->head)
839 hitter = hitter->head;
840 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 960 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
841} 961}
842 962
843/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
844 * 964 *
845 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 965 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
846 */ 966 */
967static int
847static int stick_arrow (object *op, object *tmp) 968stick_arrow (object *op, object *tmp)
848{ 969{
849 /* If the missile hit a player, we insert it in their inventory. 970 /* If the missile hit a player, we insert it in their inventory.
850 * However, if the missile is heavy, we don't do so (assume it falls 971 * However, if the missile is heavy, we don't do so (assume it falls
851 * to the ground after a hit). What a good value for this is up to 972 * to the ground after a hit). What a good value for this is up to
852 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 973 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
853 * stick around. 974 * stick around.
854 */ 975 */
855 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
856 if(tmp->head != NULL) 977 {
857 tmp = tmp->head; 978 tmp->head_ ()->insert (op);
858 remove_ob (op);
859 op = insert_ob_in_ob(op,tmp);
860 if (tmp->type== PLAYER)
861 esrv_send_item (tmp, op);
862 return 1; 979 return 1;
980 }
863 } else 981 else
864 return 0; 982 return 0;
865} 983}
866 984
867/* hit_with_arrow() disassembles the missile, attacks the victim and 985/* hit_with_arrow() disassembles the missile, attacks the victim and
868 * reassembles the missile. 986 * reassembles the missile.
869 * 987 *
870 * It returns a pointer to the reassembled missile, or NULL if the missile 988 * It returns a pointer to the reassembled missile, or NULL if the missile
871 * isn't available anymore. 989 * isn't available anymore.
872 */ 990 */
991object *
873object *hit_with_arrow (object *op, object *victim) 992hit_with_arrow (object *op, object *victim)
874{ 993{
875 object *container, *hitter; 994 object *container, *hitter;
876 int hit_something = 0; 995 int hit_something = 0;
877 tag_t victim_tag, hitter_tag;
878 sint16 victim_x, victim_y;
879 996
880 /* Disassemble missile */ 997 /* Disassemble missile */
881 if (op->inv) { 998 if (op->inv)
999 {
882 container = op; 1000 container = op;
883 hitter = op->inv; 1001 hitter = op->inv;
884 remove_ob (hitter);
885 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 1002 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
886 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1003 /* Note that we now have an empty THROWN_OBJ on the map. Code that
887 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
888 * removed at the end of this function must be able to deal with empty 1005 * removed at the end of this function must be able to deal with empty
889 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
890 } else { 1007 }
1008 else
1009 {
891 container = NULL; 1010 container = 0;
892 hitter = op; 1011 hitter = op;
893 } 1012 }
894 1013
895 /* Try to hit victim */ 1014 /* Try to hit victim */
896 victim_x = victim->x;
897 victim_y = victim->y;
898 victim_tag = victim->count;
899 hitter_tag = hitter->count;
900 /* Lauwenmark: Handling plugin attack event for thrown items */
901 if (execute_event(op, EVENT_ATTACK,hitter,victim,NULL,SCRIPT_FIX_ALL) == 0)
902 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, 1015 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
903 op->stats.wc);
904 1016
905 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1017 /* Arrow attacks door, rune of summoning is triggered, demon is put on
906 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
907 * attack_ob_simple() returns, and we've got an arrow that still exists 1019 * attack_ob_simple() returns, and we've got an arrow that still exists
908 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1020 * but is no longer on the map. Ugh. (Beware: Such things can happen at
909 * other places as well!) 1021 * other places as well!)
910 */ 1022 */
911 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 1023 if (hitter->destroyed () || hitter->env != NULL)
1024 {
912 if (container) { 1025 if (container)
913 remove_ob (container); 1026 container->destroy ();
914 free_object (container); 1027
915 }
916 return NULL; 1028 return 0;
917 } 1029 }
918 1030
919 /* Missile hit victim */ 1031 /* Missile hit victim */
920 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1032 /* if the speed is > 10, then this is a fast moving arrow, we go straight
921 * through the target 1033 * through the target
922 */ 1034 */
923 if (hit_something && op->speed <= 10.0) 1035 if (hit_something && op->speed <= 10.0)
924 { 1036 {
925 /* Stop arrow */ 1037 /* Stop arrow */
926 if (container == NULL) { 1038 if (!container)
1039 {
927 hitter = fix_stopped_arrow (hitter); 1040 hitter = fix_stopped_arrow (hitter);
928 if (hitter == NULL) 1041 if (!hitter)
929 return NULL;
930 } else {
931 remove_ob (container);
932 free_object (container);
933 }
934
935 /* Try to stick arrow into victim */
936 if ( ! was_destroyed (victim, victim_tag)
937 && stick_arrow (hitter, victim))
938 return NULL; 1042 return 0;
939
940 /* Else try to put arrow on victim's map square
941 * remove check for P_WALL here. If the arrow got to this
942 * space, that is good enough - with the new movement code,
943 * there is now the potential for lots of spaces where something
944 * can fly over but not otherwise move over. What is the correct
945 * way to handle those otherwise?
946 */
947 if (victim_x != hitter->x || victim_y != hitter->y) {
948 remove_ob (hitter);
949 hitter->x = victim_x;
950 hitter->y = victim_y;
951 insert_ob_in_map (hitter, victim->map, hitter,0);
952 } else {
953 /* Else leave arrow where it is */
954 merge_ob (hitter, NULL);
955 }
956 return NULL;
957 }
958
959 if (hit_something && op->speed >= 10.0)
960 op->speed -= 1.0;
961
962 /* Missile missed victim - reassemble missile */
963 if (container) {
964 remove_ob (hitter);
965 insert_ob_in_ob (hitter, container);
966 }
967 return op;
968}
969
970
971void tear_down_wall(object *op)
972{
973 int perc=0;
974
975 if (!op->stats.maxhp) {
976 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
977 perc = 1;
978 } else if(!GET_ANIM_ID(op)) {
979 /* Object has been called - no animations, so remove it */
980 if(op->stats.hp<0) {
981 remove_ob(op); /* Should update LOS */
982 free_object(op);
983 /* Don't know why this is here - remove_ob should do it for us */
984 /*update_position(m, x, y);*/
985 }
986 return; /* no animations, so nothing more to do */
987 }
988 perc = NUM_ANIMATIONS(op)
989 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
990 if (perc >= (int) NUM_ANIMATIONS(op))
991 perc = NUM_ANIMATIONS(op)-1;
992 else if (perc < 1)
993 perc = 1;
994 SET_ANIMATION(op, perc);
995 update_object(op,UP_OBJ_FACE);
996 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
997 if(op->face==blank_face) {
998 /* If the last face is blank, remove the ob */
999 remove_ob(op); /* Should update LOS */
1000 free_object(op);
1001
1002 /* remove_ob should call update_position for us */
1003 /*update_position(m, x, y);*/
1004
1005 } else { /* The last face was not blank, leave an image */
1006 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
1007 update_all_los(op->map, op->x, op->y);
1008 op->move_block = 0;
1009 CLEAR_FLAG(op, FLAG_ALIVE);
1010 }
1011 }
1012}
1013
1014void scare_creature(object *target, object *hitter)
1015{
1016 object *owner = get_owner(hitter);
1017
1018 if (!owner) owner=hitter;
1019
1020 SET_FLAG(target, FLAG_SCARED);
1021 if (!target->enemy) target->enemy=owner;
1022}
1023
1024
1025/* This returns the amount of damage hitter does to op with the
1026 * appropriate attacktype. Only 1 attacktype should be set at a time.
1027 * This doesn't damage the player, but returns how much it should
1028 * take. However, it will do other effects (paralyzation, slow, etc.)
1029 * Note - changed for PR code - we now pass the attack number and not
1030 * the attacktype. Makes it easier for the PR code. */
1031
1032int hit_player_attacktype(object *op, object *hitter, int dam,
1033 uint32 attacknum, int magic) {
1034
1035 int doesnt_slay = 1;
1036
1037 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1038 if (attacknum >= NROFATTACKS) {
1039 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1040 return 0;
1041 }
1042
1043 if (dam < 0) {
1044 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1045 return 0;
1046 }
1047
1048 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1049 * people can't mess with that or it otherwise get confused. */
1050 if (attacknum == ATNR_INTERNAL) return dam;
1051
1052 if (hitter->slaying) {
1053 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1054 (op->arch && (op->arch->name != NULL) &&
1055 strstr(op->arch->name, hitter->slaying))
1056 ){
1057 doesnt_slay = 0;
1058 dam *= 3;
1059 } 1043 }
1060 }
1061
1062 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1063 if (op->resist[attacknum]) {
1064 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1065 * in case 0>dam>1, we try to "simulate" a float value-effect */
1066 dam *= (100-op->resist[attacknum]);
1067 if (dam >= 100) dam /= 100;
1068 else 1044 else
1069 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1045 container->destroy ();
1070 }
1071 1046
1072 /* Special hack. By default, if immune to something, you 1047 /* Try to stick arrow into victim */
1073 * shouldn't need to worry. However, acid is an exception, since 1048 if (!victim->destroyed () && stick_arrow (hitter, victim))
1074 * it can still damage your items. Only include attacktypes if 1049 return 0;
1075 * special processing is needed */ 1050
1076 1051 /* Else try to put arrow on victim's map square
1077 if ((op->resist[attacknum] >= 100) && 1052 * remove check for P_WALL here. If the arrow got to this
1078 doesnt_slay && (attacknum != ATNR_ACID)) 1053 * space, that is good enough - with the new movement code,
1054 * there is now the potential for lots of spaces where something
1055 * can fly over but not otherwise move over. What is the correct
1056 * way to handle those otherwise?
1057 */
1058 if (victim->x != hitter->x || victim->y != hitter->y)
1059 {
1060 if (victim->destroyed ())
1061 hitter->destroy ();
1062 else
1063 {
1064 hitter->remove ();
1065 hitter->x = victim->x;
1066 hitter->y = victim->y;
1067 insert_ob_in_map (hitter, victim->map, hitter, 0);
1068 }
1069 }
1070 else
1071 /* Else leave arrow where it is */
1072 merge_ob (hitter, NULL);
1073
1079 return 0; 1074 return 0;
1080
1081 /* Keep this in order - makes things easier to find */
1082
1083 switch(attacknum) {
1084 case ATNR_PHYSICAL:
1085 /* here also check for diseases */
1086 check_physically_infect(op, hitter);
1087 break;
1088
1089 /* Don't need to do anything for:
1090 magic,
1091 fire,
1092 electricity,
1093 cold */
1094
1095 case ATNR_CONFUSION:
1096 case ATNR_POISON:
1097 case ATNR_SLOW:
1098 case ATNR_PARALYZE:
1099 case ATNR_FEAR:
1100 case ATNR_CANCELLATION:
1101 case ATNR_DEPLETE:
1102 case ATNR_BLIND:
1103 {
1104 /* chance for inflicting a special attack depends on the
1105 * difference between attacker's and defender's level
1106 */
1107 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1108
1109 /* First, only creatures/players with speed can be affected.
1110 * Second, just getting hit doesn't mean it always affects
1111 * you. Third, you still get a saving through against the
1112 * effect.
1113 */
1114 if (op->speed &&
1115 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1116 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1117 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1118
1119 /* Player has been hit by something */
1120 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1121 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1122 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1123 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1124 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1125 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1126 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1127 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1128 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1129 } 1075 }
1130 dam = 0; /* These are all effects and don't do real damage */ 1076
1131 } 1077 if (hit_something && op->speed >= 10.0)
1132 break; 1078 op->set_speed (op->speed - 1.f);
1133 case ATNR_ACID: 1079
1080 /* Missile missed victim - reassemble missile */
1081 if (container)
1082 {
1083 hitter->remove ();
1084 insert_ob_in_ob (hitter, container);
1085 }
1086
1087 return op;
1088}
1089
1090static void
1091tear_down_wall (object *op)
1092{
1093 if (!op->stats.maxhp)
1094 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1095 else if (!op->has_anim ())
1096 {
1097 /* Object has been called - no animations, so remove it */
1098 if (op->stats.hp < 0)
1099 op->destroy ();
1134 { 1100
1135 int flag=0; 1101 return; /* no animations, so nothing more to do */
1136
1137 /* Items only get corroded if you're not on a battleground and
1138 * if your acid resistance is below 50%. */
1139 if (!op_on_battleground(op, NULL, NULL) &&
1140 (op->resist[ATNR_ACID] < 50))
1141 {
1142 object *tmp;
1143 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1144 if(tmp->invisible)
1145 continue;
1146 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1147 (tmp->resist[ATNR_ACID] >= 10))
1148 /* >= 10% acid res. on itmes will protect these */
1149 continue;
1150 if(!(tmp->material & M_IRON))
1151 continue;
1152 if(tmp->magic < -4) /* Let's stop at -5 */
1153 continue;
1154 if(tmp->type==RING ||
1155 /* removed boots and gloves from exclusion list in
1156 PR */
1157 tmp->type==GIRDLE ||
1158 tmp->type==AMULET ||
1159 tmp->type==WAND ||
1160 tmp->type==ROD ||
1161 tmp->type==HORN)
1162 continue; /* To avoid some strange effects */
1163
1164 /* High damage acid has better chance of corroding
1165 objects */
1166 if(rndm(0, dam+4) >
1167 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1168 if(op->type == PLAYER)
1169 /* Make this more visible */
1170 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1171 "The %s's acid corrodes your %s!",
1172 query_name(hitter), query_name(tmp));
1173 flag = 1;
1174 tmp->magic--;
1175 if(op->type == PLAYER)
1176 esrv_send_item(op, tmp);
1177 }
1178 } 1102 }
1179 if(flag) 1103
1180 fix_player(op); /* Something was corroded */ 1104 // we use frames 1..num-2 as intermediate frames, so
1181 } 1105 // the last frame is used only when hp < 0.
1106 int perc = clamp (
1107 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1108 0, op->anim_frames () - 1
1109 );
1110
1111 op->set_anim_frame (perc);
1112 update_object (op, UP_OBJ_FACE);
1113
1114 if (op->stats.hp < 0)
1115 { /* Reached the last animation */
1116 if (op->face == blank_face)
1117 /* If the last face is blank, remove the ob */
1118 op->destroy ();
1119 else
1120 { /* The last face was not blank, leave an image */
1121 op->flag [FLAG_BLOCKSVIEW] = false;
1122 update_all_los (op->map, op->x, op->y);
1123 op->move_block = 0;
1124 op->flag [FLAG_ALIVE] = false;
1182 } 1125 }
1183 break;
1184 case ATNR_DRAIN:
1185 {
1186 /* rate is the proportion of exp drained. High rate means
1187 * not much is drained, low rate means a lot is drained.
1188 */
1189 int rate;
1190
1191 if(op->resist[ATNR_DRAIN] >= 0)
1192 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1193 else
1194 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1195
1196 if(op->stats.exp <= rate) {
1197 if(op->type == GOLEM)
1198 dam = 999; /* Its force is "sucked" away. 8) */
1199 else
1200 /* If we can't drain, lets try to do physical damage */
1201 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1202 } else {
1203 /* Randomly give the hitter some hp */
1204 if(hitter->stats.hp<hitter->stats.maxhp &&
1205 (op->level > hitter->level) &&
1206 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1207 hitter->stats.hp++;
1208
1209 /* Can't do drains on battleground spaces.
1210 * Move the wiz check up here - before, the hitter wouldn't gain exp
1211 * exp, but the wiz would still lose exp! If drainee is a wiz,
1212 * nothing happens.
1213 * Try to credit the owner. We try to display player -> player drain
1214 * attacks, hence all the != PLAYER checks.
1215 */
1216 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1217 object *owner = get_owner(hitter);
1218
1219 if (owner && owner != hitter) {
1220 if (op->type != PLAYER || owner->type != PLAYER)
1221 change_exp(owner, op->stats.exp/(rate*2),
1222 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1223 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1224 change_exp(hitter, op->stats.exp/(rate*2),
1225 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1226 }
1227 change_exp(op,-op->stats.exp/rate, NULL, 0);
1228 } 1126 }
1229 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1230 * drain attack, you won't know that you are actually sucking out EXP,
1231 * as the messages will say you missed
1232 */
1233 }
1234 }
1235 break;
1236 case ATNR_TURN_UNDEAD:
1237 {
1238 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1239 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1240 object *god = find_god (determine_god (owner));
1241 int div = 1;
1242
1243 /* if undead are not an enemy of your god, you turn them
1244 * at half strength */
1245 if (! god || ! god->slaying ||
1246 strstr (god->slaying, undead_name) == NULL)
1247 div = 2;
1248 /* Give a bonus if you resist turn undead */
1249 if (op->level * div <
1250 (turn_bonus[owner->stats.Wis]+owner->level +
1251 (op->resist[ATNR_TURN_UNDEAD]/100)))
1252 scare_creature(op, owner);
1253 }
1254 else
1255 dam = 0; /* don't damage non undead - should we damage
1256 undead? */
1257 } break;
1258 case ATNR_DEATH:
1259 deathstrike_player(op, hitter, &dam);
1260 break;
1261 case ATNR_CHAOS:
1262 LOG(llevError,
1263 "%s was hit by %s with non-specific chaos.\n",
1264 query_name(op),
1265 query_name(hitter));
1266 dam = 0;
1267 break;
1268 case ATNR_COUNTERSPELL:
1269 LOG(llevError,
1270 "%s was hit by %s with counterspell attack.\n",
1271 query_name(op),
1272 query_name(hitter));
1273 dam = 0;
1274 /* This should never happen. Counterspell is handled
1275 * seperately and filtered out. If this does happen,
1276 * Counterspell has no effect on anything but spells, so it
1277 * does no damage. */
1278 break;
1279 case ATNR_HOLYWORD:
1280 {
1281 /* This has already been handled by hit_player,
1282 * no need to check twice -- DAMN */
1283
1284 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1285
1286 /* As with turn undead above, give a bonus on the saving throw */
1287 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1288 owner->level+turn_bonus[owner->stats.Wis])
1289 scare_creature(op, owner);
1290 } break;
1291 case ATNR_LIFE_STEALING:
1292 {
1293 int new_hp;
1294 /* this is replacement to drain for players, instead of taking
1295 * exp it takes hp. It is geared for players, probably not
1296 * much use giving it to monsters
1297 *
1298 * life stealing doesn't do a lot of damage, but it gives the
1299 * damage it does do to the player. Given that,
1300 * it only does 1/10'th normal damage (hence the divide by
1301 * 1000).
1302 */
1303 /* You can't steal life from something undead */
1304 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1305 /* If drain protection is higher than life stealing, use that */
1306 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1307 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1308 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1309 /* You die at -1 hp, not zero. */
1310 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1311 new_hp = hitter->stats.hp + dam;
1312 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1313 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1314 }
1315 }
1316 return dam;
1317} 1127}
1318 1128
1129static void
1130scare_creature (object *target, object *hitter)
1131{
1132 target->flag [FLAG_SCARED] = true;
1133
1134 if (!target->enemy)
1135 target->enemy = hitter->outer_owner ();
1136}
1319 1137
1320/* GROS: This code comes from hit_player. It has been made external to 1138/* GROS: This code comes from hit_player. It has been made external to
1321 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1322 * It was initially used by (kill-object) developed for the Collector's 1140 * It was initially used by (kill-object) developed for the Collector's
1323 * Sword. Note that nothing has been changed from the original version 1141 * Sword. Note that nothing has been changed from the original version
1330 * This function was a bit of a mess with hitter getting changed, 1148 * This function was a bit of a mess with hitter getting changed,
1331 * values being stored away but not used, etc. I've cleaned it up 1149 * values being stored away but not used, etc. I've cleaned it up
1332 * a bit - I think it should be functionally equivalant. 1150 * a bit - I think it should be functionally equivalant.
1333 * MSW 2002-07-17 1151 * MSW 2002-07-17
1334 */ 1152 */
1153int
1335int kill_object(object *op,int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1336{ 1155{
1337 char buf[MAX_BUF]; 1156 shstr skill;
1338 const char *skill;
1339 int maxdam=0; 1157 int maxdam = 0;
1340 int battleg=0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1341 int pk=0; /* true if op and what controls hitter are both players*/ 1159 int pk = 0; /* true if op and what controls hitter are both players */
1342 object *owner=NULL; 1160 object *owner = 0;
1343 object *skop=NULL; 1161 object *skop = 0;
1344 1162
1345 if (op->stats.hp>=0) 1163 if (op->stats.hp >= 0)
1346 return -1; 1164 return -1;
1347 1165
1348 /* Lauwenmark: Handle for plugin death event */ 1166 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1349 if (execute_event(op, EVENT_DEATH,hitter,NULL,NULL,SCRIPT_FIX_ALL)!=0) 1167 return 0;
1350 return 0;
1351 /* Lauwenmark: Handle for the global kill event */
1352 execute_global_event(EVENT_GKILL, op, hitter);
1353 1168
1354 /* maxdam needs to be the amount of damage it took to kill 1169 /* maxdam needs to be the amount of damage it took to kill
1355 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1356 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1357 */ 1172 */
1358 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1359 1174
1360 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1361 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1176 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1362 1177
1363 if(op->type==DOOR) { 1178 if (op->type == DOOR)
1364 op->speed = 0.1; 1179 {
1365 update_ob_speed(op); 1180 op->set_speed (0.1f);
1366 op->speed_left= -0.05; 1181 op->speed_left = -0.05f;
1367 return maxdam;
1368 }
1369 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1370 remove_friendly_object(op);
1371 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1372 op->owner->contr->ranges[range_golem] == op) {
1373 op->owner->contr->ranges[range_golem]=NULL;
1374 op->owner->contr->golem_count=0;
1375 }
1376
1377 remove_ob(op);
1378 free_object(op);
1379 return maxdam; 1182 return maxdam;
1183 }
1184
1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1380 } 1186 {
1187 op->drop_and_destroy ();
1188 return maxdam;
1189 }
1381 1190
1382 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1383 1192
1384 owner=get_owner(hitter); 1193 owner = hitter->outer_owner ();
1385 if(owner==NULL) 1194 if (!owner)
1386 owner=hitter; 1195 owner = hitter;
1387 1196
1388 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1389 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1198 if (op_on_battleground (op, NULL, NULL))
1390 1199 battleg = 1;
1200
1391 /* is this player killing?*/ 1201 /* is this player killing? */
1392 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1202 if (op->type == PLAYER && owner->type == PLAYER)
1203 pk = 1;
1393 1204
1394 /* Player killed something */ 1205 /* Player killed something */
1395 if(owner->type==PLAYER) { 1206 if (owner->type == PLAYER)
1396 Log_Kill(owner->name, 1207 {
1397 query_name(op),op->type,
1398 (owner!=hitter) ? query_name(hitter) : NULL,
1399 (owner!=hitter) ? hitter->type : 0);
1400
1401 /* Log players killing other players - makes it easier to detect 1208 /* Log players killing other players - makes it easier to detect
1402 * and filter out malicious player killers - that is why the 1209 * and filter out malicious player killers - that is why the
1403 * ip address is included. 1210 * ip address is included.
1404 */ 1211 */
1405 if (op->type == PLAYER && !battleg) { 1212 if (op->type == PLAYER && !battleg)
1213 {
1406 time_t t=time(NULL); 1214 time_t t = time (NULL);
1407 struct tm *tmv; 1215 struct tm *tmv;
1408 char buf[256]; 1216 char buf[256];
1409 1217
1410 tmv = localtime(&t); 1218 tmv = localtime (&t);
1411 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1219 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1412 1220
1413 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1221 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1414 buf, owner->name, owner->contr->socket.host, query_name(op)); 1222 }
1415 }
1416 1223
1417 /* try to filter some things out - basically, if you are 1224 /* try to filter some things out - basically, if you are
1418 * killing a level 1 creature and your level 20, you 1225 * killing a level 1 creature and your level 20, you
1419 * probably don't want to see that. 1226 * probably don't want to see that.
1420 */ 1227 */
1421 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1228 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1229 {
1422 if(owner!=hitter) { 1230 if (owner != hitter)
1423 new_draw_info_format(NDI_BLACK, 0, owner, 1231 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1424 "You killed %s with %s.",query_name(op), 1232 else
1425 query_name(hitter)); 1233 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1426 } 1234
1427 else {
1428 new_draw_info_format(NDI_BLACK, 0, owner,
1429 "You killed %s.",query_name(op));
1430 }
1431 /* Only play sounds for melee kills */ 1235 /* Only play sounds for melee kills */
1432 if (hitter->type == PLAYER) 1236 if (hitter->type == PLAYER)
1433 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1237 owner->play_sound (sound_find ("player_kills"));
1434 } 1238 }
1435 1239
1436 /* If a player kills another player, not on 1240 /* If a player kills another player, not on
1437 * battleground, the "killer" looses 1 luck. Since this is 1241 * battleground, the "killer" looses 1 luck. Since this is
1438 * not reversible, it's actually quite a pain IMHO. -AV 1242 * not reversible, it's actually quite a pain IMHO. -AV
1439 * Fix bug in that we were changing the luck of the hitter, not 1243 * Fix bug in that we were changing the luck of the hitter, not
1440 * player that the object belonged to - so if you killed another player 1244 * player that the object belonged to - so if you killed another player
1441 * with spells, pets, whatever, there was no penalty. 1245 * with spells, pets, whatever, there was no penalty.
1442 * Changed to make luck penalty configurable in settings. 1246 * Changed to make luck penalty configurable in settings.
1443 */ 1247 */
1444 if(op->type == PLAYER && owner != op && !battleg) 1248 if (op->type == PLAYER && owner != op && !battleg)
1445 change_luck(owner, -settings.pk_luck_penalty); 1249 owner->change_luck (-settings.pk_luck_penalty);
1446 1250
1447 /* This code below deals with finding the appropriate skill 1251 /* This code below deals with finding the appropriate skill
1448 * to credit exp to. This is a bit problematic - we should 1252 * to credit exp to. This is a bit problematic - we should
1449 * probably never really have to look at current_weapon->skill 1253 * probably never really have to look at current_weapon->skill
1450 */ 1254 */
1451 skill = NULL; 1255 if (hitter->skill && hitter->type != PLAYER)
1452 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1256 skill = hitter->skill;
1453 else if (owner->chosen_skill) { 1257 else if (owner->chosen_skill)
1454 skill = owner->chosen_skill->skill; 1258 {
1455 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1456 } 1260 skill = skop->skill;
1457 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1261 }
1458 else 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1459 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1263 skill = owner->current_weapon->skill;
1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1267 "BUG: kill_object - unable to find skill that killed monster\n"
1268 "op: %s\n" "hitter: %s\n" "op: %s\n",
1269 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1270 skill = 0;
1271 }
1460 1272
1461 /* We have the skill we want to credit to - now find the object this goes 1273 /* We have the skill we want to credit to - now find the object this goes
1462 * to. Make sure skop is an actual skill, and not a skill tool! 1274 * to. Make sure skop is an actual skill, and not a skill tool!
1463 */ 1275 */
1464 if ((!skop || skop->type != SKILL) && skill) { 1276 skop = owner->contr->find_skill (skill);
1465 int i;
1466
1467 for (i=0; i<NUM_SKILLS; i++)
1468 if (owner->contr->last_skill_ob[i] &&
1469 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1470 skop = owner->contr->last_skill_ob[i];
1471 break;
1472 }
1473 }
1474 } /* Was it a player that hit somethign */ 1277 } /* Was it a player that hit somethign */
1475 else { 1278 else
1476 skill = NULL; 1279 skill = 0;
1477 }
1478 1280
1479 /* Pet (or spell) killed something. */
1480 if(owner != hitter ) {
1481 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1482 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1483 }
1484 else {
1485 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1486 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1487 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1488 }
1489 /* These may have been set in the player code section above */ 1281 /* These may have been set in the player code section above */
1282 if (!skop)
1490 if (!skop) skop = hitter->chosen_skill; 1283 skop = hitter->chosen_skill;
1491 if (!skill && skop) skill=skop->skill;
1492 1284
1493 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1285 if (!skill && skop)
1286 skill = skop->skill;
1494 1287
1495
1496 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1497 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1289 if (owner != op && !op->flag [FLAG_WIZ])
1498 int exp; 1290 {
1291 int exp;
1499 1292
1500 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1501 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1502 if (op->type==PLAYER) {
1503 if (battleg) { 1295 if (battleg)
1504 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1505 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1506 }
1507 else
1508 exp = op->stats.exp / 1000;
1509 } 1296 {
1297 if (op->is_player ())
1298 {
1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1301 }
1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1306 exp = op->stats.exp / 1000;
1510 else 1307 else
1511 exp = calc_skill_exp(owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1512 1309
1513 /* if op is standing on "battleground" (arena), no way to gain
1514 * exp by killing him
1515 */
1516 if (battleg) exp = 0;
1517
1518 /* Don't know why this is set this way - doesn't make 1310 /* Don't know why this is set this way - doesn't make
1519 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1520 */ 1312 */
1521 1313
1522 if (!settings.simple_exp) 1314 if (!settings.simple_exp)
1523 exp=exp/2; 1315 exp = exp / 2;
1524 1316
1525 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1317 if (owner->type != PLAYER || owner->contr->party == NULL)
1526 change_exp(owner,exp, skill, 0); 1318 change_exp (owner, exp, skill, 0);
1527 } 1319 else
1528 else { 1320 {
1529 int shares=0,count=0; 1321 int shares = 0, count = 0;
1530
1531 player *pl;
1532
1533 partylist *party=owner->contr->party; 1322 partylist *party = owner->contr->party;
1534#ifdef PARTY_KILL_LOG 1323
1535 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1324 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1536#endif 1325
1537 for(pl=first_player;pl!=NULL;pl=pl->next) { 1326 for_all_players (pl)
1538 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1327 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1539 count++; 1328 {
1329 count++;
1540 shares+=(pl->ob->level+4); 1330 shares += (pl->ob->level + 4);
1541 } 1331 }
1332
1333 if (count == 1 || shares > exp || !shares)
1334 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1335 else
1336 {
1337 int share = exp / shares, given = 0, nexp;
1338
1339 for_all_players (pl)
1340 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1341 {
1342 nexp = (pl->ob->level + 4) * share;
1343 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1344 given += nexp;
1345 }
1346
1347 exp -= given;
1348 /* give any remainder to the player */
1349 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1350 }
1351 } /* else part of a party */
1352 } /* end if person didn't kill himself */
1353
1354 if (op->type != PLAYER)
1355 {
1356 if (op->flag [FLAG_FRIENDLY])
1357 {
1358 object *owner1 = op->owner;
1359
1360 if (owner1 && owner1->type == PLAYER)
1361 {
1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1363 /* Maybe we should include the owner that killed this, maybe not */
1364 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1365 }
1366
1367 remove_friendly_object (op);
1368 }
1369
1370 op->drop_and_destroy ();
1542 } 1371 }
1543 if(count==1 || shares>exp) 1372 else
1544 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1545 else {
1546 int share=exp/shares,given=0,nexp;
1547 for(pl=first_player;pl!=NULL;pl=pl->next) {
1548 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1549 nexp=(pl->ob->level+4)*share;
1550 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1551 given+=nexp;
1552 }
1553 }
1554 exp-=given;
1555 /* give any remainder to the player */
1556 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1557 }
1558 } /* else part of a party */
1559
1560 } /* end if person didn't kill himself */
1561
1562 if(op->type!=PLAYER) {
1563 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1564 object *owner1 = get_owner(op);
1565
1566 if(owner1!= NULL && owner1->type == PLAYER) {
1567 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1568 /* Maybe we should include the owner that killed this, maybe not */
1569 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1570 op->name,hitter->name);
1571 }
1572 remove_friendly_object(op);
1573 }
1574 remove_ob(op);
1575 free_object(op);
1576 }
1577 /* Player has been killed! */ 1373 /* Player has been killed! */
1578 else { 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1579 if(owner->type==PLAYER) { 1375
1580 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1581 }
1582 else {
1583 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1584 op->contr->killer[BIG_NAME-1]='\0';
1585 }
1586 }
1587 /* This was return -1 - that doesn't seem correct - if we return -1, process 1376 /* This was return -1 - that doesn't seem correct - if we return -1, process
1588 * continues in the calling function. 1377 * continues in the calling function.
1589 */ 1378 */
1590 return maxdam; 1379 return maxdam;
1591} 1380}
1592 1381
1593/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1382/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1594 * Returns 0 this is not friendly fire 1383 * Returns 0 this is not friendly fire
1595 */ 1384 */
1596 1385int
1597int friendly_fire(object *op, object *hitter){ 1386friendly_fire (object *op, object *hitter)
1387{
1598 object *owner; 1388 object *owner;
1599 int friendlyfire; 1389 int friendlyfire;
1600
1601 if (hitter->head) hitter=hitter->head;
1602 1390
1391 if (hitter->head)
1392 hitter = hitter->head;
1393
1603 friendlyfire = 0; 1394 friendlyfire = 0;
1604 1395
1605 if(op->type == PLAYER) { 1396 if (op->type == PLAYER)
1397 {
1606 if (op_on_battleground (hitter, 0, 0)) 1398 if (op_on_battleground (hitter, 0, 0))
1607 return 0; 1399 return 0;
1608 1400
1609 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1401 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1610 return 1; 1402 return 1;
1611 1403
1612 if((owner = get_owner(hitter))!=NULL) { 1404 if ((owner = hitter->owner) != NULL)
1405 {
1613 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1406 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1614 friendlyfire = 2; 1407 friendlyfire = 2;
1615 } 1408 }
1616 1409
1617 if (hitter->type == SPELL || hitter->type == POISONING || 1410 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1618 hitter->type == DISEASE || hitter->type == RUNE)
1619 friendlyfire = 0; 1411 friendlyfire = 0;
1620 } 1412 }
1413
1621 return friendlyfire; 1414 return friendlyfire;
1622} 1415}
1623
1624 1416
1625/* This isn't used just for players, but in fact most objects. 1417/* This isn't used just for players, but in fact most objects.
1626 * op is the object to be hit, dam is the amount of damage, hitter 1418 * op is the object to be hit, dam is the amount of damage, hitter
1627 * is what is hitting the object, type is the attacktype, and 1419 * is what is hitting the object, type is the attacktype, and
1628 * full_hit is set if monster area does not matter. 1420 * full_hit is set if monster area does not matter.
1629 * dam is base damage - protections/vulnerabilities/slaying matches can 1421 * dam is base damage - protections/vulnerabilities/slaying matches can
1630 * modify it. 1422 * modify it.
1631 */ 1423 */
1632
1633 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1634 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1635 1426int
1636int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1427hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1637 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1428{
1638 int maxattacktype, attacknum; 1429 int magic = type & AT_MAGIC;
1639 int body_attack = op && op->head; /* Did we hit op's head? */ 1430 int body_attack = op && op->head; /* Did we hit op's head? */
1431 int maxdam = 0, ndam = 0;
1432 int maxattacktype;
1640 int simple_attack; 1433 int simple_attack;
1641 tag_t op_tag, hitter_tag;
1642 int rtn_kill = 0; 1434 int rtn_kill = 0;
1643 int friendlyfire; 1435 int friendlyfire;
1644 1436
1645 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1438 return 0;
1439
1440 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1442 return 0;
1443
1444 // only allow pk for hostile players
1445 if (op->type == PLAYER)
1446 {
1447 object *owner = hitter->owner;
1448
1449 if (!owner)
1450 owner = hitter;
1451
1452 if (owner->type == PLAYER
1453 && (!op_on_battleground (op, 0, 0)
1454 && (op->contr->peaceful || owner->contr->peaceful))
1455 && op != owner)
1646 return 0; 1456 return 0;
1457 }
1647 1458
1648 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1459 if (body_attack)
1649 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1460 {
1461 /* slow and paralyze must hit the head. But we don't want to just
1462 * return - we still need to process other attacks the spell still
1463 * might have. So just remove the paralyze and slow attacktypes,
1464 * and keep on processing if we have other attacktypes.
1465 * return if only magic or nothing is left - under normal code
1466 * we don't attack with pure magic if there is another attacktype.
1467 * Only do processing if the initial attacktype includes one of those
1468 * attack so we don't cancel out things like magic bullet.
1469 */
1470 if (type & (AT_PARALYZE | AT_SLOW))
1471 {
1472 type &= ~(AT_PARALYZE | AT_SLOW);
1473
1474 if (!type || type == AT_MAGIC)
1650 return 0; 1475 return 0;
1476 }
1477 }
1651 1478
1652#ifdef PROHIBIT_PLAYERKILL 1479 if (!simple_attack && op->type == DOOR)
1653 if (op->type == PLAYER) { 1480 {
1654 object *owner = get_owner (hitter); 1481 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1655 if (!owner) owner = hitter; 1482 if (tmp->type == RUNE || tmp->type == TRAP)
1656 if (owner->type == PLAYER 1483 {
1657 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1484 spring_trap (tmp, hitter);
1658 && op != owner) { 1485
1486 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1659 return 0; 1487 return 0;
1488
1489 break;
1660 } 1490 }
1491 }
1492
1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1661 } 1494 {
1495 /* FIXME: If a player is killed by a rune in a door, the
1496 * destroyed() check above doesn't return, and might get here.
1497 */
1498
1499 /* FIXME: This for example happens when a dead door is on a mover and
1500 gets it's speed_left raised on each mover-tick.
1501 Doors are removed in a kinda funny way by giving them speed and speed_left
1502 and waiting for that to run out.
1503 */
1504 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1505 return 0;
1506 }
1507
1508#ifdef ATTACK_DEBUG
1509 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1662#endif 1510#endif
1663 1511
1664 op_tag = op->count;
1665 hitter_tag = hitter->count;
1666
1667 if (body_attack) {
1668 /* slow and paralyze must hit the head. But we don't want to just
1669 * return - we still need to process other attacks the spell still
1670 * might have. So just remove the paralyze and slow attacktypes,
1671 * and keep on processing if we have other attacktypes.
1672 * return if only magic or nothing is left - under normal code
1673 * we don't attack with pure magic if there is another attacktype.
1674 * Only do processing if the initial attacktype includes one of those
1675 * attack so we don't cancel out things like magic bullet.
1676 */
1677 if (type & (AT_PARALYZE | AT_SLOW)) {
1678 type &= ~(AT_PARALYZE | AT_SLOW);
1679 if (!type || type==AT_MAGIC) return 0;
1680 }
1681 }
1682
1683 if ( ! simple_attack && op->type == DOOR) {
1684 object *tmp;
1685 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1686 if (tmp->type == RUNE || tmp->type == TRAP) {
1687 spring_trap (tmp, hitter);
1688 if (was_destroyed (hitter, hitter_tag)
1689 || was_destroyed (op, op_tag)
1690 || abort_attack (op, hitter, simple_attack))
1691 return 0;
1692 break;
1693 }
1694 }
1695
1696 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1697 /* FIXME: If a player is killed by a rune in a door, the
1698 * was_destroyed() check above doesn't return, and might get here.
1699 */
1700 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1701 "hit_player()\n", op->arch->name, op->name);
1702 return 0;
1703 }
1704
1705#ifdef ATTACK_DEBUG
1706 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1707#endif
1708
1709 if (magic) { 1512 if (magic)
1513 {
1710 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1514 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1711 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1515 * in case 0>dam>1, we try to "simulate" a float value-effect */
1712 dam = dam*(100-op->resist[ATNR_MAGIC]); 1516 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1713 if (dam >= 100) 1517 if (dam >= 100)
1714 dam /= 100; 1518 dam /= 100;
1715 else 1519 else
1716 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1520 dam = (dam > rndm (0, 99)) ? 1 : 0;
1717 } 1521 }
1718 1522
1719 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1523 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1720 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1524 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1721 */ 1525 */
1722 if(type & AT_CHAOS){ 1526 if (type & AT_CHAOS)
1527 {
1723 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1528 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1724 update_object(op,UP_OBJ_FACE); 1529 update_object (op, UP_OBJ_FACE);
1725 type &= ~AT_CHAOS; 1530 type &= ~AT_CHAOS;
1726 } 1531 }
1727 1532
1728 /* Holyword is really an attacktype modifier (like magic is). If 1533 /* Holyword is really an attacktype modifier (like magic is). If
1729 * holyword is part of an attacktype, then make sure the creature is 1534 * holyword is part of an attacktype, then make sure the creature is
1730 * a proper match, otherwise no damage. 1535 * a proper match, otherwise no damage.
1731 */ 1536 */
1732 if (type & AT_HOLYWORD) { 1537 if (type & AT_HOLYWORD)
1538 {
1733 object *god; 1539 object *god;
1540
1734 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1735 (!(op->race && strstr(hitter->slaying,op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1736 !(op->name && strstr(hitter->slaying,op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1737 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1738 (hitter->title != NULL 1545 || (hitter->title
1739 && (god = find_god(determine_god(hitter))) != NULL 1546 && (god = find_god (determine_god (hitter))) != NULL
1740 && god->race != NULL 1547 && god->race.contains (shstr_undead))))
1741 && strstr(god->race,undead_name) != NULL)))
1742 return 0; 1548 return 0;
1743 } 1549 }
1744 1550
1745 maxattacktype = type; /* initialize this to something */ 1551 maxattacktype = type; /* initialise this to something */
1746 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1552 for_all_bits_sparse_32 (type, attacknum)
1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1747 /* Magic isn't really a true attack type - it gets combined with other 1556 /* Magic isn't really a true attack type - it gets combined with other
1748 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1749 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1750 */ 1559 */
1751 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1561 continue;
1752 1562
1753 /* Go through and hit the player with each attacktype, one by one. 1563 /* Go through and hit the player with each attacktype, one by one.
1754 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1755 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1756 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1757 */ 1567 */
1758 if (type & attacktype) {
1759 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1760 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1761 * the damage is equal. 1571 * the damage is equal.
1762 */ 1572 */
1763 if (ndam >= maxdam) { 1573 if (ndam >= maxdam)
1574 {
1764 maxdam = ndam; 1575 maxdam = ndam;
1765 maxattacktype = 1<<attacknum; 1576 maxattacktype = 1 << attacknum;
1577 }
1766 } 1578 }
1767 } 1579
1768 }
1769
1770 /* if this is friendly fire then do a set % of damage only 1580 /* if this is friendly fire then do a set % of damage only
1771 * Note - put a check in to make sure this attack is actually 1581 * Note - put a check in to make sure this attack is actually
1772 * doing damage - otherwise, the +1 in the code below will make 1582 * doing damage - otherwise, the +1 in the code below will make
1773 * an attack do damage before when it otherwise didn't 1583 * an attack do damage before when it otherwise didn't
1774 */ 1584 */
1775 friendlyfire = friendly_fire(op, hitter); 1585 friendlyfire = friendly_fire (op, hitter);
1776 if (friendlyfire && maxdam){ 1586 if (friendlyfire && maxdam)
1587 {
1777 maxdam = ((dam * settings.set_friendly_fire) / 100); 1588 maxdam = ((dam * settings.set_friendly_fire) / 100);
1778#ifndef COZY_SERVER 1589
1590#ifdef ATTACK_DEBUG
1591 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1592 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1593#endif
1594 }
1595
1596 if (!full_hit)
1597 {
1598 int area;
1599 int remainder;
1600
1601 area = 0;
1602
1603 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1604 area++;
1605
1606 assert (area > 0);
1607
1608 /* basically: maxdam /= area; we try to "simulate" a float
1609 value-effect */
1610 remainder = 100 * (maxdam % area) / area;
1611 maxdam /= area;
1612 if (rndm (100) < remainder)
1779 maxdam++; 1613 maxdam++;
1614 }
1615
1616#ifdef ATTACK_DEBUG
1617 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1780#endif 1618#endif
1781
1782#ifdef ATTACK_DEBUG
1783 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1784 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1785#endif
1786 }
1787 1619
1788 if (!full_hit) { 1620 // for now, only do this for active objects, otherwise they
1789 archetype *at; 1621 // keep a refcount for a long time and I see no usefulness
1790 int area; 1622 // for an non-active objetc to know its enemy.
1791 int remainder; 1623 if (op->active)
1792 1624 if (hitter->owner)
1793 area = 0;
1794 for(at = op->arch; at != NULL; at = at->more)
1795 area++;
1796 assert(area > 0);
1797
1798 /* basically: maxdam /= area; we try to "simulate" a float
1799 value-effect */
1800 remainder = 100*(maxdam%area)/area;
1801 maxdam /= area;
1802 if (RANDOM()%100 < remainder)
1803 maxdam++;
1804 }
1805
1806#ifdef ATTACK_DEBUG
1807 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1808#endif
1809
1810 if(get_owner(hitter))
1811 op->enemy=hitter->owner; 1625 op->enemy = hitter->owner;
1812 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1813 op->enemy=hitter; 1627 op->enemy = hitter;
1814 1628
1815 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1630 {
1816 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1817 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1818 npc_call_help(op); 1633 npc_call_help (op);
1819 } 1634 }
1820 1635
1821 if (magic && did_make_save(op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1822 maxdam=maxdam/2; 1637 maxdam = maxdam / 2;
1823 1638
1824 attack_message(maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1825 1640
1826 op->stats.hp-=maxdam; 1641 op->stats.hp -= maxdam;
1827 1642
1828 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1829 if ((op->stats.hp>=0) && 1644 if (op->stats.hp >= 0
1830 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1831 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1646 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1832 (float)op->stats.maxhp)) { 1647 {
1833 1648
1834 if (QUERY_FLAG(op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1835 SET_FLAG(op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1836 else 1651 else
1837 scare_creature(op, hitter); 1652 scare_creature (op, hitter);
1653 }
1654
1655 if (op->flag [FLAG_TEAR_DOWN])
1838 } 1656 {
1839
1840 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1841 if (maxdam) 1657 if (maxdam)
1842 tear_down_wall(op); 1658 tear_down_wall (op);
1659
1843 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1844 } 1661 }
1845 1662
1846 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1847 rtn_kill = kill_object(op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1848 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1849 return rtn_kill; 1666 return rtn_kill;
1850 1667
1851
1852 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1668 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1853 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1854 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1855 */ 1671 */
1856 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1672 if (hitter->flag [FLAG_ONE_HIT])
1857 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1673 hitter->drop_and_destroy ();
1858 remove_friendly_object(hitter);
1859 remove_ob(hitter);
1860 free_object(hitter);
1861 }
1862 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1863 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1675 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1864 int i; 1676 {
1865 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1866 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1867 object *owner = get_owner(op); 1679 object *owner = op->owner;
1868 1680
1869 if(!op->other_arch) { 1681 if (!op->other_arch)
1682 {
1870 LOG(llevError,"SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1871 return maxdam; 1684 return maxdam;
1872 } 1685 }
1873 remove_ob(op);
1874 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1875 object *tmp=arch_to_object(op->other_arch);
1876 int j;
1877 1686
1687 op->remove ();
1688
1689 for (int i = 0; i < op->stats.food; i++)
1690 { /* This doesn't handle op->more yet */
1691 object *tmp = op->other_arch->instance ();
1692
1878 tmp->stats.hp=op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1694
1879 if (friendly) { 1695 if (friendly)
1880 SET_FLAG(tmp, FLAG_FRIENDLY); 1696 {
1881 add_friendly_object(tmp); 1697 add_friendly_object (tmp);
1882 tmp->attack_movement = PETMOVE; 1698 tmp->attack_movement = PETMOVE;
1883 if (owner!=NULL) 1699
1884 set_owner(tmp,owner); 1700 if (owner)
1701 tmp->set_owner (owner);
1702 }
1703
1704 if (unaggressive)
1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1706
1707 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1708
1709 if (j == -1) /* No spot to put this monster */
1710 tmp->destroy ();
1711 else
1712 {
1713 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1714 insert_ob_in_map (tmp, op->map, NULL, 0);
1715 }
1716 }
1717
1718 op->destroy ();
1885 } 1719 }
1886 if (unaggressive)
1887 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1888 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1889 if (j==-1) /* No spot to put this monster */
1890 free_object(tmp);
1891 else {
1892 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1893 insert_ob_in_map(tmp,op->map,NULL,0);
1894 }
1895 }
1896 if(friendly)
1897 remove_friendly_object(op);
1898 free_object(op);
1899 }
1900 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1901 remove_ob(hitter); 1721 hitter->drop_and_destroy ();
1902 free_object(hitter); 1722
1903 }
1904 return maxdam; 1723 return maxdam;
1905} 1724}
1906 1725
1907 1726static void
1908void poison_player(object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1909{ 1728{
1910 archetype *at = find_archetype("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
1911 object *tmp=present_arch_in_ob(at,op); 1730 object *tmp = present_arch_in_ob (at, op);
1912 1731
1913 if(tmp==NULL) { 1732 if (!tmp)
1914 if((tmp=arch_to_object(at))==NULL) 1733 {
1915 LOG(llevError,"Failed to clone arch poisoning.\n");
1916 else {
1917 tmp = insert_ob_in_ob(tmp,op); 1734 tmp = insert_ob_in_ob (at->instance (), op);
1918 /* peterm: give poisoning some teeth. It should 1735 /* peterm: give poisoning some teeth. It should
1919 * be able to kill things better than it does: 1736 * be able to kill things better than it does:
1920 * damage should be dependent something--I choose to 1737 * damage should be dependent something--I choose to
1921 * do this: if it's a monster, the damage from the 1738 * do this: if it's a monster, the damage from the
1922 * poisoning goes as the level of the monster/2. 1739 * poisoning goes as the level of the monster/2.
1923 * If anything else, goes as damage. 1740 * If anything else, goes as damage.
1924 */
1925
1926 if(QUERY_FLAG(hitter,FLAG_ALIVE))
1927 tmp->stats.dam += hitter->level/2;
1928 else
1929 tmp->stats.dam = dam;
1930
1931 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */
1932 if(hitter->skill && hitter->skill != tmp->skill) {
1933 if (tmp->skill) free_string(tmp->skill);
1934 tmp->skill = add_refcount(hitter->skill);
1935 }
1936
1937 tmp->stats.food+=dam; /* more damage, longer poisoning */
1938
1939 if(op->type==PLAYER) {
1940 /* player looses stats, maximum is -10 of each */
1941 tmp->stats.Con= MAX(-(dam/4+1), -10);
1942 tmp->stats.Str= MAX(-(dam/3+2), -10);
1943 tmp->stats.Dex= MAX(-(dam/6+1), -10);
1944 tmp->stats.Int= MAX(-dam/7, -10);
1945 SET_FLAG(tmp,FLAG_APPLIED);
1946 fix_player(op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill.");
1948 }
1949 if (hitter->type == PLAYER)
1950 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.",
1951 op->name);
1952 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)
1953 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner,
1954 "Your %s poisons %s.", hitter->name, op->name);
1955 }
1956 tmp->speed_left=0;
1957 }
1958 else
1959 tmp->stats.food++;
1960}
1961
1962void slow_player(object *op,object *hitter,int dam)
1963{ archetype *at = find_archetype("slowness");
1964 object *tmp;
1965 if(at == NULL) {
1966 LOG(llevError,"Can't find slowness archetype.\n");
1967 }
1968 if((tmp=present_arch_in_ob(at,op)) == NULL) {
1969 tmp = arch_to_object(at);
1970 tmp = insert_ob_in_ob(tmp,op);
1971 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!");
1972 } else
1973 tmp->stats.food++;
1974 SET_FLAG(tmp, FLAG_APPLIED);
1975 tmp->speed_left=0;
1976 fix_player(op);
1977}
1978
1979void confuse_player(object *op, object *hitter, int dam)
1980{
1981 object *tmp;
1982 int maxduration;
1983
1984 tmp = present_in_ob_by_name(FORCE,"confusion", op);
1985 if(!tmp) {
1986 tmp = get_archetype(FORCE_NAME);
1987 tmp = insert_ob_in_ob(tmp,op);
1988 }
1989
1990 /* Duration added per hit and max. duration of confusion both depend
1991 * on the player's resistance
1992 */
1993 tmp->speed = 0.05;
1994 tmp->subtype = FORCE_CONFUSION;
1995 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100);
1996 if (tmp->name) free_string(tmp->name);
1997 tmp->name = add_string("confusion");
1998 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100);
1999 if( tmp->duration > maxduration)
2000 tmp->duration = maxduration;
2001
2002 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED))
2003 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!");
2004 SET_FLAG(op, FLAG_CONFUSED);
2005}
2006
2007void blind_player(object *op, object *hitter, int dam)
2008{
2009 object *tmp,*owner;
2010
2011 /* Save some work if we know it isn't going to affect the player */
2012 if (op->resist[ATNR_BLIND]==100) return;
2013
2014 tmp = present_in_ob(BLINDNESS,op);
2015 if(!tmp) {
2016 tmp = get_archetype("blindness");
2017 SET_FLAG(tmp, FLAG_BLIND);
2018 SET_FLAG(tmp, FLAG_APPLIED);
2019 /* use floats so we don't lose too much precision due to rounding errors.
2020 * speed is a float anyways.
2021 */ 1741 */
2022 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100;
2023 1742
1743 if (hitter->flag [FLAG_ALIVE])
1744 tmp->stats.dam += hitter->level / 2;
1745 else
1746 tmp->stats.dam = dam;
1747
1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1749 if (hitter->skill && hitter->skill != tmp->skill)
1750 tmp->skill = hitter->skill;
1751
1752 tmp->stats.food += dam; /* more damage, longer poisoning */
1753
1754 if (op->type == PLAYER)
1755 {
1756 /* player looses stats, maximum is -10 of each */
1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1760 tmp->stats.Int = max (-(dam / 7 ), -10);
1761 tmp->set_flag (FLAG_APPLIED);
1762 op->update_stats ();
1763 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1764 op->play_sound (tmp->sound);
1765 }
1766
1767 if (hitter->type == PLAYER)
1768 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1770 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1771
1772 tmp->speed_left = 0;
1773 }
1774 else
1775 tmp->stats.food++;
1776}
1777
1778static void
1779slow_player (object *op, object *hitter, int dam)
1780{
1781 archetype *at = archetype::find (shstr_slowness);
1782 object *tmp;
1783
1784 if (!at)
1785 LOG (llevError, "Can't find slowness archetype.\n");
1786
1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1788 {
1789 tmp = at->instance ();
2024 tmp = insert_ob_in_ob(tmp,op); 1790 tmp = insert_ob_in_ob (tmp, op);
1791 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1792 }
1793 else
1794 tmp->stats.food++;
1795
1796 tmp->set_flag (FLAG_APPLIED);
1797 tmp->speed_left = 0;
1798 op->update_stats ();
1799}
1800
1801void
1802confuse_player (object *op, object *hitter, int dam)
1803{
1804 object *tmp;
1805 int maxduration;
1806
1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1808 if (!tmp)
1809 {
1810 tmp = archetype::get (FORCE_NAME);
1811 tmp = insert_ob_in_ob (tmp, op);
1812 }
1813
1814 /* Duration added per hit and max. duration of confusion both depend
1815 * on the player's resistance
1816 */
1817 tmp->set_speed (0.05);
1818 tmp->subtype = FORCE_CONFUSION;
1819 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1820 tmp->name = shstr_confusion;
1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1822
1823 if (tmp->duration > maxduration)
1824 tmp->duration = maxduration;
1825
1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
1827 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1828
1829 op->set_flag (FLAG_CONFUSED);
1830}
1831
1832void
1833blind_player (object *op, object *hitter, int dam)
1834{
1835 /* Save some work if we know it isn't going to affect the player */
1836 if (op->resist[ATNR_BLIND] == 100)
1837 return;
1838
1839 object *tmp = present_in_ob (BLINDNESS, op);
1840 if (!tmp)
1841 {
1842 tmp = archetype::get (shstr_blindness);
1843 tmp->set_flag (FLAG_BLIND);
1844 tmp->set_flag (FLAG_APPLIED);
1845 // use floats so we don't lose too much precision due to rounding errors.
1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
1847
1848 tmp = insert_ob_in_ob (tmp, op);
2025 change_abil(op,tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2026 fix_player(op); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2027 1851
2028 if(hitter->owner) owner = get_owner(hitter); 1852 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2029 else owner = hitter;
2030
2031 new_draw_info_format(NDI_UNIQUE,0,owner,
2032 "Your attack blinds %s!",query_name(op));
2033 } 1853 }
1854
2034 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2035 if(tmp->stats.food > 10) tmp->stats.food = 10; 1856 min_it (tmp->stats.food, 10);
2036} 1857}
2037 1858
1859void
2038void paralyze_player(object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2039{ 1861{
2040 float effect,max;
2041 /* object *tmp; */
2042
2043 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2044 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2045 */ 1864 */
2046 1865
2047 /* 1866 /*
2048 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1867 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2049 tmp=clone_arch(PARAIMAGE); 1868 tmp=clone_arch(PARAIMAGE);
2050 tmp->x=op->x,tmp->y=op->y; 1869 tmp->x=op->x,tmp->y=op->y;
2051 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1870 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2052 } 1871 }
2053 */ 1872 */
2054 1873
2055 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1874 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2056 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1875 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2057 1876
2058 if (effect==0) return;
2059
2060 op->speed_left-=FABS(op->speed)*effect; 1877 op->speed_left -= op->speed * effect;
2061 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2062 1879
2063 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2064 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2065 if (op->speed_left< -(FABS(op->speed)*max)) 1883 max_it (op->speed_left, -op->speed * max);
2066 op->speed_left = (float) -(FABS(op->speed)*max);
2067 1884
2068/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2069} 1886}
2070
2071 1887
2072/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2073 * the computed damaged. 1889 * the computed damaged.
2074 */ 1890 */
1891static void
2075void deathstrike_player(object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2076{ 1893{
2077 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2078 ** that are a lot weaker than the attacker, have a chance of killing 1895 ** that are a lot weaker than the attacker, have a chance of killing
2079 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2080 ** killing something equal or stronger than the attacker. 1897 ** killing something equal or stronger than the attacker.
2081 ** Also, if a deathstrike attack has a slaying, any monster 1898 ** Also, if a deathstrike attack has a slaying, any monster
2082 ** whose name or race matches a comma-delimited list in the slaying 1899 ** whose name or race matches a comma-delimited list in the slaying
2083 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2084 1901
2085 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2086 1903
2087 if(hitter->slaying) 1904 if (hitter->slaying)
2088 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 1905 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
2089 (op->race&&strstr(hitter->slaying,op->race)))) return; 1906 || (op->race && hitter->slaying.contains (op->race))))
1907 return;
2090 1908
2091 def_lev = op->level; 1909 def_lev = op->level;
2092 if (def_lev < 1) { 1910 if (def_lev < 1)
2093 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 1911 {
2094 op->arch->name, op->name); 1912 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2095 def_lev = 1; 1913 def_lev = 1;
2096 } 1914 }
1915
2097 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 1916 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2098 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2099 atk_lev, def_lev); */ 1918 atk_lev, def_lev); */
2100 1919
2101 if(atk_lev >= def_lev ){ 1920 if (atk_lev >= def_lev)
1921 {
2102 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 1922 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2103 1923
2104 /* Note that the below effectively means the ratio of the atk vs 1924 /* Note that the below effectively means the ratio of the atk vs
2105 * defener level is important - if level 52 character has very little 1925 * defener level is important - if level 52 character has very little
2106 * chance of killing a level 50 monster. This should probably be 1926 * chance of killing a level 50 monster. This should probably be
2107 * redone. 1927 * redone.
2108 */ 1928 */
2109 if(kill_lev >= def_lev) { 1929 if (kill_lev >= def_lev)
1930 {
2110 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 1931 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2111 /* I think this doesn't really do much. Because of 1932 /* I think this doesn't really do much. Because of
2112 * integer rounding, this only makes any difference if the 1933 * integer rounding, this only makes any difference if the
2113 * attack level is double the defender level. 1934 * attack level is double the defender level.
2114 */ 1935 */
2115 *dam *= kill_lev / def_lev; 1936 *dam *= kill_lev / def_lev;
2116 } 1937 }
1938 }
1939 else
1940 *dam = 0; /* no harm done */
1941}
1942
1943/* This returns the amount of damage hitter does to op with the
1944 * appropriate attacktype. Only 1 attacktype should be set at a time.
1945 * This doesn't damage the player, but returns how much it should
1946 * take. However, it will do other effects (paralyzation, slow, etc.)
1947 * Note - changed for PR code - we now pass the attack number and not
1948 * the attacktype. Makes it easier for the PR code. */
1949int
1950hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1951{
1952 int doesnt_slay = 1;
1953
1954 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1955 if (attacknum >= NROFATTACKS)
1956 {
1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1958 return 0;
1959 }
1960
1961 if (dam < 0)
1962 {
1963 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1964 dam, hitter->debug_desc (), op->debug_desc ());
1965 return 0;
1966 }
1967
1968 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1969 * people can't mess with that or it otherwise get confused. */
1970 if (attacknum == ATNR_INTERNAL)
1971 return dam;
1972
1973 if (hitter->slaying)
1974 {
1975 if ((op->race && hitter->slaying.contains (op->race))
1976 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1977 {
1978 doesnt_slay = 0;
1979 dam *= 3;
1980 }
1981 }
1982
1983 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1984 if (op->resist[attacknum])
1985 {
1986 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1987 * in case 0>dam>1, we try to "simulate" a float value-effect */
1988 dam *= (100 - op->resist[attacknum]);
1989 if (dam >= 100)
1990 dam /= 100;
2117 } else { 1991 else
2118 *dam = 0; /* no harm done */ 1992 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2119 } 1993 }
2120}
2121 1994
2122/* thrown_item_effect() - handles any special effects of thrown 1995 /* Special hack. By default, if immune to something, you
2123 * items (like attacking living creatures--a potion thrown at a 1996 * shouldn't need to worry. However, acid is an exception, since
2124 * monster). 1997 * it can still damage your items. Only include attacktypes if
2125 */ 1998 * special processing is needed */
2126static void thrown_item_effect (object *hitter, object *victim)
2127{
2128 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2129 /* May not need a switch for just 2 types, but this makes it
2130 * easier for expansion.
2131 */
2132 switch (hitter->type) {
2133 case POTION:
2134 /* should player get a save throw instead of checking magic protection? */
2135 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2136 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2137 break;
2138 1999
2139 case POISON: /* poison drinks */ 2000 if (op->resist[attacknum] >= 100
2140 /* As with potions, should monster get a save? */ 2001 && doesnt_slay
2141 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2002 && attacknum != ATNR_ACID)
2142 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2143 break;
2144
2145 /* Removed case statements that did nothing.
2146 * food may be poisonous, but monster must be willing to eat it,
2147 * so we don't handle it here.
2148 * Containers should perhaps break open, but that code was disabled.
2149 */
2150 }
2151 }
2152}
2153
2154/* adj_attackroll() - adjustments to attacks by various conditions */
2155
2156int adj_attackroll (object *hitter, object *target) {
2157 object *attacker = hitter;
2158 int adjust=0;
2159
2160 /* safety */
2161 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2162 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2163 "map\n");
2164 return 0; 2003 return 0;
2165 }
2166 2004
2167 /* aimed missiles use the owning object's sight */ 2005 /* Keep this in order - makes things easier to find */
2168 if(is_aimed_missile(hitter)) {
2169 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2170 /* A player who saves but hasn't quit still could have objects
2171 * owned by him - need to handle that case to avoid crashes.
2172 */
2173 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2174 }
2175 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2176 return 0;
2177 2006
2178 /* determine the condtions under which we make an attack. 2007 switch (attacknum)
2179 * Add more cases, as the need occurs. */
2180
2181 if(!can_see_enemy(attacker,target)) {
2182 /* target is unseen */
2183 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2184 adjust -= 10;
2185 /* dark map penalty for the hitter (lacks infravision if we got here). */
2186 else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2187 adjust -= target->map->darkness;
2188 }
2189
2190 if(QUERY_FLAG(attacker,FLAG_SCARED))
2191 adjust -= 3;
2192
2193 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2194 adjust += 1;
2195
2196 if(QUERY_FLAG(target,FLAG_SCARED))
2197 adjust += 1;
2198
2199 if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2200 adjust -= 3;
2201
2202 /* if we attack at a different 'altitude' its harder */
2203 if((attacker->move_type & target->move_type)==0)
2204 adjust -= 2;
2205
2206#if 0
2207 /* slower attacks are less likely to succeed. We should use a
2208 * comparison between attacker/target speeds BUT, players have
2209 * a generally faster speed, so this will wind up being a HUGE
2210 * disadantage for the monsters! Too bad, because missiles which
2211 * fly fast should have a better chance of hitting a slower target.
2212 */
2213 if(hitter->speed<target->speed)
2214 adjust += ((float) hitter->speed-target->speed);
2215#endif
2216
2217#if 0
2218 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2219#endif
2220
2221 return adjust;
2222}
2223
2224
2225/* determine if the object is an 'aimed' missile */
2226int is_aimed_missile ( object *op) {
2227
2228 /* I broke what used to be one big if into a few nested
2229 * ones so that figuring out the logic is at least possible.
2230 */
2231 if (op && (op->move_type & MOVE_FLYING)) {
2232 if (op->type==ARROW || op->type==THROWN_OBJ)
2233 return 1;
2234 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2235 op->subtype == SP_EXPLOSION))
2236 return 1;
2237 } 2008 {
2009 case ATNR_PHYSICAL:
2010 /* here also check for diseases */
2011 check_physically_infect (op, hitter);
2012 break;
2013
2014 /* Don't need to do anything for:
2015 magic,
2016 fire,
2017 electricity,
2018 cold */
2019
2020 case ATNR_CONFUSION:
2021 case ATNR_POISON:
2022 case ATNR_SLOW:
2023 case ATNR_PARALYZE:
2024 case ATNR_FEAR:
2025 case ATNR_CANCELLATION:
2026 case ATNR_DEPLETE:
2027 case ATNR_BLIND:
2028 {
2029 /* chance for inflicting a special attack depends on the
2030 * difference between attacker's and defender's level
2031 */
2032 int level_diff = min (110, max (0, op->level - hitter->level));
2033
2034 /* First, only creatures/players with speed can be affected.
2035 * Second, just getting hit doesn't mean it always affects
2036 * you. Third, you still get a saving through against the
2037 * effect.
2038 */
2039 if (op->has_active_speed ()
2040 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2041 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2042 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2043 {
2044
2045 /* Player has been hit by something */
2046 if (attacknum == ATNR_CONFUSION)
2047 confuse_player (op, hitter, dam);
2048 else if (attacknum == ATNR_POISON)
2049 poison_player (op, hitter, dam);
2050 else if (attacknum == ATNR_SLOW)
2051 slow_player (op, hitter, dam);
2052 else if (attacknum == ATNR_PARALYZE)
2053 paralyze_player (op, hitter, dam);
2054 else if (attacknum == ATNR_FEAR)
2055 scare_creature (op, hitter);
2056 else if (attacknum == ATNR_CANCELLATION)
2057 cancellation (op);
2058 else if (attacknum == ATNR_DEPLETE)
2059 op->drain_stat ();
2060 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2061 blind_player (op, hitter, dam);
2062 }
2063
2064 dam = 0; /* These are all effects and don't do real damage */
2065 }
2066 break;
2067
2068 case ATNR_ACID:
2069 {
2070 int flag = 0;
2071
2072 /* Items only get corroded if you're not on a battleground and
2073 * if your acid resistance is below 50%. */
2074 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2075 {
2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077 {
2078 if (tmp->invisible)
2079 continue;
2080 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2081 /* >= 10% acid res. on items will protect these */
2082 continue;
2083 if (!(tmp->materials & M_IRON))
2084 continue;
2085 if (tmp->magic < -4) /* Let's stop at -5 */
2086 continue;
2087 if (tmp->type == RING
2088 /* removed boots and gloves from exclusion list in PR */
2089 || tmp->type == GIRDLE
2090 || tmp->type == AMULET
2091 || tmp->type == WAND
2092 || tmp->type == ROD
2093 || tmp->type == HORN)
2094 continue; /* To avoid some strange effects */
2095
2096 /* High damage acid has better chance of corroding
2097 objects */
2098 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2099 {
2100 flag = 1;
2101 tmp->magic--;
2102
2103 if (object *pl = tmp->visible_to ())
2104 {
2105 /* Make this more visible */
2106 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2107 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2108
2109 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2110 }
2111 }
2112 }
2113
2114 if (flag)
2115 op->update_stats (); /* Something was corroded */
2116 }
2117 }
2118 break;
2119
2120 case ATNR_DRAIN:
2121 {
2122 /* rate is the proportion of exp drained. High rate means
2123 * not much is drained, low rate means a lot is drained.
2124 */
2125 int rate;
2126
2127 if (op->resist[ATNR_DRAIN] >= 0)
2128 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2129 else
2130 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2131
2132 if (op->stats.exp <= rate)
2133 {
2134 if (op->type == GOLEM)
2135 dam = 9998; /* Its force is "sucked" away. 8) */
2136 else
2137 /* If we can't drain, lets try to do physical damage */
2138 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2139 }
2140 else
2141 {
2142 /* Randomly give the hitter some hp */
2143 if (hitter->stats.hp < hitter->stats.maxhp &&
2144 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2145 hitter->stats.hp++;
2146
2147 /* Can't do drains on battleground spaces.
2148 * Move the wiz check up here - before, the hitter wouldn't gain exp
2149 * exp, but the wiz would still lose exp! If drainee is a wiz,
2150 * nothing happens.
2151 * Try to credit the owner. We try to display player -> player drain
2152 * attacks, hence all the != PLAYER checks.
2153 */
2154 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2155 {
2156 object *owner = hitter->owner;
2157
2158 if (owner && owner != hitter)
2159 {
2160 if (op->type != PLAYER || owner->type != PLAYER)
2161 change_exp (owner, op->stats.exp / (rate * 2),
2162 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2163 }
2164 else if (op->type != PLAYER || hitter->type != PLAYER)
2165 change_exp (hitter, op->stats.exp / (rate * 2),
2166 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2167
2168 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2169 }
2170
2171 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2172 * drain attack, you won't know that you are actually sucking out EXP,
2173 * as the messages will say you missed
2174 */
2175 }
2176 }
2177 break;
2178
2179 case ATNR_TURN_UNDEAD:
2180 {
2181 if (op->flag [FLAG_UNDEAD])
2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2186
2187 /* if undead are not an enemy of your god, you turn them
2188 * at half strength */
2189 if (!god || !god->slaying.contains (shstr_undead))
2190 div = 2;
2191
2192 /* Give a bonus if you resist turn undead */
2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2194 scare_creature (op, owner);
2195 }
2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2201
2202 case ATNR_DEATH:
2203 deathstrike_player (op, hitter, &dam);
2204 break;
2205
2206 case ATNR_CHAOS:
2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2208 dam = 0;
2209 break;
2210
2211 case ATNR_COUNTERSPELL:
2212 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2213 dam = 0;
2214 /* This should never happen. Counterspell is handled
2215 * seperately and filtered out. If this does happen,
2216 * Counterspell has no effect on anything but spells, so it
2217 * does no damage. */
2218 break;
2219
2220 case ATNR_HOLYWORD:
2221 {
2222 /* This has already been handled by hit_player,
2223 * no need to check twice -- DAMN */
2224 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2225
2226 /* As with turn undead above, give a bonus on the saving throw */
2227 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2228 scare_creature (op, owner);
2229 }
2230 break;
2231
2232 case ATNR_LIFE_STEALING:
2233 {
2234 int new_hp;
2235
2236 /* this is replacement to drain for players, instead of taking
2237 * exp it takes hp. It is geared for players, probably not
2238 * much use giving it to monsters
2239 *
2240 * life stealing doesn't do a lot of damage, but it gives the
2241 * damage it does do to the player. Given that,
2242 * it only does 1/10'th normal damage (hence the divide by
2243 * 1000).
2244 */
2245 /* You can't steal life from something undead */
2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2247 return 0;
2248
2249 /* If drain protection is higher than life stealing, use that */
2250 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2251 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2252 else
2253 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2254
2255 /* You die at -1 hp, not zero. */
2256 if (dam > (op->stats.hp + 1))
2257 dam = op->stats.hp + 1;
2258
2259 new_hp = hitter->stats.hp + dam;
2260 if (new_hp > hitter->stats.maxhp)
2261 new_hp = hitter->stats.maxhp;
2262
2263 if (new_hp > hitter->stats.hp)
2264 hitter->stats.hp = new_hp;
2265 }
2266 }
2267
2238 return 0; 2268 return dam;
2239} 2269}
2240 2270

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