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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.13 by root, Thu Sep 14 00:14:51 2006 UTC vs.
Revision 1.148 by root, Mon Oct 29 23:55:55 2012 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: attack.C,v 1.13 2006/09/14 00:14:51 root 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>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 25#include <assert.h>
30#include <global.h> 26#include <global.h>
31#include <living.h> 27#include <living.h>
32#include <material.h> 28#include <material.h>
33#include <skills.h> 29#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 30#include <sounds.h>
40 31#include <sproto.h>
41typedef struct att_msg_str
42{
43 char *msg1;
44 char *msg2;
45} att_msg;
46 32
47/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
48
49/* cancels object *op. Cancellation basically means an object loses
50 * its magical benefits.
51 */
52void
53cancellation (object *op)
54{
55 object *tmp;
56
57 if (op->invisible)
58 return;
59
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 {
62 /* Recur through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp);
66 }
67 else if (FABS (op->magic) <= (rndm (0, 5)))
68 {
69 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */
71 op->magic = 0;
72 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op);
79 }
80 }
81}
82
83
84 34
85/* 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
86 * 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
87 * any further action (like destroying the item). 37 * any further action (like destroying the item).
88 */ 38 */
89 39static int
90int
91did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
92{ 41{
93 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
94 materialtype_t *mt; 43 materialtype_t *mt = op->material;
95 44
96 if (op->materialname == NULL) 45 // destroying objects without material has many bad effects
97 {
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material)
101 break;
102 }
103 }
104 else
105 mt = name_to_material (op->materialname);
106 if (mt == NULL) 46 if (mt == MATERIAL_NULL)
107 return TRUE; 47 return 1;
48
108 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
109 50
110 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
111 * 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
112 * 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
113 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
114 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
115 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
116 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
117 */ 58 */
118 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122 63
123 if (type == 0)
124 return TRUE;
125 if (roll == 20)
126 return TRUE;
127 if (roll == 1)
128 return FALSE;
129 64
130 for (number = 0; number < NROFATTACKS; number++) 65 if (type == 0) return TRUE;
66
67 if (roll == 20) return TRUE;
68 if (roll == 1) return FALSE;
69
70 for_all_bits_sparse_32 (type, number)
131 { 71 {
132 i = 1 << number;
133 if (!(i & type))
134 continue;
135 attacks++; 72 attacks++;
73
136 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
137 saves++; 75 saves++;
138 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)
139 saves++; 77 saves++;
140 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141 saves++; 79 saves++;
142 } 80 }
143 81
144 if (saves == attacks || attacks == 0) 82 if (saves == attacks || attacks == 0)
145 return TRUE; 83 return TRUE;
84
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 85 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 86 return FALSE;
87
148 return TRUE; 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 }
149} 121}
150 122
151/* This function calls did_make_save_item. It then performs the 123/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 124 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 125 * calling cancellation, etc.)
154 */ 126 */
155
156void 127void
157save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
158{ 129{
130 op = op->head_ ();
131
159 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
160 { 133 {
161 object *env = op->env; 134 object *env = op->env;
162 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 136 maptile *m = op->map;
164 137
165 op = stop_item (op); 138 op = stop_item (op);
166 if (op == NULL) 139 if (!op)
167 return; 140 return;
168 141
169 /* Hacked the following so that type LIGHTER will work. 142 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 143 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 144 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
173 * (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
174 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 149 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
178 { 151 {
179 const char *arch = op->other_arch->name; 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
180 153 if (op->type == LAMP || op->type == TORCH)
181 op = decrease_ob_nr (op, 1);
182
183 if (op)
184 fix_stopped_item (op, m, originator);
185
186 if ((op = get_archetype (arch)) != NULL)
187 { 154 {
188 if (env) 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)
189 { 161 {
190 op->x = env->x, op->y = env->y; 162 const char *arch = op->other_arch->archname;
191 insert_ob_in_ob (op, env); 163
164 if (op->decrease ())
165 fix_stopped_item (op, m, originator);
166
167 if ((op = archetype::get (arch)))
168 {
192 if (env->contr) 169 if (env)
193 esrv_send_item (env, op); 170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
194 } 174 }
175
195 else 176 return;
196 {
197 op->x = x, op->y = y;
198 insert_ob_in_map (op, m, originator, 0);
199 }
200 } 177 }
201
202 return;
203 } 178 }
204 179
205 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
206 { /* Cancellation. */ 181 { /* Cancellation. */
207 cancellation (op); 182 cancellation (op);
208 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
209 return; 185 return;
210 }
211
212 if (op->nrof > 1)
213 {
214 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
215
216 if (op)
217 fix_stopped_item (op, m, originator);
218 }
219 else
220 {
221 if (op->env)
222 {
223 object *tmp = is_player_inv (op->env);
224
225 if (tmp)
226 esrv_del_item (tmp->contr, op->count);
227 }
228
229 if (!QUERY_FLAG (op, FLAG_REMOVED))
230 remove_ob (op);
231
232 free_object (op);
233 } 186 }
234 187
235 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env) 189 if (env)
237 { 190 {
238 op = get_archetype ("burnout"); 191 object *op = archetype::get (shstr_burnout);
239 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
240 insert_ob_in_ob (op, env); 193 env->insert (op);
241 } 194 }
242 else 195 else
243 replace_insert_ob_in_map ("burnout", originator); 196 replace_insert_ob_in_map (shstr_burnout, originator);
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 }
244 209
245 return; 210 return;
246 } 211 }
212
247 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
248 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 214 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
249 { 215 {
250 object *tmp;
251 archetype *at = find_archetype ("icecube"); 216 archetype *at = archetype::find (shstr_icecube);
252 217
253 if (at == NULL) 218 if (at == NULL)
254 return; 219 return;
220
255 op = stop_item (op); 221 op = stop_item (op);
256 if (op == NULL) 222 if (op == NULL)
257 return; 223 return;
224
258 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 225 object *tmp = present_arch (at, op->map, op->x, op->y);
226 if (!tmp)
259 { 227 {
260 tmp = arch_to_object (at); 228 tmp = at->instance ();
261 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
262 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
263 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
264 * that for ones we create. 232 * that for ones we create.
265 */ 233 */
266 tmp->move_slow_penalty = 0; 234 tmp->move_slow_penalty = 0;
267 tmp->move_slow = 0; 235 tmp->move_slow = 0;
268 insert_ob_in_map (tmp, op->map, originator, 0); 236 insert_ob_in_map (tmp, op->map, originator, 0);
269 } 237 }
270 if (!QUERY_FLAG (op, FLAG_REMOVED)) 238
271 remove_ob (op); 239 tmp->insert (op);
272 (void) insert_ob_in_ob (op, tmp);
273 return; 240 return;
274 } 241 }
275} 242}
276 243
277/* Object op is hitting the map. 244/* Object op is hitting the map.
278 * op is going in direction 'dir' 245 * op is going in direction 'dir'
279 * type is the attacktype of the object. 246 * type is the attacktype of the object.
280 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
281 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
282 */ 249 */
283
284int 250int
285hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
286{ 252{
287 object *tmp, *next;
288 mapstruct *map;
289 sint16 x, y; 253 sint16 x, y;
290 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 */
291 255
292 tag_t op_tag, next_tag = 0; 256 if (op->flag [FLAG_FREED])
293
294 if (QUERY_FLAG (op, FLAG_FREED))
295 { 257 {
296 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
297 return 0; 259 return 0;
298 } 260 }
299 261
300 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
301 { 263 {
302 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 264 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
303 return 0; 265 return 0;
304 } 266 }
305 267
306 if (!op->map) 268 if (!op->map)
307 { 269 {
310 } 272 }
311 273
312 if (op->head) 274 if (op->head)
313 op = op->head; 275 op = op->head;
314 276
315 op_tag = op->count; 277 mapxy pos (op);
278 pos.move (dir);
316 279
317 map = op->map; 280 if (!pos.normalise ())
318 x = op->x + freearr_x[dir]; 281 return 0;
319 y = op->y + freearr_y[dir];
320
321 int mflags = get_map_flags (map, &map, x, y, &x, &y);
322 282
323 // elmex: a safe map tile can't be hit! 283 // elmex: a safe map tile can't be hit!
324 // this should prevent most harmful effects on items and players there. 284 // this should prevent most harmful effects on items and players there.
325 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 285 mapspace &ms = pos.ms ();
286
287 if (ms.flags () & P_SAFE)
326 return 0; 288 return 0;
327 289
328 /* peterm: a few special cases for special attacktypes --counterspell 290 /* peterm: a few special cases for special attacktypes --counterspell
329 * must be out here because it strikes things which are not alive 291 * must be out here because it strikes things which are not alive
330 */ 292 */
331 293 if (type & (AT_COUNTERSPELL | AT_CHAOS))
294 {
332 if (type & AT_COUNTERSPELL) 295 if (type & AT_COUNTERSPELL)
333 { 296 {
334 counterspell (op, dir); /* see spell_effect.c */ 297 counterspell (op, dir); /* see spell_effect.c */
335 298
336 /* If the only attacktype is counterspell or magic, don't need 299 /* If the only attacktype is counterspell or magic, don't need
337 * to do any further processing. 300 * to do any further processing.
338 */
339 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
340 return 0;
341
342 type &= ~AT_COUNTERSPELL;
343 }
344
345 if (type & AT_CHAOS)
346 {
347 shuffle_attack (op, 1); /*1 flag tells it to change the face */
348 update_object (op, UP_OBJ_FACE);
349 type &= ~AT_CHAOS;
350 }
351
352 next = get_map_ob (map, x, y);
353 if (next)
354 next_tag = next->count;
355
356 while (next)
357 {
358 if (was_destroyed (next, next_tag))
359 {
360 /* There may still be objects that were above 'next', but there is no
361 * simple way to find out short of copying all object references and
362 * tags into a temporary array before we start processing the first
363 * object. That's why we just abort.
364 *
365 * This happens whenever attack spells (like fire) hit a pile
366 * of objects. This is not a bug - nor an error. The errormessage
367 * below was spamming the logs for absolutely no reason.
368 */ 301 */
369 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 302 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
370 break; 303 return 0;
304
305 type &= ~AT_COUNTERSPELL;
306 }
307
308 if (type & AT_CHAOS)
371 } 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 }
372 315
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 {
373 tmp = next; 326 object *tmp = next;
374 next = tmp->above; 327 next = tmp->above;
375
376 if (next)
377 next_tag = next->count;
378
379 if (QUERY_FLAG (tmp, FLAG_FREED))
380 {
381 LOG (llevError, "BUG: hit_map(): found freed object\n");
382 break;
383 }
384 328
385 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
386 * For example, 'tmp' was put in an icecube. 330 * For example, 'tmp' was put in an icecube.
387 * 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.
388 */ 332 */
389 if (tmp->map != map || tmp->x != x || tmp->y != y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
390 continue; 334 continue;
391 335
392 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
393 { 337 {
394 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
395 retflag |= 1; 339 retflag |= 1;
340
396 if (was_destroyed (op, op_tag)) 341 if (op->destroyed ())
397 break; 342 break;
398 } 343 }
399
400 /* Here we are potentially destroying an object. If the object has 344 /* Here we are potentially destroying an object. If the object has
401 * NO_PASS set, it is also immune - you can't destroy walls. Note 345 * NO_PASS set, it is also immune - you can't destroy walls. Note
402 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
403 * passing over/through them. We don't care what type of movement 347 * passing over/through them. We don't care what type of movement
404 * the wall blocks - if it blocks any type of movement, can't be 348 * the wall blocks - if it blocks any type of movement, can't be
405 * destroyed right now. 349 * destroyed right now.
350 * Without the material check the server completely fails to work,
351 * objects detsroy themselves, floors get destroyed etc. etc.
406 */ 352 */
407 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 353 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
408 { 354 {
409 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
356
410 if (was_destroyed (op, op_tag)) 357 if (op->destroyed ())
411 break; 358 break;
412 } 359 }
413 } 360 }
414 361
415 return 0; 362 return retflag;
416} 363}
417 364
418void 365static void
419attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
420{ 367{
421 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
422 int i, found = 0; 369 int i, found = 0;
423 mapstruct *map; 370 maptile *map;
424 object *next, *tmp; 371 object *next, *tmp;
425 372
426 /* 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
427 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
428 * [garbled 20010919] 375 * [garbled 20010919]
429 */ 376 */
430
431 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
432 { 378 {
433 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
434 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
435 found++; 381 found++;
436 } 382 }
437 if (dam < 0) 383 else if (dam < 0)
438 { 384 {
439 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
440 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
441 found++; 387 found++;
442 } 388 }
445 sprintf (buf1, "missed %s", &op->name); 391 sprintf (buf1, "missed %s", &op->name);
446 sprintf (buf2, " misses"); 392 sprintf (buf2, " misses");
447 found++; 393 found++;
448 } 394 }
449 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 395 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
450 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 396 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
451 { 397 {
452 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 398 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
453 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 399 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
454 { 400 {
455 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 401 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
467 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
468 found++; 414 found++;
469 break; 415 break;
470 } 416 }
471 } 417 }
472 else if (hitter->type == PLAYER && IS_LIVE (op)) 418 else if (hitter->type == PLAYER && op->is_alive ())
473 { 419 {
474 if (USING_SKILL (hitter, SK_KARATE)) 420 if (USING_SKILL (hitter, SK_KARATE))
475 { 421 {
476 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 422 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
477 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 423 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
503 found++; 449 found++;
504 break; 450 break;
505 } 451 }
506 } 452 }
507 } 453 }
454
508 if (found) 455 if (found)
509 { 456 {
510 /* done */ 457 /* done */
511 } 458 }
512 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 459 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
513 { 460 {
514 sprintf (buf1, "hit"); /* just in case */ 461 sprintf (buf1, "hit"); /* just in case */
515 for (i = 0; i < MAXATTACKMESS; i++) 462 for (i = 0; i < MAXATTACKMESS; i++)
516 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 463 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
517 { 464 {
518 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 465 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
519 found++; 466 found++;
520 break; 467 break;
521 } 468 }
522 } 469 }
523 else if (type & AT_DRAIN && IS_LIVE (op)) 470 else if (type & AT_DRAIN && op->is_alive ())
524 { 471 {
525 /* drain is first, because some items have multiple attypes */ 472 /* drain is first, because some items have multiple attypes */
526 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 473 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
527 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 || attack_mess[ATM_DRAIN][i + 1].level == -1)
528 { 475 {
530 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 477 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
531 found++; 478 found++;
532 break; 479 break;
533 } 480 }
534 } 481 }
535 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 482 else if (type & AT_ELECTRICITY && op->is_alive ())
536 { 483 {
537 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 484 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
538 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 || attack_mess[ATM_ELEC][i + 1].level == -1)
539 { 486 {
540 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, &op->name, attack_mess[ATM_ELEC][i].buf2);
541 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 488 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
542 found++; 489 found++;
543 break; 490 break;
544 } 491 }
545 } 492 }
546 else if (type & AT_COLD && IS_LIVE (op)) 493 else if (type & AT_COLD && op->is_alive ())
547 { 494 {
548 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 495 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
549 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 || attack_mess[ATM_COLD][i + 1].level == -1)
550 { 497 {
551 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, &op->name, attack_mess[ATM_COLD][i].buf2);
563 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
564 found++; 511 found++;
565 break; 512 break;
566 } 513 }
567 } 514 }
568 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
569 { 516 {
570 int mtype; 517 int mtype;
571 518
572 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
573 { 520 {
574 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
575 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
576 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
577 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
578 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
579 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
580 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
581 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
582 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
583 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
584 mtype = ATM_CLEAVE;
585 break;
586 case WEAP_SLICE:
587 mtype = ATM_SLICE;
588 break;
589 case WEAP_STAB:
590 mtype = ATM_STAB;
591 break;
592 case WEAP_WHIP:
593 mtype = ATM_WHIP;
594 break;
595 case WEAP_CRUSH:
596 mtype = ATM_CRUSH;
597 break;
598 case WEAP_BLUD:
599 mtype = ATM_BLUD;
600 break;
601 default:
602 mtype = ATM_BASIC;
603 break;
604 } 531 }
532
605 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++)
606 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)
607 { 535 {
608 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 536 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
609 strcpy (buf2, attack_mess[mtype][i].buf3); 537 strcpy (buf2, attack_mess[mtype][i].buf3);
628 strcpy (buf1, "hit"); 556 strcpy (buf1, "hit");
629 strcpy (buf2, " hits"); 557 strcpy (buf2, " hits");
630 } 558 }
631 559
632 /* bail out if a monster is casting spells */ 560 /* bail out if a monster is casting spells */
633 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 561 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
634 return; 562 return;
635 563
636 /* scale down magic considerably. */ 564 /* scale down magic considerably. */
637 if (type & AT_MAGIC && rndm (0, 5)) 565 if (type & AT_MAGIC && rndm (0, 5))
638 return; 566 return;
639 567
640 /* Did a player hurt another player? Inform both! */ 568 /* Did a player hurt another player? Inform both! */
641 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 569 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
642 { 570 {
643 if (get_owner (hitter) != NULL) 571 if (hitter->owner != NULL)
644 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 572 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
645 else 573 else
646 { 574 {
647 sprintf (buf, "%s%s you.", &hitter->name, buf2); 575 sprintf (buf, "%s%s you.", &hitter->name, buf2);
576
648 if (dam != 0) 577 if (dam != 0)
649 { 578 {
650 if (dam < 10) 579 if (dam < 10)
651 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 580 op->contr->play_sound (sound_find ("player_is_hit1"));
652 else if (dam < 20) 581 else if (dam < 20)
653 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 582 op->contr->play_sound (sound_find ("player_is_hit2"));
654 else 583 else
655 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 584 op->contr->play_sound (sound_find ("player_is_hit3"));
656 } 585 }
657 } 586 }
587
658 new_draw_info (NDI_BLACK, 0, op, buf); 588 new_draw_info (NDI_BLACK, 0, op, buf);
659 } /* end of player hitting player */ 589 } /* end of player hitting player */
660 590
661 if (hitter->type == PLAYER) 591 if (hitter->type == PLAYER)
662 { 592 {
663 sprintf (buf, "You %s.", buf1); 593 sprintf (buf, "You %s.", buf1);
594
664 if (dam != 0) 595 if (dam != 0)
665 { 596 {
666 if (dam < 10) 597 if (dam < 10)
667 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 598 op->play_sound (sound_find ("player_hits1"));
668 else if (dam < 20) 599 else if (dam < 20)
669 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 600 op->play_sound (sound_find ("player_hits2"));
670 else 601 else
671 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 602 op->play_sound (sound_find ("player_hits3"));
672 } 603 }
604
673 new_draw_info (NDI_BLACK, 0, hitter, buf); 605 new_draw_info (NDI_BLACK, 0, hitter, buf);
674 } 606 }
675 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 607 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
676 { 608 {
677 /* look for stacked spells and start reducing the message chances */ 609 /* look for stacked spells and start reducing the message chances */
678 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 610 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
679 { 611 {
680 i = 4; 612 i = 4;
681 map = hitter->map; 613 map = hitter->map;
682 if (out_of_map (map, hitter->x, hitter->y)) 614 if (out_of_map (map, hitter->x, hitter->y))
683 return; 615 return;
616
684 next = get_map_ob (map, hitter->x, hitter->y); 617 next = GET_MAP_OB (map, hitter->x, hitter->y);
685 if (next) 618 if (next)
686 while (next) 619 while (next)
687 { 620 {
688 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 621 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
689 i *= 3; 622 i *= 3;
623
690 tmp = next; 624 tmp = next;
691 next = tmp->above; 625 next = tmp->above;
692 } 626 }
627
693 if (i < 0) 628 if (i < 0)
694 return; 629 return;
630
695 if (rndm (0, i) != 0) 631 if (rndm (0, i) != 0)
696 return; 632 return;
697 } 633 }
698 else if (rndm (0, 5) != 0) 634 else if (rndm (0, 5) != 0)
699 return; 635 return;
636
700 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 637 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
701 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 638 op->play_sound (sound_find ("player_hits4"));
702 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
703 } 640 }
704} 641}
705
706 642
707static int 643static int
708get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
709{ 645{
710 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
711 { 647 {
712 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
713 return 1; 649 return 1;
714 } 650 }
715 if ((*target)->head) 651
716 *target = (*target)->head; 652 *target = (*target)->head_ ();
717 if ((*hitter)->head)
718 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
719 if ((*hitter)->env != NULL || (*target)->env != NULL) 658 if ((*hitter)->env || (*target)->env)
720 { 659 {
721 *simple_attack = 1; 660 *simple_attack = 1;
722 return 0; 661 return 0;
723 } 662 }
724 if (QUERY_FLAG (*target, FLAG_REMOVED) 663
725 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 664 if ((*target)->flag [FLAG_REMOVED]
665 || (*hitter)->flag [FLAG_REMOVED]
666 || !(*hitter)->map
667 || !on_same_map (*hitter, *target))
726 { 668 {
727 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
670 (*hitter)->debug_desc (), (*target)->debug_desc ());
728 return 1; 671 return 1;
729 } 672 }
673
730 *simple_attack = 0; 674 *simple_attack = 0;
731 return 0; 675 return 0;
732} 676}
733 677
734static int 678static int
735abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
736{ 680{
737
738/* Check if target and hitter are still in a relation similar to the one 681 /* Check if target and hitter are still in a relation similar to the one
739 * determined by get_attack_mode(). Returns true if the relation has changed. 682 * determined by get_attack_mode(). Returns true if the relation has changed.
740 */ 683 */
741 int new_mode; 684 int new_mode;
742 685
743 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
744 new_mode = 1; 687 new_mode = 1;
745 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 688 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
689 || hitter->map == NULL || !on_same_map (hitter, target))
746 return 1; 690 return 1;
747 else 691 else
748 new_mode = 0; 692 new_mode = 0;
693
749 return new_mode != simple_attack; 694 return new_mode != simple_attack;
750} 695}
751 696
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
752static void thrown_item_effect (object *, object *); 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])
773 return 0;
774
775 /* determine the condtions under which we make an attack.
776 * Add more cases, as the need occurs. */
777
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.
810 */
811 if (hitter->speed < target->speed)
812 adjust += ((float) hitter->speed - target->speed);
813#endif
814
815#if 0
816 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
817#endif
818
819 return adjust;
820}
753 821
754static int 822static int
755attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 823attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
756{ 824{
757 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
758 uint32 type; 826 uint32 type;
759 shstr op_name; 827 shstr op_name;
760 tag_t op_tag, hitter_tag;
761 828
762 if (get_attack_mode (&op, &hitter, &simple_attack)) 829 if (get_attack_mode (&op, &hitter, &simple_attack))
763 goto error; 830 goto error;
764 831
765 if (hitter->current_weapon) 832 if (hitter->current_weapon)
766 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 833 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
767 return RESULT_INT (0); 834 return RESULT_INT (0);
768 835
769 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 836 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
770 return RESULT_INT (0); 837 return RESULT_INT (0);
771
772 op_tag = op->count;
773 hitter_tag = hitter->count;
774 838
775 /* 839 /*
776 * 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
777 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
778 */ 842 */
779 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
780 { 844 {
781 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
782 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
783 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
784 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
785 */ 849 */
786 op->speed_left--; 850 --op->speed_left;
787 process_object (op); 851 process_object (op);
852
788 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 853 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
789 goto error; 854 goto error;
790 } 855 }
791 856
792 op_name = op->name; 857 op_name = op->name;
793 858
800 /* See if we hit the creature */ 865 /* See if we hit the creature */
801 if (roll == 20 || op->stats.ac >= base_wc - roll) 866 if (roll == 20 || op->stats.ac >= base_wc - roll)
802 { 867 {
803 int hitdam = base_dam; 868 int hitdam = base_dam;
804 869
805 if (settings.casting_time == TRUE)
806 {
807 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
808 {
809 hitter->casting_time = -1;
810 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
811 }
812 if ((op->casting_time > -1) && (hitdam > 0))
813 {
814 op->casting_time = -1;
815 if (op->type == PLAYER)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
818 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
819 }
820 }
821 }
822 if (!simple_attack) 870 if (!simple_attack)
823 { 871 {
824 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
825 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
826 * -b.t. */ 874 * -b.t. */
827 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
828 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
829 877
830 /* 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
831 * for help. */ 879 * for help. */
832 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 880 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
833 npc_call_help (op); 881 npc_call_help (op);
834 882
835 /* if you were hidden and hit by a creature, you are discovered */ 883 /* if you were hidden and hit by a creature, you are discovered */
836 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
837 { 885 {
838 make_visible (op); 886 make_visible (op);
887
839 if (op->type == PLAYER) 888 if (op->type == PLAYER)
840 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 889 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
841 } 890 }
842 891
843 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
844 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
845 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
846 * wrapper object. 895 * wrapper object.
847 */ 896 */
848 thrown_item_effect (hitter, op); 897 thrown_item_effect (hitter, op);
898
849 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 899 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
850 goto leave; 900 goto leave;
851 } 901 }
852 902
853 /* 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
854 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
855 */ 905 */
856 if (hitdam <= 0) 906 max_it (hitdam, 1);
857 hitdam = 1;
858 907
859 type = hitter->attacktype; 908 type = hitter->attacktype;
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 */
860 if (!type) 920 if (!type)
861 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
922
862 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
863 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])
864 { 925 {
865 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
866 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");
928
867 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);
930
868 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 931 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
869 goto leave; 932 goto leave;
870 } 933 }
871 934
872 /* In the new attack code, it should handle multiple attack 935 /* In the new attack code, it should handle multiple attack
873 * types in its area, so remove it from here. 936 * types in its area, so remove it from here.
874 */ 937 */
875 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 938 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
939
876 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 940 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
877 goto leave; 941 goto leave;
878 } /* end of if hitter hit op */ 942 } /* end of if hitter hit op */
879 /* if we missed, dam=0 */ 943 /* if we missed, dam=0 */
880 944
881 /*attack_message(dam, type, op, hitter); */ 945 /*attack_message(dam, type, op, hitter); */
891} 955}
892 956
893int 957int
894attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
895{ 959{
896
897 if (hitter->head)
898 hitter = hitter->head;
899 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);
900} 961}
901 962
902/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
903 * 964 *
904 * 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.
912 * 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
913 * stick around. 974 * stick around.
914 */ 975 */
915 if (op->weight <= 5000 && tmp->stats.hp >= 0) 976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
916 { 977 {
917 if (tmp->head != NULL) 978 tmp->head_ ()->insert (op);
918 tmp = tmp->head;
919
920 remove_ob (op);
921 op = insert_ob_in_ob (op, tmp);
922
923 if (tmp->type == PLAYER)
924 esrv_send_item (tmp, op);
925
926 return 1; 979 return 1;
927 } 980 }
928 else 981 else
929 return 0; 982 return 0;
930} 983}
938object * 991object *
939hit_with_arrow (object *op, object *victim) 992hit_with_arrow (object *op, object *victim)
940{ 993{
941 object *container, *hitter; 994 object *container, *hitter;
942 int hit_something = 0; 995 int hit_something = 0;
943 tag_t victim_tag, hitter_tag;
944 sint16 victim_x, victim_y;
945 996
946 /* Disassemble missile */ 997 /* Disassemble missile */
947 if (op->inv) 998 if (op->inv)
948 { 999 {
949 container = op; 1000 container = op;
950 hitter = op->inv; 1001 hitter = op->inv;
951 remove_ob (hitter);
952 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);
953 /* 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
954 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
955 * 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
956 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
957 } 1007 }
958 else 1008 else
959 { 1009 {
960 container = NULL; 1010 container = 0;
961 hitter = op; 1011 hitter = op;
962 } 1012 }
963 1013
964 /* Try to hit victim */ 1014 /* Try to hit victim */
965 victim_x = victim->x;
966 victim_y = victim->y;
967 victim_tag = victim->count;
968 hitter_tag = hitter->count;
969
970 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 1015 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
971 1016
972 /* 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
973 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
974 * 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
975 * 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
976 * other places as well!) 1021 * other places as well!)
977 */ 1022 */
978 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env != NULL)
979 { 1024 {
980 if (container) 1025 if (container)
981 { 1026 container->destroy ();
982 remove_ob (container); 1027
983 free_object (container);
984 }
985 return NULL; 1028 return 0;
986 } 1029 }
987 1030
988 /* Missile hit victim */ 1031 /* Missile hit victim */
989 /* 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
990 * through the target 1033 * through the target
991 */ 1034 */
992 if (hit_something && op->speed <= 10.0) 1035 if (hit_something && op->speed <= 10.0)
993 { 1036 {
994 /* Stop arrow */ 1037 /* Stop arrow */
995 if (container == NULL) 1038 if (!container)
996 { 1039 {
997 hitter = fix_stopped_arrow (hitter); 1040 hitter = fix_stopped_arrow (hitter);
998 if (hitter == NULL) 1041 if (!hitter)
999 return NULL; 1042 return 0;
1000 } 1043 }
1001 else 1044 else
1002 { 1045 container->destroy ();
1003 remove_ob (container);
1004 free_object (container);
1005 }
1006 1046
1007 /* Try to stick arrow into victim */ 1047 /* Try to stick arrow into victim */
1008 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 1048 if (!victim->destroyed () && stick_arrow (hitter, victim))
1009 return NULL; 1049 return 0;
1010 1050
1011 /* Else try to put arrow on victim's map square 1051 /* Else try to put arrow on victim's map square
1012 * remove check for P_WALL here. If the arrow got to this 1052 * remove check for P_WALL here. If the arrow got to this
1013 * space, that is good enough - with the new movement code, 1053 * space, that is good enough - with the new movement code,
1014 * there is now the potential for lots of spaces where something 1054 * there is now the potential for lots of spaces where something
1015 * can fly over but not otherwise move over. What is the correct 1055 * can fly over but not otherwise move over. What is the correct
1016 * way to handle those otherwise? 1056 * way to handle those otherwise?
1017 */ 1057 */
1018 if (victim_x != hitter->x || victim_y != hitter->y) 1058 if (victim->x != hitter->x || victim->y != hitter->y)
1059 {
1060 if (victim->destroyed ())
1061 hitter->destroy ();
1062 else
1019 { 1063 {
1020 remove_ob (hitter); 1064 hitter->remove ();
1021 hitter->x = victim_x; 1065 hitter->x = victim->x;
1022 hitter->y = victim_y; 1066 hitter->y = victim->y;
1023 insert_ob_in_map (hitter, victim->map, hitter, 0); 1067 insert_ob_in_map (hitter, victim->map, hitter, 0);
1068 }
1024 } 1069 }
1025 else 1070 else
1026 {
1027 /* Else leave arrow where it is */ 1071 /* Else leave arrow where it is */
1028 merge_ob (hitter, NULL); 1072 merge_ob (hitter, NULL);
1029 } 1073
1030 return NULL; 1074 return 0;
1031 } 1075 }
1032 1076
1033 if (hit_something && op->speed >= 10.0) 1077 if (hit_something && op->speed >= 10.0)
1034 op->speed -= 1.0; 1078 op->set_speed (op->speed - 1.f);
1035 1079
1036 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
1037 if (container) 1081 if (container)
1038 { 1082 {
1039 remove_ob (hitter); 1083 hitter->remove ();
1040 insert_ob_in_ob (hitter, container); 1084 insert_ob_in_ob (hitter, container);
1041 } 1085 }
1086
1042 return op; 1087 return op;
1043} 1088}
1044 1089
1045 1090static void
1046void
1047tear_down_wall (object *op) 1091tear_down_wall (object *op)
1048{ 1092{
1049 int perc = 0;
1050
1051 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
1052 {
1053 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1094 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1054 perc = 1; 1095 else if (!op->has_anim ())
1055 }
1056 else if (!GET_ANIM_ID (op))
1057 { 1096 {
1058 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
1059 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
1099 op->destroy ();
1060 { 1100
1061 remove_ob (op); /* Should update LOS */
1062 free_object (op);
1063 /* Don't know why this is here - remove_ob should do it for us */
1064 /*update_position(m, x, y); */
1065 }
1066 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1067 } 1102 }
1068 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1103
1069 if (perc >= (int) NUM_ANIMATIONS (op)) 1104 // we use frames 1..num-2 as intermediate frames, so
1070 perc = NUM_ANIMATIONS (op) - 1; 1105 // the last frame is used only when hp < 0.
1071 else if (perc < 1) 1106 int perc = clamp (
1072 perc = 1; 1107 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1073 SET_ANIMATION (op, perc); 1108 0, op->anim_frames () - 1
1109 );
1110
1111 op->set_anim_frame (perc);
1074 update_object (op, UP_OBJ_FACE); 1112 update_object (op, UP_OBJ_FACE);
1075 if (perc == NUM_ANIMATIONS (op) - 1) 1113
1114 if (op->stats.hp < 0)
1076 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1077 if (op->face == blank_face) 1116 if (op->face == blank_face)
1078 {
1079 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1080 remove_ob (op); /* Should update LOS */ 1118 op->destroy ();
1081 free_object (op);
1082
1083 /* remove_ob should call update_position for us */
1084 /*update_position(m, x, y); */
1085
1086 }
1087 else 1119 else
1088 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1089 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1090 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1091 op->move_block = 0; 1123 op->move_block = 0;
1092 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1093 } 1125 }
1094 } 1126 }
1095} 1127}
1096 1128
1097void 1129static void
1098scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1099{ 1131{
1100 object *owner = get_owner (hitter); 1132 target->flag [FLAG_SCARED] = true;
1101 1133
1102 if (!owner)
1103 owner = hitter;
1104
1105 SET_FLAG (target, FLAG_SCARED);
1106 if (!target->enemy) 1134 if (!target->enemy)
1107 target->enemy = owner; 1135 target->enemy = hitter->outer_owner ();
1108} 1136}
1109
1110
1111/* This returns the amount of damage hitter does to op with the
1112 * appropriate attacktype. Only 1 attacktype should be set at a time.
1113 * This doesn't damage the player, but returns how much it should
1114 * take. However, it will do other effects (paralyzation, slow, etc.)
1115 * Note - changed for PR code - we now pass the attack number and not
1116 * the attacktype. Makes it easier for the PR code. */
1117
1118int
1119hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1120{
1121
1122 int doesnt_slay = 1;
1123
1124 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1125 if (attacknum >= NROFATTACKS)
1126 {
1127 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1128 return 0;
1129 }
1130
1131 if (dam < 0)
1132 {
1133 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1134 return 0;
1135 }
1136
1137 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1138 * people can't mess with that or it otherwise get confused. */
1139 if (attacknum == ATNR_INTERNAL)
1140 return dam;
1141
1142 if (hitter->slaying)
1143 {
1144 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1145 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1146 {
1147 doesnt_slay = 0;
1148 dam *= 3;
1149 }
1150 }
1151
1152 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1153 if (op->resist[attacknum])
1154 {
1155 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1156 * in case 0>dam>1, we try to "simulate" a float value-effect */
1157 dam *= (100 - op->resist[attacknum]);
1158 if (dam >= 100)
1159 dam /= 100;
1160 else
1161 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1162 }
1163
1164 /* Special hack. By default, if immune to something, you
1165 * shouldn't need to worry. However, acid is an exception, since
1166 * it can still damage your items. Only include attacktypes if
1167 * special processing is needed */
1168
1169 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1170 return 0;
1171
1172 /* Keep this in order - makes things easier to find */
1173
1174 switch (attacknum)
1175 {
1176 case ATNR_PHYSICAL:
1177 /* here also check for diseases */
1178 check_physically_infect (op, hitter);
1179 break;
1180
1181 /* Don't need to do anything for:
1182 magic,
1183 fire,
1184 electricity,
1185 cold */
1186
1187 case ATNR_CONFUSION:
1188 case ATNR_POISON:
1189 case ATNR_SLOW:
1190 case ATNR_PARALYZE:
1191 case ATNR_FEAR:
1192 case ATNR_CANCELLATION:
1193 case ATNR_DEPLETE:
1194 case ATNR_BLIND:
1195 {
1196 /* chance for inflicting a special attack depends on the
1197 * difference between attacker's and defender's level
1198 */
1199 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1200
1201 /* First, only creatures/players with speed can be affected.
1202 * Second, just getting hit doesn't mean it always affects
1203 * you. Third, you still get a saving through against the
1204 * effect.
1205 */
1206 if (op->speed &&
1207 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1208 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1209 {
1210
1211 /* Player has been hit by something */
1212 if (attacknum == ATNR_CONFUSION)
1213 confuse_player (op, hitter, dam);
1214 else if (attacknum == ATNR_POISON)
1215 poison_player (op, hitter, dam);
1216 else if (attacknum == ATNR_SLOW)
1217 slow_player (op, hitter, dam);
1218 else if (attacknum == ATNR_PARALYZE)
1219 paralyze_player (op, hitter, dam);
1220 else if (attacknum == ATNR_FEAR)
1221 scare_creature (op, hitter);
1222 else if (attacknum == ATNR_CANCELLATION)
1223 cancellation (op);
1224 else if (attacknum == ATNR_DEPLETE)
1225 drain_stat (op);
1226 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1227 blind_player (op, hitter, dam);
1228 }
1229 dam = 0; /* These are all effects and don't do real damage */
1230 }
1231 break;
1232 case ATNR_ACID:
1233 {
1234 int flag = 0;
1235
1236 /* Items only get corroded if you're not on a battleground and
1237 * if your acid resistance is below 50%. */
1238 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1239 {
1240 object *tmp;
1241
1242 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1243 {
1244 if (tmp->invisible)
1245 continue;
1246 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1247 /* >= 10% acid res. on itmes will protect these */
1248 continue;
1249 if (!(tmp->material & M_IRON))
1250 continue;
1251 if (tmp->magic < -4) /* Let's stop at -5 */
1252 continue;
1253 if (tmp->type == RING ||
1254 /* removed boots and gloves from exclusion list in
1255 PR */
1256 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1257 continue; /* To avoid some strange effects */
1258
1259 /* High damage acid has better chance of corroding
1260 objects */
1261 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1262 {
1263 if (op->type == PLAYER)
1264 /* Make this more visible */
1265 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1266 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1267 flag = 1;
1268 tmp->magic--;
1269 if (op->type == PLAYER)
1270 esrv_send_item (op, tmp);
1271 }
1272 }
1273 if (flag)
1274 fix_player (op); /* Something was corroded */
1275 }
1276 }
1277 break;
1278 case ATNR_DRAIN:
1279 {
1280 /* rate is the proportion of exp drained. High rate means
1281 * not much is drained, low rate means a lot is drained.
1282 */
1283 int rate;
1284
1285 if (op->resist[ATNR_DRAIN] >= 0)
1286 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1287 else
1288 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1289
1290 if (op->stats.exp <= rate)
1291 {
1292 if (op->type == GOLEM)
1293 dam = 999; /* Its force is "sucked" away. 8) */
1294 else
1295 /* If we can't drain, lets try to do physical damage */
1296 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1297 }
1298 else
1299 {
1300 /* Randomly give the hitter some hp */
1301 if (hitter->stats.hp < hitter->stats.maxhp &&
1302 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1303 hitter->stats.hp++;
1304
1305 /* Can't do drains on battleground spaces.
1306 * Move the wiz check up here - before, the hitter wouldn't gain exp
1307 * exp, but the wiz would still lose exp! If drainee is a wiz,
1308 * nothing happens.
1309 * Try to credit the owner. We try to display player -> player drain
1310 * attacks, hence all the != PLAYER checks.
1311 */
1312 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1313 {
1314 object *owner = get_owner (hitter);
1315
1316 if (owner && owner != hitter)
1317 {
1318 if (op->type != PLAYER || owner->type != PLAYER)
1319 change_exp (owner, op->stats.exp / (rate * 2),
1320 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1321 }
1322 else if (op->type != PLAYER || hitter->type != PLAYER)
1323 {
1324 change_exp (hitter, op->stats.exp / (rate * 2),
1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1326 }
1327 change_exp (op, -op->stats.exp / rate, NULL, 0);
1328 }
1329 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1330 * drain attack, you won't know that you are actually sucking out EXP,
1331 * as the messages will say you missed
1332 */
1333 }
1334 }
1335 break;
1336 case ATNR_TURN_UNDEAD:
1337 {
1338 if (QUERY_FLAG (op, FLAG_UNDEAD))
1339 {
1340 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1341 object *god = find_god (determine_god (owner));
1342 int div = 1;
1343
1344 /* if undead are not an enemy of your god, you turn them
1345 * at half strength */
1346 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1347 div = 2;
1348 /* Give a bonus if you resist turn undead */
1349 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1350 scare_creature (op, owner);
1351 }
1352 else
1353 dam = 0; /* don't damage non undead - should we damage
1354 undead? */
1355 }
1356 break;
1357 case ATNR_DEATH:
1358 deathstrike_player (op, hitter, &dam);
1359 break;
1360 case ATNR_CHAOS:
1361 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1362 dam = 0;
1363 break;
1364 case ATNR_COUNTERSPELL:
1365 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1366 dam = 0;
1367 /* This should never happen. Counterspell is handled
1368 * seperately and filtered out. If this does happen,
1369 * Counterspell has no effect on anything but spells, so it
1370 * does no damage. */
1371 break;
1372 case ATNR_HOLYWORD:
1373 {
1374 /* This has already been handled by hit_player,
1375 * no need to check twice -- DAMN */
1376
1377 object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter);
1378
1379 /* As with turn undead above, give a bonus on the saving throw */
1380 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1381 scare_creature (op, owner);
1382 }
1383 break;
1384 case ATNR_LIFE_STEALING:
1385 {
1386 int new_hp;
1387
1388 /* this is replacement to drain for players, instead of taking
1389 * exp it takes hp. It is geared for players, probably not
1390 * much use giving it to monsters
1391 *
1392 * life stealing doesn't do a lot of damage, but it gives the
1393 * damage it does do to the player. Given that,
1394 * it only does 1/10'th normal damage (hence the divide by
1395 * 1000).
1396 */
1397 /* You can't steal life from something undead */
1398 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1399 return 0;
1400 /* If drain protection is higher than life stealing, use that */
1401 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1402 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1403 else
1404 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1405 /* You die at -1 hp, not zero. */
1406 if (dam > (op->stats.hp + 1))
1407 dam = op->stats.hp + 1;
1408 new_hp = hitter->stats.hp + dam;
1409 if (new_hp > hitter->stats.maxhp)
1410 new_hp = hitter->stats.maxhp;
1411 if (new_hp > hitter->stats.hp)
1412 hitter->stats.hp = new_hp;
1413 }
1414 }
1415 return dam;
1416}
1417
1418 1137
1419/* 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
1420 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1421 * 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
1422 * Sword. Note that nothing has been changed from the original version 1141 * Sword. Note that nothing has been changed from the original version
1432 * MSW 2002-07-17 1151 * MSW 2002-07-17
1433 */ 1152 */
1434int 1153int
1435kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1436{ 1155{
1437 char buf[MAX_BUF]; 1156 shstr skill;
1438 const char *skill;
1439 int maxdam = 0; 1157 int maxdam = 0;
1440 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1441 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 */
1442 object *owner = NULL; 1160 object *owner = 0;
1443 object *skop = NULL; 1161 object *skop = 0;
1444 1162
1445 if (op->stats.hp >= 0) 1163 if (op->stats.hp >= 0)
1446 return -1; 1164 return -1;
1447 1165
1448 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1166 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1452 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1453 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1454 */ 1172 */
1455 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1456 1174
1457 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1458 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 */
1459 1177
1460 if (op->type == DOOR) 1178 if (op->type == DOOR)
1461 { 1179 {
1462 op->speed = 0.1; 1180 op->set_speed (0.1f);
1463 update_ob_speed (op);
1464 op->speed_left = -0.05; 1181 op->speed_left = -0.05f;
1465 return maxdam; 1182 return maxdam;
1466 } 1183 }
1184
1467 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1468 { 1186 {
1469 remove_friendly_object (op); 1187 op->drop_and_destroy ();
1470 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1471 {
1472 op->owner->contr->ranges[range_golem] = NULL;
1473 op->owner->contr->golem_count = 0;
1474 }
1475
1476 remove_ob (op);
1477 free_object (op);
1478 return maxdam; 1188 return maxdam;
1479 } 1189 }
1480 1190
1481 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1482 1192
1483 owner = get_owner (hitter); 1193 owner = hitter->outer_owner ();
1484 if (owner == NULL) 1194 if (!owner)
1485 owner = hitter; 1195 owner = hitter;
1486 1196
1487 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1488 if (op_on_battleground (op, NULL, NULL)) 1198 if (op_on_battleground (op, NULL, NULL))
1489 battleg = 1; 1199 battleg = 1;
1493 pk = 1; 1203 pk = 1;
1494 1204
1495 /* Player killed something */ 1205 /* Player killed something */
1496 if (owner->type == PLAYER) 1206 if (owner->type == PLAYER)
1497 { 1207 {
1498 Log_Kill (owner->name,
1499 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1500
1501 /* Log players killing other players - makes it easier to detect 1208 /* Log players killing other players - makes it easier to detect
1502 * and filter out malicious player killers - that is why the 1209 * and filter out malicious player killers - that is why the
1503 * ip address is included. 1210 * ip address is included.
1504 */ 1211 */
1505 if (op->type == PLAYER && !battleg) 1212 if (op->type == PLAYER && !battleg)
1509 char buf[256]; 1216 char buf[256];
1510 1217
1511 tmv = localtime (&t); 1218 tmv = localtime (&t);
1512 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1219 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1513 1220
1514 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1221 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1515 } 1222 }
1516 1223
1517 /* try to filter some things out - basically, if you are 1224 /* try to filter some things out - basically, if you are
1518 * killing a level 1 creature and your level 20, you 1225 * killing a level 1 creature and your level 20, you
1519 * probably don't want to see that. 1226 * probably don't want to see that.
1520 */ 1227 */
1521 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1228 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1522 { 1229 {
1523 if (owner != hitter) 1230 if (owner != hitter)
1524 {
1525 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1231 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1526 }
1527 else 1232 else
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1233 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1530 } 1234
1531 /* Only play sounds for melee kills */ 1235 /* Only play sounds for melee kills */
1532 if (hitter->type == PLAYER) 1236 if (hitter->type == PLAYER)
1533 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1237 owner->play_sound (sound_find ("player_kills"));
1534 } 1238 }
1535 1239
1536 /* If a player kills another player, not on 1240 /* If a player kills another player, not on
1537 * battleground, the "killer" looses 1 luck. Since this is 1241 * battleground, the "killer" looses 1 luck. Since this is
1538 * not reversible, it's actually quite a pain IMHO. -AV 1242 * not reversible, it's actually quite a pain IMHO. -AV
1540 * 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
1541 * with spells, pets, whatever, there was no penalty. 1245 * with spells, pets, whatever, there was no penalty.
1542 * Changed to make luck penalty configurable in settings. 1246 * Changed to make luck penalty configurable in settings.
1543 */ 1247 */
1544 if (op->type == PLAYER && owner != op && !battleg) 1248 if (op->type == PLAYER && owner != op && !battleg)
1545 change_luck (owner, -settings.pk_luck_penalty); 1249 owner->change_luck (-settings.pk_luck_penalty);
1546 1250
1547 /* This code below deals with finding the appropriate skill 1251 /* This code below deals with finding the appropriate skill
1548 * to credit exp to. This is a bit problematic - we should 1252 * to credit exp to. This is a bit problematic - we should
1549 * probably never really have to look at current_weapon->skill 1253 * probably never really have to look at current_weapon->skill
1550 */ 1254 */
1551 skill = NULL;
1552 if (hitter->skill && hitter->type != PLAYER) 1255 if (hitter->skill && hitter->type != PLAYER)
1553 skill = hitter->skill; 1256 skill = hitter->skill;
1554 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1555 { 1258 {
1556 skill = owner->chosen_skill->skill;
1557 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1260 skill = skop->skill;
1558 } 1261 }
1559 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1560 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1561 else 1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1562 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 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 }
1563 1272
1564 /* 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
1565 * 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!
1566 */ 1275 */
1567 if ((!skop || skop->type != SKILL) && skill) 1276 skop = owner->contr->find_skill (skill);
1568 {
1569 int i;
1570
1571 for (i = 0; i < NUM_SKILLS; i++)
1572 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1573 {
1574 skop = owner->contr->last_skill_ob[i];
1575 break;
1576 }
1577 }
1578 } /* Was it a player that hit somethign */ 1277 } /* Was it a player that hit somethign */
1579 else 1278 else
1580 {
1581 skill = NULL; 1279 skill = 0;
1582 }
1583 1280
1584 /* Pet (or spell) killed something. */
1585 if (owner != hitter)
1586 {
1587 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1588 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1589 }
1590 else
1591 {
1592 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1593 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1594 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1595 }
1596 /* These may have been set in the player code section above */ 1281 /* These may have been set in the player code section above */
1597 if (!skop) 1282 if (!skop)
1598 skop = hitter->chosen_skill; 1283 skop = hitter->chosen_skill;
1284
1599 if (!skill && skop) 1285 if (!skill && skop)
1600 skill = skop->skill; 1286 skill = skop->skill;
1601 1287
1602 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1603
1604
1605 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1606 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1607 { 1290 {
1608 int exp; 1291 int exp;
1609 1292
1610 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1611 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1612 if (op->type == PLAYER)
1613 {
1614 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1615 { 1298 {
1616 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1617 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1618 } 1301 }
1619 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1620 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1621 }
1622 else 1307 else
1623 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1624
1625 /* if op is standing on "battleground" (arena), no way to gain
1626 * exp by killing him
1627 */
1628 if (battleg)
1629 exp = 0;
1630 1309
1631 /* 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
1632 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1633 */ 1312 */
1634 1313
1635 if (!settings.simple_exp) 1314 if (!settings.simple_exp)
1636 exp = exp / 2; 1315 exp = exp / 2;
1637 1316
1638 if (owner->type != PLAYER || owner->contr->party == NULL) 1317 if (owner->type != PLAYER || owner->contr->party == NULL)
1639 {
1640 change_exp (owner, exp, skill, 0); 1318 change_exp (owner, exp, skill, 0);
1641 }
1642 else 1319 else
1643 { 1320 {
1644 int shares = 0, count = 0; 1321 int shares = 0, count = 0;
1645
1646 player *pl;
1647
1648 partylist *party = owner->contr->party; 1322 partylist *party = owner->contr->party;
1649 1323
1650#ifdef PARTY_KILL_LOG
1651 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);
1652#endif 1325
1653 for (pl = first_player; pl != NULL; pl = pl->next) 1326 for_all_players (pl)
1654 {
1655 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))
1656 { 1328 {
1657 count++; 1329 count++;
1658 shares += (pl->ob->level + 4); 1330 shares += (pl->ob->level + 4);
1659 } 1331 }
1660 } 1332
1661 if (count == 1 || shares > exp) 1333 if (count == 1 || shares > exp || !shares)
1662 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1334 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1663 else 1335 else
1664 { 1336 {
1665 int share = exp / shares, given = 0, nexp; 1337 int share = exp / shares, given = 0, nexp;
1666 1338
1667 for (pl = first_player; pl != NULL; pl = pl->next) 1339 for_all_players (pl)
1668 {
1669 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1340 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1670 { 1341 {
1671 nexp = (pl->ob->level + 4) * share; 1342 nexp = (pl->ob->level + 4) * share;
1672 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1343 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1673 given += nexp; 1344 given += nexp;
1674 } 1345 }
1675 } 1346
1676 exp -= given; 1347 exp -= given;
1677 /* give any remainder to the player */ 1348 /* give any remainder to the player */
1678 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1349 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1679 } 1350 }
1680 } /* else part of a party */ 1351 } /* else part of a party */
1681
1682 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1683 1353
1684 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1685 { 1355 {
1686 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1687 { 1357 {
1688 object *owner1 = get_owner (op); 1358 object *owner1 = op->owner;
1689 1359
1690 if (owner1 != NULL && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1691 { 1361 {
1692 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1693 /* Maybe we should include the owner that killed this, maybe not */ 1363 /* Maybe we should include the owner that killed this, maybe not */
1694 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1364 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1695 } 1365 }
1696 1366
1697 remove_friendly_object (op); 1367 remove_friendly_object (op);
1698 } 1368 }
1699 1369
1700 remove_ob (op); 1370 op->drop_and_destroy ();
1701 free_object (op);
1702 } 1371 }
1703 /* Player has been killed! */
1704 else 1372 else
1705 { 1373 /* Player has been killed! */
1706 if (owner->type == PLAYER) 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1707 {
1708 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1709 }
1710 else
1711 assign (op->contr->killer, hitter->name);
1712 }
1713 1375
1714 /* 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
1715 * continues in the calling function. 1377 * continues in the calling function.
1716 */ 1378 */
1717 return maxdam; 1379 return maxdam;
1718} 1380}
1719 1381
1720/* 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
1721 * Returns 0 this is not friendly fire 1383 * Returns 0 this is not friendly fire
1722 */ 1384 */
1723
1724int 1385int
1725friendly_fire (object *op, object *hitter) 1386friendly_fire (object *op, object *hitter)
1726{ 1387{
1727 object *owner; 1388 object *owner;
1728 int friendlyfire; 1389 int friendlyfire;
1738 return 0; 1399 return 0;
1739 1400
1740 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1401 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1741 return 1; 1402 return 1;
1742 1403
1743 if ((owner = get_owner (hitter)) != NULL) 1404 if ((owner = hitter->owner) != NULL)
1744 { 1405 {
1745 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1406 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1746 friendlyfire = 2; 1407 friendlyfire = 2;
1747 } 1408 }
1748 1409
1749 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1410 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1750 friendlyfire = 0; 1411 friendlyfire = 0;
1751 } 1412 }
1413
1752 return friendlyfire; 1414 return friendlyfire;
1753} 1415}
1754
1755 1416
1756/* 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.
1757 * 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
1758 * is what is hitting the object, type is the attacktype, and 1419 * is what is hitting the object, type is the attacktype, and
1759 * full_hit is set if monster area does not matter. 1420 * full_hit is set if monster area does not matter.
1760 * dam is base damage - protections/vulnerabilities/slaying matches can 1421 * dam is base damage - protections/vulnerabilities/slaying matches can
1761 * modify it. 1422 * modify it.
1762 */ 1423 */
1763
1764 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1765 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1766
1767int 1426int
1768hit_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)
1769{ 1428{
1770 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1771 int maxattacktype, attacknum;
1772 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;
1773 int simple_attack; 1433 int simple_attack;
1774 tag_t op_tag, hitter_tag;
1775 int rtn_kill = 0; 1434 int rtn_kill = 0;
1776 int friendlyfire; 1435 int friendlyfire;
1777 1436
1778 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1779 return 0; 1438 return 0;
1780 1439
1781 /* 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 */
1782 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1783 return 0; 1442 return 0;
1784 1443
1785#ifdef PROHIBIT_PLAYERKILL 1444 // only allow pk for hostile players
1786 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1787 { 1446 {
1788 object *owner = get_owner (hitter); 1447 object *owner = hitter->owner;
1789 1448
1790 if (!owner) 1449 if (!owner)
1791 owner = hitter; 1450 owner = hitter;
1792 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1451
1793 { 1452 if (owner->type == PLAYER
1453 && (!op_on_battleground (op, 0, 0)
1454 && (op->contr->peaceful || owner->contr->peaceful))
1455 && op != owner)
1794 return 0; 1456 return 0;
1795 }
1796 } 1457 }
1797#endif
1798
1799 op_tag = op->count;
1800 hitter_tag = hitter->count;
1801 1458
1802 if (body_attack) 1459 if (body_attack)
1803 { 1460 {
1804 /* slow and paralyze must hit the head. But we don't want to just 1461 /* slow and paralyze must hit the head. But we don't want to just
1805 * return - we still need to process other attacks the spell still 1462 * return - we still need to process other attacks the spell still
1811 * attack so we don't cancel out things like magic bullet. 1468 * attack so we don't cancel out things like magic bullet.
1812 */ 1469 */
1813 if (type & (AT_PARALYZE | AT_SLOW)) 1470 if (type & (AT_PARALYZE | AT_SLOW))
1814 { 1471 {
1815 type &= ~(AT_PARALYZE | AT_SLOW); 1472 type &= ~(AT_PARALYZE | AT_SLOW);
1473
1816 if (!type || type == AT_MAGIC) 1474 if (!type || type == AT_MAGIC)
1817 return 0; 1475 return 0;
1818 } 1476 }
1819 } 1477 }
1820 1478
1821 if (!simple_attack && op->type == DOOR) 1479 if (!simple_attack && op->type == DOOR)
1822 { 1480 {
1823 object *tmp;
1824
1825 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1481 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1826 if (tmp->type == RUNE || tmp->type == TRAP) 1482 if (tmp->type == RUNE || tmp->type == TRAP)
1827 { 1483 {
1828 spring_trap (tmp, hitter); 1484 spring_trap (tmp, hitter);
1485
1829 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1486 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1830 return 0; 1487 return 0;
1488
1831 break; 1489 break;
1832 } 1490 }
1833 } 1491 }
1834 1492
1835 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1836 { 1494 {
1837 /* 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
1838 * was_destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1839 */ 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 */
1840 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1504 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1841 return 0; 1505 return 0;
1842 } 1506 }
1843 1507
1844#ifdef ATTACK_DEBUG 1508#ifdef ATTACK_DEBUG
1845 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1509 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1851 * 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 */
1852 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1516 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1853 if (dam >= 100) 1517 if (dam >= 100)
1854 dam /= 100; 1518 dam /= 100;
1855 else 1519 else
1856 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1520 dam = (dam > rndm (0, 99)) ? 1 : 0;
1857 } 1521 }
1858 1522
1859 /* 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
1860 * 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
1861 */ 1525 */
1872 */ 1536 */
1873 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1874 { 1538 {
1875 object *god; 1539 object *god;
1876 1540
1877 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1878 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1879 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1880 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1881 (hitter->title != NULL 1545 || (hitter->title
1882 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1546 && (god = find_god (determine_god (hitter))) != NULL
1547 && god->race.contains (shstr_undead))))
1883 return 0; 1548 return 0;
1884 } 1549 }
1885 1550
1886 maxattacktype = type; /* initialize this to something */ 1551 maxattacktype = type; /* initialise this to something */
1887 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1888 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1889 /* 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
1890 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1891 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1892 */ 1559 */
1893 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1896 /* 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.
1897 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1898 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1899 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1900 */ 1567 */
1901 if (type & attacktype)
1902 {
1903 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1904 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1905 * the damage is equal. 1571 * the damage is equal.
1906 */ 1572 */
1907 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1908 { 1574 {
1909 maxdam = ndam; 1575 maxdam = ndam;
1910 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1911 }
1912 } 1577 }
1913 } 1578 }
1914 1579
1915 /* 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
1916 * 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
1919 */ 1584 */
1920 friendlyfire = friendly_fire (op, hitter); 1585 friendlyfire = friendly_fire (op, hitter);
1921 if (friendlyfire && maxdam) 1586 if (friendlyfire && maxdam)
1922 { 1587 {
1923 maxdam = ((dam * settings.set_friendly_fire) / 100); 1588 maxdam = ((dam * settings.set_friendly_fire) / 100);
1924#ifndef COZY_SERVER
1925 maxdam++;
1926#endif
1927 1589
1928#ifdef ATTACK_DEBUG 1590#ifdef ATTACK_DEBUG
1929 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1591 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1930 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1592 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1931#endif 1593#endif
1932 } 1594 }
1933 1595
1934 if (!full_hit) 1596 if (!full_hit)
1935 { 1597 {
1936 archetype *at;
1937 int area; 1598 int area;
1938 int remainder; 1599 int remainder;
1939 1600
1940 area = 0; 1601 area = 0;
1941 for (at = op->arch; at != NULL; at = at->more) 1602
1603 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1942 area++; 1604 area++;
1605
1943 assert (area > 0); 1606 assert (area > 0);
1944 1607
1945 /* basically: maxdam /= area; we try to "simulate" a float 1608 /* basically: maxdam /= area; we try to "simulate" a float
1946 value-effect */ 1609 value-effect */
1947 remainder = 100 * (maxdam % area) / area; 1610 remainder = 100 * (maxdam % area) / area;
1948 maxdam /= area; 1611 maxdam /= area;
1949 if (RANDOM () % 100 < remainder) 1612 if (rndm (100) < remainder)
1950 maxdam++; 1613 maxdam++;
1951 } 1614 }
1952 1615
1953#ifdef ATTACK_DEBUG 1616#ifdef ATTACK_DEBUG
1954 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1617 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1955#endif 1618#endif
1956 1619
1957 if (get_owner (hitter)) 1620 // for now, only do this for active objects, otherwise they
1621 // keep a refcount for a long time and I see no usefulness
1622 // for an non-active objetc to know its enemy.
1623 if (op->active)
1624 if (hitter->owner)
1958 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1959 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1960 op->enemy = hitter; 1627 op->enemy = hitter;
1961 1628
1962 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1963 { 1630 {
1964 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1965 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1966 npc_call_help (op); 1633 npc_call_help (op);
1967 } 1634 }
1968 1635
1969 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1970 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1972 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1973 1640
1974 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1975 1642
1976 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1977 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1978 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1979 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1646 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1980 { 1647 {
1981 1648
1982 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1983 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1984 else 1651 else
1985 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1986 } 1653 }
1987 1654
1988 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1989 { 1656 {
1990 if (maxdam) 1657 if (maxdam)
1991 tear_down_wall (op); 1658 tear_down_wall (op);
1659
1992 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1993 } 1661 }
1994 1662
1995 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1996 rtn_kill = kill_object (op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1997 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1998 return rtn_kill; 1666 return rtn_kill;
1999 1667
2000
2001 /* 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
2002 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
2003 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
2004 */ 1671 */
2005 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
2006 { 1673 hitter->drop_and_destroy ();
2007 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2008 remove_friendly_object (hitter);
2009 remove_ob (hitter);
2010 free_object (hitter);
2011 }
2012 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
2013 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])
2014 { 1676 {
2015 int i;
2016 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
2017 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
2018 object *owner = get_owner (op); 1679 object *owner = op->owner;
2019 1680
2020 if (!op->other_arch) 1681 if (!op->other_arch)
2021 { 1682 {
2022 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
2023 return maxdam; 1684 return maxdam;
2024 } 1685 }
1686
2025 remove_ob (op); 1687 op->remove ();
2026 for (i = 0; i < NROFNEWOBJS (op); i++) 1688
1689 for (int i = 0; i < op->stats.food; i++)
2027 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
2028 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
2029 int j;
2030 1692
2031 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1694
2032 if (friendly) 1695 if (friendly)
2033 { 1696 {
2034 SET_FLAG (tmp, FLAG_FRIENDLY);
2035 add_friendly_object (tmp); 1697 add_friendly_object (tmp);
2036 tmp->attack_movement = PETMOVE; 1698 tmp->attack_movement = PETMOVE;
1699
2037 if (owner != NULL) 1700 if (owner)
2038 set_owner (tmp, owner); 1701 tmp->set_owner (owner);
2039 } 1702 }
1703
2040 if (unaggressive) 1704 if (unaggressive)
2041 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1706
2042 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);
1708
2043 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
2044 free_object (tmp); 1710 tmp->destroy ();
2045 else 1711 else
2046 { 1712 {
2047 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1713 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2048 insert_ob_in_map (tmp, op->map, NULL, 0); 1714 insert_ob_in_map (tmp, op->map, NULL, 0);
2049 } 1715 }
2050 } 1716 }
2051 if (friendly) 1717
2052 remove_friendly_object (op); 1718 op->destroy ();
2053 free_object (op);
2054 } 1719 }
2055 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2056 { 1721 hitter->drop_and_destroy ();
2057 remove_ob (hitter); 1722
2058 free_object (hitter);
2059 }
2060 return maxdam; 1723 return maxdam;
2061} 1724}
2062 1725
2063 1726static void
2064void
2065poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
2066{ 1728{
2067 archetype *at = find_archetype ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
2068 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
2069 1731
2070 if (tmp == NULL) 1732 if (!tmp)
2071 { 1733 {
2072 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
2073 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;
2074 else 1745 else
2075 {
2076 tmp = insert_ob_in_ob (tmp, op);
2077 /* peterm: give poisoning some teeth. It should
2078 * be able to kill things better than it does:
2079 * damage should be dependent something--I choose to
2080 * do this: if it's a monster, the damage from the
2081 * poisoning goes as the level of the monster/2.
2082 * If anything else, goes as damage.
2083 */
2084
2085 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2086 tmp->stats.dam += hitter->level / 2;
2087 else
2088 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
2089 1747
2090 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2091 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2092 {
2093 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2094 }
2095 1751
2096 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2097 1753
2098 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2099 { 1755 {
2100 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2101 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2102 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2103 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2104 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2105 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2106 fix_player (op); 1762 op->update_stats ();
2107 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.");
1764 op->play_sound (tmp->sound);
2108 } 1765 }
1766
2109 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2110 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);
2111 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2112 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);
2113 } 1771
2114 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2115 } 1773 }
2116 else 1774 else
2117 tmp->stats.food++; 1775 tmp->stats.food++;
2118} 1776}
2119 1777
2120void 1778static void
2121slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2122{ 1780{
2123 archetype *at = find_archetype ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2124 object *tmp; 1782 object *tmp;
2125 1783
2126 if (at == NULL) 1784 if (!at)
2127 {
2128 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2129 } 1786
2130 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2131 { 1788 {
2132 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2133 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2134 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!");
2135 } 1792 }
2136 else 1793 else
2137 tmp->stats.food++; 1794 tmp->stats.food++;
2138 SET_FLAG (tmp, FLAG_APPLIED); 1795
1796 tmp->set_flag (FLAG_APPLIED);
2139 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2140 fix_player (op); 1798 op->update_stats ();
2141} 1799}
2142 1800
2143void 1801void
2144confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2145{ 1803{
2146 object *tmp; 1804 object *tmp;
2147 int maxduration; 1805 int maxduration;
2148 1806
2149 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2150 if (!tmp) 1808 if (!tmp)
2151 { 1809 {
2152 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2153 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2154 } 1812 }
2155 1813
2156 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2157 * on the player's resistance 1815 * on the player's resistance
2158 */ 1816 */
2159 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2160 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2161 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);
2162 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2163 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1822
2164 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2165 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2166 1825
2167 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2168 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!");
2169 SET_FLAG (op, FLAG_CONFUSED); 1828
1829 op->set_flag (FLAG_CONFUSED);
2170} 1830}
2171 1831
2172void 1832void
2173blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2174{ 1834{
2175 object *tmp, *owner;
2176
2177 /* 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 */
2178 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2179 return; 1837 return;
2180 1838
2181 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2182 if (!tmp) 1840 if (!tmp)
2183 { 1841 {
2184 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2185 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2186 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2187 /* 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.
2188 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2189 */
2190 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2191 1847
2192 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2193 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2194 fix_player (op); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2195 1851
2196 if (hitter->owner)
2197 owner = get_owner (hitter);
2198 else
2199 owner = hitter;
2200
2201 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));
2202 } 1853 }
1854
2203 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2204 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2205 tmp->stats.food = 10;
2206} 1857}
2207 1858
2208void 1859void
2209paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2210{ 1861{
2211 float effect, max;
2212
2213 /* object *tmp; */
2214
2215 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2216 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2217 */ 1864 */
2218 1865
2219 /* 1866 /*
2223 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);
2224 } 1871 }
2225 */ 1872 */
2226 1873
2227 /* 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 */
2228 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;
2229 1876
2230 if (effect == 0)
2231 return;
2232
2233 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2234 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2235 1879
2236 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2237 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2238 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2239 op->speed_left = (float) -(FABS (op->speed) * max);
2240 1884
2241/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2242} 1886}
2243
2244 1887
2245/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2246 * the computed damaged. 1889 * the computed damaged.
2247 */ 1890 */
2248void 1891static void
2249deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2250{ 1893{
2251 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2252 ** 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
2253 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2257 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2258 1901
2259 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2260 1903
2261 if (hitter->slaying) 1904 if (hitter->slaying)
2262 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1905 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1906 || (op->race && hitter->slaying.contains (op->race))))
2263 return; 1907 return;
2264 1908
2265 def_lev = op->level; 1909 def_lev = op->level;
2266 if (def_lev < 1) 1910 if (def_lev < 1)
2267 { 1911 {
2268 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1912 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2269 def_lev = 1; 1913 def_lev = 1;
2270 } 1914 }
1915
2271 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;
2272 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2273 atk_lev, def_lev); */ 1918 atk_lev, def_lev); */
2274 1919
2275 if (atk_lev >= def_lev) 1920 if (atk_lev >= def_lev)
2290 */ 1935 */
2291 *dam *= kill_lev / def_lev; 1936 *dam *= kill_lev / def_lev;
2292 } 1937 }
2293 } 1938 }
2294 else 1939 else
2295 {
2296 *dam = 0; /* no harm done */ 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)
2297 } 1956 {
2298} 1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2299 1958 return 0;
2300/* thrown_item_effect() - handles any special effects of thrown
2301 * items (like attacking living creatures--a potion thrown at a
2302 * monster).
2303 */
2304static void
2305thrown_item_effect (object *hitter, object *victim)
2306{
2307 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2308 { 1959 }
2309 /* May not need a switch for just 2 types, but this makes it 1960
2310 * easier for expansion. 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)))
2311 */ 1977 {
2312 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2313 { 1980 }
2314 case POTION: 1981 }
2315 /* should player get a save throw instead of checking magic protection? */ 1982
2316 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1983 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2317 (void) apply_potion (victim, hitter); 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;
1991 else
1992 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1993 }
1994
1995 /* Special hack. By default, if immune to something, you
1996 * shouldn't need to worry. However, acid is an exception, since
1997 * it can still damage your items. Only include attacktypes if
1998 * special processing is needed */
1999
2000 if (op->resist[attacknum] >= 100
2001 && doesnt_slay
2002 && attacknum != ATNR_ACID)
2003 return 0;
2004
2005 /* Keep this in order - makes things easier to find */
2006
2007 switch (attacknum)
2008 {
2009 case ATNR_PHYSICAL:
2010 /* here also check for diseases */
2011 check_physically_infect (op, hitter);
2318 break; 2012 break;
2319 2013
2320 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2321 /* As with potions, should monster get a save? */ 2015 magic,
2322 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2323 apply_poison (victim, hitter); 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 }
2324 break; 2066 break;
2325 2067
2326 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2327 * food may be poisonous, but monster must be willing to eat it, 2069 {
2328 * so we don't handle it here. 2070 int flag = 0;
2329 * Containers should perhaps break open, but that code was disabled. 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.
2330 */ 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:
2331 } 2180 {
2332 } 2181 if (op->flag [FLAG_UNDEAD])
2333} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2334 2186
2335/* adj_attackroll() - adjustments to attacks by various conditions */ 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;
2336 2191
2337int 2192 /* Give a bonus if you resist turn undead */
2338adj_attackroll (object *hitter, object *target) 2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2339{ 2194 scare_creature (op, owner);
2340 object *attacker = hitter; 2195 }
2341 int adjust = 0; 2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2342 2201
2343 /* safety */ 2202 case ATNR_DEATH:
2344 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2203 deathstrike_player (op, hitter, &dam);
2345 { 2204 break;
2346 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2347 return 0;
2348 }
2349 2205
2350 /* aimed missiles use the owning object's sight */ 2206 case ATNR_CHAOS:
2351 if (is_aimed_missile (hitter)) 2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2352 { 2208 dam = 0;
2353 if ((attacker = get_owner (hitter)) == NULL) 2209 break;
2354 attacker = hitter; 2210
2355 /* A player who saves but hasn't quit still could have objects 2211 case ATNR_COUNTERSPELL:
2356 * owned by him - need to handle that case to avoid crashes. 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).
2357 */ 2244 */
2358 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2245 /* You can't steal life from something undead */
2359 attacker = hitter; 2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2360 }
2361 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2362 return 0;
2363
2364 /* determine the condtions under which we make an attack.
2365 * Add more cases, as the need occurs. */
2366
2367 if (!can_see_enemy (attacker, target))
2368 {
2369 /* target is unseen */
2370 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2371 adjust -= 10;
2372 /* dark map penalty for the hitter (lacks infravision if we got here). */
2373 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2374 adjust -= target->map->darkness;
2375 }
2376
2377 if (QUERY_FLAG (attacker, FLAG_SCARED))
2378 adjust -= 3;
2379
2380 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2381 adjust += 1;
2382
2383 if (QUERY_FLAG (target, FLAG_SCARED))
2384 adjust += 1;
2385
2386 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2387 adjust -= 3;
2388
2389 /* if we attack at a different 'altitude' its harder */
2390 if ((attacker->move_type & target->move_type) == 0)
2391 adjust -= 2;
2392
2393#if 0
2394 /* slower attacks are less likely to succeed. We should use a
2395 * comparison between attacker/target speeds BUT, players have
2396 * a generally faster speed, so this will wind up being a HUGE
2397 * disadantage for the monsters! Too bad, because missiles which
2398 * fly fast should have a better chance of hitting a slower target.
2399 */
2400 if (hitter->speed < target->speed)
2401 adjust += ((float) hitter->speed - target->speed);
2402#endif
2403
2404#if 0
2405 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2406#endif
2407
2408 return adjust;
2409}
2410
2411
2412/* determine if the object is an 'aimed' missile */
2413int
2414is_aimed_missile (object *op)
2415{
2416
2417 /* I broke what used to be one big if into a few nested
2418 * ones so that figuring out the logic is at least possible.
2419 */
2420 if (op && (op->move_type & MOVE_FLYING))
2421 {
2422 if (op->type == ARROW || op->type == THROWN_OBJ)
2423 return 1; 2247 return 0;
2424 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2248
2425 return 1; 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 }
2426 } 2266 }
2267
2427 return 0; 2268 return dam;
2428} 2269}
2270

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