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

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.125 by root, Sun Nov 29 09:41:28 2009 UTC vs.
Revision 1.148 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 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 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 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 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <assert.h> 25#include <assert.h>
26#include <global.h> 26#include <global.h>
27#include <living.h> 27#include <living.h>
28#include <material.h> 28#include <material.h>
29#include <skills.h> 29#include <skills.h>
30#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h> 31#include <sproto.h>
32
33typedef struct att_msg_str
34{
35 char *msg1;
36 char *msg2;
37} att_msg;
38 32
39/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
40 34
41/* 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
42 * 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
101cancellation (object *op) 95cancellation (object *op)
102{ 96{
103 if (op->invisible) 97 if (op->invisible)
104 return; 98 return;
105 99
106 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 100 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
107 { 101 {
108 /* Recurse through the inventory */ 102 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below) 103 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 104 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp); 105 cancellation (tmp);
114 { 108 {
115 /* Nullify this object. This code could probably be more complete */ 109 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */ 110 /* in what abilities it should cancel */
117 op->magic = 0; 111 op->magic = 0;
118 112
119 CLEAR_FLAG (op, FLAG_DAMNED); 113 op->clr_flag (FLAG_DAMNED);
120 CLEAR_FLAG (op, FLAG_CURSED); 114 op->clr_flag (FLAG_CURSED);
121 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 115 op->clr_flag (FLAG_KNOWN_MAGICAL);
122 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 116 op->clr_flag (FLAG_KNOWN_CURSED);
123 117
124 if (object *pl = op->visible_to ()) 118 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op); 119 esrv_update_item (UPD_FLAGS, pl, op);
126 } 120 }
127} 121}
131 * calling cancellation, etc.) 125 * calling cancellation, etc.)
132 */ 126 */
133void 127void
134save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
135{ 129{
130 op = op->head_ ();
131
136 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
137 { 133 {
138 object *env = op->env; 134 object *env = op->env;
139 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
140 maptile *m = op->map; 136 maptile *m = op->map;
213 209
214 return; 210 return;
215 } 211 }
216 212
217 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
218 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) 214 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
219 { 215 {
220 archetype *at = archetype::find (shstr_icecube); 216 archetype *at = archetype::find (shstr_icecube);
221 217
222 if (at == NULL) 218 if (at == NULL)
223 return; 219 return;
227 return; 223 return;
228 224
229 object *tmp = present_arch (at, op->map, op->x, op->y); 225 object *tmp = present_arch (at, op->map, op->x, op->y);
230 if (!tmp) 226 if (!tmp)
231 { 227 {
232 tmp = arch_to_object (at); 228 tmp = at->instance ();
233 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
234 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
235 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
236 * that for ones we create. 232 * that for ones we create.
237 */ 233 */
252 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
253 */ 249 */
254int 250int
255hit_map (object *op, int dir, uint32_t type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
256{ 252{
257 maptile *map;
258 sint16 x, y; 253 sint16 x, y;
259 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 */
260 255
261 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
262 { 257 {
263 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
264 return 0; 259 return 0;
265 } 260 }
266 261
267 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
268 { 263 {
269 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 264 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
270 return 0; 265 return 0;
271 } 266 }
272 267
336 * This is one of the few cases where on_same_map should not be used. 331 * This is one of the few cases where on_same_map should not be used.
337 */ 332 */
338 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
339 continue; 334 continue;
340 335
341 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
342 { 337 {
343 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
344 retflag |= 1; 339 retflag |= 1;
345 340
346 if (op->destroyed ()) 341 if (op->destroyed ())
362 if (op->destroyed ()) 357 if (op->destroyed ())
363 break; 358 break;
364 } 359 }
365 } 360 }
366 361
367 return 0; 362 return retflag;
368} 363}
369 364
370static void 365static void
371attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
372{ 367{
521 { 516 {
522 int mtype; 517 int mtype;
523 518
524 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
525 { 520 {
526 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
527 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
528 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
529 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
530 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
531 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
532 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
533 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
534 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
535 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
536 mtype = ATM_CLEAVE;
537 break;
538 case WEAP_SLICE:
539 mtype = ATM_SLICE;
540 break;
541 case WEAP_STAB:
542 mtype = ATM_STAB;
543 break;
544 case WEAP_WHIP:
545 mtype = ATM_WHIP;
546 break;
547 case WEAP_CRUSH:
548 mtype = ATM_CRUSH;
549 break;
550 case WEAP_BLUD:
551 mtype = ATM_BLUD;
552 break;
553 default:
554 mtype = ATM_BASIC;
555 break;
556 } 531 }
557 532
558 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 533 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
559 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 534 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
560 { 535 {
666} 641}
667 642
668static int 643static int
669get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
670{ 645{
671 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
672 { 647 {
673 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
674 return 1; 649 return 1;
675 } 650 }
676 651
684 { 659 {
685 *simple_attack = 1; 660 *simple_attack = 1;
686 return 0; 661 return 0;
687 } 662 }
688 663
689 if (QUERY_FLAG (*target, FLAG_REMOVED) 664 if ((*target)->flag [FLAG_REMOVED]
690 || QUERY_FLAG (*hitter, FLAG_REMOVED) 665 || (*hitter)->flag [FLAG_REMOVED]
691 || !(*hitter)->map 666 || !(*hitter)->map
692 || !on_same_map (*hitter, *target)) 667 || !on_same_map (*hitter, *target))
693 { 668 {
694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ()); 670 (*hitter)->debug_desc (), (*target)->debug_desc ());
708 */ 683 */
709 int new_mode; 684 int new_mode;
710 685
711 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
712 new_mode = 1; 687 new_mode = 1;
713 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) 688 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
714 || hitter->map == NULL || !on_same_map (hitter, target)) 689 || hitter->map == NULL || !on_same_map (hitter, target))
715 return 1; 690 return 1;
716 else 691 else
717 new_mode = 0; 692 new_mode = 0;
718 693
724 * monster). 699 * monster).
725 */ 700 */
726static void 701static void
727thrown_item_effect (object *hitter, object *victim) 702thrown_item_effect (object *hitter, object *victim)
728{ 703{
729 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 704 if (!hitter->flag [FLAG_ALIVE])
730 { 705 {
731 /* May not need a switch for just 2 types, but this makes it 706 /* May not need a switch for just 2 types, but this makes it
732 * easier for expansion. 707 * easier for expansion.
733 */ 708 */
734 switch (hitter->type) 709 switch (hitter->type)
735 { 710 {
736 case POTION: 711 case POTION:
737 /* should player get a save throw instead of checking magic protection? */ 712 /* should player get a save throw instead of checking magic protection? */
738 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 713 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
739 (void) apply_potion (victim, hitter); 714 apply_potion (victim, hitter);
740 break; 715 break;
741 716
742 case POISON: /* poison drinks */ 717 case POISON: /* poison drinks */
743 /* As with potions, should monster get a save? */ 718 /* As with potions, should monster get a save? */
744 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 719 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
745 apply_poison (victim, hitter); 720 apply_poison (victim, hitter);
746 break; 721 break;
747 722
748 /* Removed case statements that did nothing. 723 /* Removed case statements that did nothing.
749 * food may be poisonous, but monster must be willing to eat it, 724 * food may be poisonous, but monster must be willing to eat it,
756 731
757/* determine if the object is an 'aimed' missile */ 732/* determine if the object is an 'aimed' missile */
758static int 733static int
759is_aimed_missile (object *op) 734is_aimed_missile (object *op)
760{ 735{
761
762 /* I broke what used to be one big if into a few nested 736 /* I broke what used to be one big if into a few nested
763 * ones so that figuring out the logic is at least possible. 737 * ones so that figuring out the logic is at least possible.
764 */ 738 */
765 if (op && (op->move_type & MOVE_FLYING)) 739 if (op && (op->move_type & MOVE_FLYING))
766 if (op->type == ARROW || op->type == THROWN_OBJ) 740 if (op->type == ARROW || op->type == THROWN_OBJ)
790 if ((attacker = hitter->owner) == NULL) 764 if ((attacker = hitter->owner) == NULL)
791 attacker = hitter; 765 attacker = hitter;
792 /* A player who saves but hasn't quit still could have objects 766 /* A player who saves but hasn't quit still could have objects
793 * owned by him - need to handle that case to avoid crashes. 767 * owned by him - need to handle that case to avoid crashes.
794 */ 768 */
795 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 769 if (attacker->flag [FLAG_REMOVED])
796 attacker = hitter; 770 attacker = hitter;
797 } 771 }
798 else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 772 else if (!hitter->flag [FLAG_ALIVE])
799 return 0; 773 return 0;
800 774
801 /* determine the condtions under which we make an attack. 775 /* determine the condtions under which we make an attack.
802 * Add more cases, as the need occurs. */ 776 * Add more cases, as the need occurs. */
803 777
804 if (!can_see_enemy (attacker, target)) 778 if (!can_see_enemy (attacker, target))
805 { 779 {
806 /* target is unseen */ 780 /* target is unseen */
807 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 781 if (target->invisible || attacker->flag [FLAG_BLIND])
808 adjust -= 10; 782 adjust -= 10;
809 /* dark map penalty for the hitter (lacks infravision if we got here). */ 783 /* dark map penalty for the hitter (lacks infravision if we got here). */
810 else if (!stand_in_light (target)) 784 else if (!stand_in_light (target))
811 adjust -= target->map->darklevel (); 785 adjust -= target->map->darklevel ();
812 } 786 }
813 787
814 if (QUERY_FLAG (attacker, FLAG_SCARED)) 788 if (attacker->flag [FLAG_SCARED])
815 adjust -= 3; 789 adjust -= 3;
816 790
817 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) 791 if (target->flag [FLAG_UNAGGRESSIVE])
818 adjust += 1; 792 adjust += 1;
819 793
820 if (QUERY_FLAG (target, FLAG_SCARED)) 794 if (target->flag [FLAG_SCARED])
821 adjust += 1; 795 adjust += 1;
822 796
823 if (QUERY_FLAG (attacker, FLAG_CONFUSED)) 797 if (attacker->flag [FLAG_CONFUSED])
824 adjust -= 3; 798 adjust -= 3;
825 799
826 /* if we attack at a different 'altitude' its harder */ 800 /* if we attack at a different 'altitude' its harder */
827 if ((attacker->move_type & target->move_type) == 0) 801 if ((attacker->move_type & target->move_type) == 0)
828 adjust -= 2; 802 adjust -= 2;
864 838
865 /* 839 /*
866 * A little check to make it more difficult to dance forward and back 840 * A little check to make it more difficult to dance forward and back
867 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
868 */ 842 */
869 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > op->speed * -0.3f) 843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
870 { 844 {
871 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
872 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
873 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
874 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
896 if (!simple_attack) 870 if (!simple_attack)
897 { 871 {
898 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
899 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
900 * -b.t. */ 874 * -b.t. */
901 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
902 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
903 877
904 /* If the victim can't see the attacker, it may alert others 878 /* If the victim can't see the attacker, it may alert others
905 * for help. */ 879 * for help. */
906 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 880 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
907 npc_call_help (op); 881 npc_call_help (op);
927 } 901 }
928 902
929 /* 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
930 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
931 */ 905 */
932 if (hitdam <= 0) 906 max_it (hitdam, 1);
933 hitdam = 1;
934 907
935 type = hitter->attacktype; 908 type = hitter->attacktype;
936 909
937 /* Ok, because some of the brainfucks of the good *sigh* old *sigh* 910 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
938 * Crossfire we have to default the attacktype here to AT_PHYSICAL. 911 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
946 */ 919 */
947 if (!type) 920 if (!type)
948 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
949 922
950 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
951 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 924 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
952 { 925 {
953 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
954 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");
955 928
956 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 929 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
982} 955}
983 956
984int 957int
985attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
986{ 959{
987 hitter = hitter->head_ ();
988
989 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);
990} 961}
991 962
992/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
993 * 964 *
994 * 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.
1102 1073
1103 return 0; 1074 return 0;
1104 } 1075 }
1105 1076
1106 if (hit_something && op->speed >= 10.0) 1077 if (hit_something && op->speed >= 10.0)
1107 op->speed -= 1.0; 1078 op->set_speed (op->speed - 1.f);
1108 1079
1109 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
1110 if (container) 1081 if (container)
1111 { 1082 {
1112 hitter->remove (); 1083 hitter->remove ();
1180 * MSW 2002-07-17 1151 * MSW 2002-07-17
1181 */ 1152 */
1182int 1153int
1183kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1184{ 1155{
1185 char buf[MAX_BUF];
1186 shstr skill; 1156 shstr skill;
1187 int maxdam = 0; 1157 int maxdam = 0;
1188 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1189 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 */
1190 object *owner = 0; 1160 object *owner = 0;
1200 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1201 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1202 */ 1172 */
1203 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1204 1174
1205 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1206 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 */
1207 1177
1208 if (op->type == DOOR) 1178 if (op->type == DOOR)
1209 { 1179 {
1210 op->set_speed (0.1f); 1180 op->set_speed (0.1f);
1211 op->speed_left = -0.05f; 1181 op->speed_left = -0.05f;
1212 return maxdam; 1182 return maxdam;
1213 } 1183 }
1214 1184
1215 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1216 { 1186 {
1217 op->drop_and_destroy (); 1187 op->drop_and_destroy ();
1218 return maxdam; 1188 return maxdam;
1219 } 1189 }
1220 1190
1287 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1288 { 1258 {
1289 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1290 skill = skop->skill; 1260 skill = skop->skill;
1291 } 1261 }
1292 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1293 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1294 else 1264 else
1295 { 1265 {
1266 LOG (llevError | logBacktrace,
1296 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" 1267 "BUG: kill_object - unable to find skill that killed monster\n"
1297 "op: %s\n" "hitter: %s\n" "owner: %s\n", 1268 "op: %s\n" "hitter: %s\n" "op: %s\n",
1298 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); 1269 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1299 skill = 0; 1270 skill = 0;
1300 } 1271 }
1301 1272
1302 /* 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
1303 * 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!
1313 1284
1314 if (!skill && skop) 1285 if (!skill && skop)
1315 skill = skop->skill; 1286 skill = skop->skill;
1316 1287
1317 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1318 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1319 { 1290 {
1320 int exp; 1291 int exp;
1321 1292
1322 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1323 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1380 } /* else part of a party */ 1351 } /* else part of a party */
1381 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1382 1353
1383 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1384 { 1355 {
1385 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1386 { 1357 {
1387 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1388 1359
1389 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1390 { 1361 {
1455int 1426int
1456hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit) 1427hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1457{ 1428{
1458 int magic = type & AT_MAGIC; 1429 int magic = type & AT_MAGIC;
1459 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? */
1460 int maxdam = 0, ndam = 0, attacktype = 1; 1431 int maxdam = 0, ndam = 0;
1461 int maxattacktype; 1432 int maxattacktype;
1462 int simple_attack; 1433 int simple_attack;
1463 int rtn_kill = 0; 1434 int rtn_kill = 0;
1464 int friendlyfire; 1435 int friendlyfire;
1465 1436
1466 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1467 return 0; 1438 return 0;
1468 1439
1469 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1440 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1470 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1471 return 0; 1442 return 0;
1472 1443
1473 // only allow pk for hostile players 1444 // only allow pk for hostile players
1474 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1475 { 1446 {
1517 1488
1518 break; 1489 break;
1519 } 1490 }
1520 } 1491 }
1521 1492
1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1523 { 1494 {
1524 /* FIXME: If a player is killed by a rune in a door, the 1495 /* FIXME: If a player is killed by a rune in a door, the
1525 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1526 */ 1497 */
1527 1498
1568 object *god; 1539 object *god;
1569 1540
1570 if ((!hitter->slaying 1541 if ((!hitter->slaying
1571 || (!(op->race && hitter->slaying.contains (op->race)) 1542 || (!(op->race && hitter->slaying.contains (op->race))
1572 && !(op->name && hitter->slaying.contains (op->name)))) 1543 && !(op->name && hitter->slaying.contains (op->name))))
1573 && (!QUERY_FLAG (op, FLAG_UNDEAD) 1544 && (!op->flag [FLAG_UNDEAD]
1574 || (hitter->title 1545 || (hitter->title
1575 && (god = find_god (determine_god (hitter))) != NULL 1546 && (god = find_god (determine_god (hitter))) != NULL
1576 && god->race.contains (shstr_undead)))) 1547 && god->race.contains (shstr_undead))))
1577 return 0; 1548 return 0;
1578 } 1549 }
1650 // keep a refcount for a long time and I see no usefulness 1621 // keep a refcount for a long time and I see no usefulness
1651 // for an non-active objetc to know its enemy. 1622 // for an non-active objetc to know its enemy.
1652 if (op->active) 1623 if (op->active)
1653 if (hitter->owner) 1624 if (hitter->owner)
1654 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1655 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1656 op->enemy = hitter; 1627 op->enemy = hitter;
1657 1628
1658 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1659 { 1630 {
1660 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1661 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1662 npc_call_help (op); 1633 npc_call_help (op);
1663 } 1634 }
1664 1635
1665 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1666 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1669 1640
1670 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1671 1642
1672 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1673 if (op->stats.hp >= 0 1644 if (op->stats.hp >= 0
1674 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1675 && op->stats.hp * 100 < op->stats.maxhp * op->run_away) 1646 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1676 { 1647 {
1677 1648
1678 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1679 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1680 else 1651 else
1681 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1682 } 1653 }
1683 1654
1684 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1685 { 1656 {
1686 if (maxdam) 1657 if (maxdam)
1687 tear_down_wall (op); 1658 tear_down_wall (op);
1688 1659
1689 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1696 1667
1697 /* 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
1698 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1699 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1700 */ 1671 */
1701 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1702 hitter->drop_and_destroy (); 1673 hitter->drop_and_destroy ();
1703 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1704 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])
1705 { 1676 {
1706 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1707 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1708 object *owner = op->owner; 1679 object *owner = op->owner;
1709 1680
1710 if (!op->other_arch) 1681 if (!op->other_arch)
1711 { 1682 {
1712 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1715 1686
1716 op->remove (); 1687 op->remove ();
1717 1688
1718 for (int i = 0; i < op->stats.food; i++) 1689 for (int i = 0; i < op->stats.food; i++)
1719 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1720 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1721 1692
1722 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1723 1694
1724 if (friendly) 1695 if (friendly)
1725 { 1696 {
1729 if (owner) 1700 if (owner)
1730 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1731 } 1702 }
1732 1703
1733 if (unaggressive) 1704 if (unaggressive)
1734 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1735 1706
1736 int j = find_first_free_spot (tmp, op->map, op->x, op->y); 1707 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1737 1708
1738 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1739 tmp->destroy (); 1710 tmp->destroy ();
1756poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1757{ 1728{
1758 archetype *at = archetype::find (shstr_poisoning); 1729 archetype *at = archetype::find (shstr_poisoning);
1759 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
1760 1731
1761 if (tmp == NULL) 1732 if (!tmp)
1762 { 1733 {
1763 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
1764 LOG (llevError, "Failed to clone arch poisoning.\n"); 1735 /* peterm: give poisoning some teeth. It should
1736 * be able to kill things better than it does:
1737 * damage should be dependent something--I choose to
1738 * do this: if it's a monster, the damage from the
1739 * poisoning goes as the level of the monster/2.
1740 * If anything else, goes as damage.
1741 */
1742
1743 if (hitter->flag [FLAG_ALIVE])
1744 tmp->stats.dam += hitter->level / 2;
1765 else 1745 else
1766 {
1767 tmp = insert_ob_in_ob (tmp, op);
1768 /* peterm: give poisoning some teeth. It should
1769 * be able to kill things better than it does:
1770 * damage should be dependent something--I choose to
1771 * do this: if it's a monster, the damage from the
1772 * poisoning goes as the level of the monster/2.
1773 * If anything else, goes as damage.
1774 */
1775
1776 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1777 tmp->stats.dam += hitter->level / 2;
1778 else
1779 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
1780 1747
1781 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1782 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
1783 {
1784 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
1785 }
1786 1751
1787 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
1788 1753
1789 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
1790 { 1755 {
1791 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
1792 tmp->stats.Con = max (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1793 tmp->stats.Str = max (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1794 tmp->stats.Dex = max (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1795 tmp->stats.Int = max (-(dam / 7 ), -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
1796 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
1797 op->update_stats (); 1762 op->update_stats ();
1798 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1763 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1799 op->play_sound (tmp->sound); 1764 op->play_sound (tmp->sound);
1800 } 1765 }
1801 1766
1802 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
1803 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1768 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1804 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1805 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1770 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1806 }
1807 1771
1808 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
1809 } 1773 }
1810 else 1774 else
1811 tmp->stats.food++; 1775 tmp->stats.food++;
1815slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
1816{ 1780{
1817 archetype *at = archetype::find (shstr_slowness); 1781 archetype *at = archetype::find (shstr_slowness);
1818 object *tmp; 1782 object *tmp;
1819 1783
1820 if (at == NULL) 1784 if (!at)
1821 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
1822 1786
1823 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1824 { 1788 {
1825 tmp = arch_to_object (at); 1789 tmp = at->instance ();
1826 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
1827 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1791 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1828 } 1792 }
1829 else 1793 else
1830 tmp->stats.food++; 1794 tmp->stats.food++;
1831 1795
1832 SET_FLAG (tmp, FLAG_APPLIED); 1796 tmp->set_flag (FLAG_APPLIED);
1833 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
1834 op->update_stats (); 1798 op->update_stats ();
1835} 1799}
1836 1800
1837void 1801void
1841 int maxduration; 1805 int maxduration;
1842 1806
1843 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1844 if (!tmp) 1808 if (!tmp)
1845 { 1809 {
1846 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
1847 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
1848 } 1812 }
1849 1813
1850 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
1851 * on the player's resistance 1815 * on the player's resistance
1852 */ 1816 */
1853 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
1854 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
1855 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1819 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1856 tmp->name = shstr_confusion; 1820 tmp->name = shstr_confusion;
1857 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1858 1822
1859 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
1860 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
1861 1825
1862 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
1863 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1827 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1864 1828
1865 SET_FLAG (op, FLAG_CONFUSED); 1829 op->set_flag (FLAG_CONFUSED);
1866} 1830}
1867 1831
1868void 1832void
1869blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
1870{ 1834{
1871 object *tmp, *owner;
1872
1873 /* Save some work if we know it isn't going to affect the player */ 1835 /* Save some work if we know it isn't going to affect the player */
1874 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
1875 return; 1837 return;
1876 1838
1877 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
1878 if (!tmp) 1840 if (!tmp)
1879 { 1841 {
1880 tmp = get_archetype (shstr_blindness); 1842 tmp = archetype::get (shstr_blindness);
1881 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
1882 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
1883 /* use floats so we don't lose too much precision due to rounding errors. 1845 // use floats so we don't lose too much precision due to rounding errors.
1884 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
1885 */
1886 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1887 1847
1888 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
1889 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
1890 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
1891 1851
1892 if (hitter->owner)
1893 owner = hitter->owner;
1894 else
1895 owner = hitter;
1896
1897 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1852 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
1898 } 1853 }
1854
1899 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
1900 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
1901 tmp->stats.food = 10;
1902} 1857}
1903 1858
1904void 1859void
1905paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
1906{ 1861{
1945 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
1946 1901
1947 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
1948 1903
1949 if (hitter->slaying) 1904 if (hitter->slaying)
1950 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) 1905 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1951 || (op->race && hitter->slaying.contains (op->race)))) 1906 || (op->race && hitter->slaying.contains (op->race))))
1952 return; 1907 return;
1953 1908
1954 def_lev = op->level; 1909 def_lev = op->level;
1955 if (def_lev < 1) 1910 if (def_lev < 1)
2080 * Second, just getting hit doesn't mean it always affects 2035 * Second, just getting hit doesn't mean it always affects
2081 * you. Third, you still get a saving through against the 2036 * you. Third, you still get a saving through against the
2082 * effect. 2037 * effect.
2083 */ 2038 */
2084 if (op->has_active_speed () 2039 if (op->has_active_speed ()
2085 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 2040 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2086 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) 2041 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2087 && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 2042 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2088 { 2043 {
2089 2044
2090 /* Player has been hit by something */ 2045 /* Player has been hit by something */
2100 scare_creature (op, hitter); 2055 scare_creature (op, hitter);
2101 else if (attacknum == ATNR_CANCELLATION) 2056 else if (attacknum == ATNR_CANCELLATION)
2102 cancellation (op); 2057 cancellation (op);
2103 else if (attacknum == ATNR_DEPLETE) 2058 else if (attacknum == ATNR_DEPLETE)
2104 op->drain_stat (); 2059 op->drain_stat ();
2105 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 2060 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2106 blind_player (op, hitter, dam); 2061 blind_player (op, hitter, dam);
2107 } 2062 }
2108 2063
2109 dam = 0; /* These are all effects and don't do real damage */ 2064 dam = 0; /* These are all effects and don't do real damage */
2110 } 2065 }
2120 { 2075 {
2121 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2122 { 2077 {
2123 if (tmp->invisible) 2078 if (tmp->invisible)
2124 continue; 2079 continue;
2125 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 2080 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2126 /* >= 10% acid res. on items will protect these */ 2081 /* >= 10% acid res. on items will protect these */
2127 continue; 2082 continue;
2128 if (!(tmp->materials & M_IRON)) 2083 if (!(tmp->materials & M_IRON))
2129 continue; 2084 continue;
2130 if (tmp->magic < -4) /* Let's stop at -5 */ 2085 if (tmp->magic < -4) /* Let's stop at -5 */
2175 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 2130 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2176 2131
2177 if (op->stats.exp <= rate) 2132 if (op->stats.exp <= rate)
2178 { 2133 {
2179 if (op->type == GOLEM) 2134 if (op->type == GOLEM)
2180 dam = 999; /* Its force is "sucked" away. 8) */ 2135 dam = 9998; /* Its force is "sucked" away. 8) */
2181 else 2136 else
2182 /* If we can't drain, lets try to do physical damage */ 2137 /* If we can't drain, lets try to do physical damage */
2183 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 2138 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2184 } 2139 }
2185 else 2140 else
2194 * exp, but the wiz would still lose exp! If drainee is a wiz, 2149 * exp, but the wiz would still lose exp! If drainee is a wiz,
2195 * nothing happens. 2150 * nothing happens.
2196 * Try to credit the owner. We try to display player -> player drain 2151 * Try to credit the owner. We try to display player -> player drain
2197 * attacks, hence all the != PLAYER checks. 2152 * attacks, hence all the != PLAYER checks.
2198 */ 2153 */
2199 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) 2154 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2200 { 2155 {
2201 object *owner = hitter->owner; 2156 object *owner = hitter->owner;
2202 2157
2203 if (owner && owner != hitter) 2158 if (owner && owner != hitter)
2204 { 2159 {
2205 if (op->type != PLAYER || owner->type != PLAYER) 2160 if (op->type != PLAYER || owner->type != PLAYER)
2206 change_exp (owner, op->stats.exp / (rate * 2), 2161 change_exp (owner, op->stats.exp / (rate * 2),
2207 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 2162 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2208 } 2163 }
2209 else if (op->type != PLAYER || hitter->type != PLAYER) 2164 else if (op->type != PLAYER || hitter->type != PLAYER)
2210 change_exp (hitter, op->stats.exp / (rate * 2), 2165 change_exp (hitter, op->stats.exp / (rate * 2),
2211 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 2166 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2212 2167
2213 change_exp (op, -op->stats.exp / rate, NULL, 0); 2168 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2214 } 2169 }
2215 2170
2216 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 2171 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2217 * drain attack, you won't know that you are actually sucking out EXP, 2172 * drain attack, you won't know that you are actually sucking out EXP,
2218 * as the messages will say you missed 2173 * as the messages will say you missed
2221 } 2176 }
2222 break; 2177 break;
2223 2178
2224 case ATNR_TURN_UNDEAD: 2179 case ATNR_TURN_UNDEAD:
2225 { 2180 {
2226 if (QUERY_FLAG (op, FLAG_UNDEAD)) 2181 if (op->flag [FLAG_UNDEAD])
2227 { 2182 {
2228 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2229 object *god = find_god (determine_god (owner)); 2184 object *god = find_god (determine_god (owner));
2230 int div = 1; 2185 int div = 1;
2231 2186
2286 * damage it does do to the player. Given that, 2241 * damage it does do to the player. Given that,
2287 * it only does 1/10'th normal damage (hence the divide by 2242 * it only does 1/10'th normal damage (hence the divide by
2288 * 1000). 2243 * 1000).
2289 */ 2244 */
2290 /* You can't steal life from something undead */ 2245 /* You can't steal life from something undead */
2291 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2292 return 0; 2247 return 0;
2293 2248
2294 /* If drain protection is higher than life stealing, use that */ 2249 /* If drain protection is higher than life stealing, use that */
2295 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 2250 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2296 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 2251 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines