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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.37 by root, Fri Jan 5 22:47:18 2007 UTC vs.
Revision 1.148 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
23#include <assert.h> 25#include <assert.h>
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <material.h> 28#include <material.h>
27#include <skills.h> 29#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 30#include <sounds.h>
34 31#include <sproto.h>
35typedef struct att_msg_str
36{
37 char *msg1;
38 char *msg2;
39} att_msg;
40 32
41/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
42
43/* cancels object *op. Cancellation basically means an object loses
44 * its magical benefits.
45 */
46void
47cancellation (object *op)
48{
49 object *tmp;
50
51 if (op->invisible)
52 return;
53
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 {
56 /* Recur through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp);
60 }
61 else if (FABS (op->magic) <= (rndm (0, 5)))
62 {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic = 0;
66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op);
73 }
74 }
75}
76 34
77/* 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
78 * 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
79 * any further action (like destroying the item). 37 * any further action (like destroying the item).
80 */ 38 */
81int 39static int
82did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
83{ 41{
84 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
85 materialtype_t *mt; 43 materialtype_t *mt = op->material;
86 44
87 if (op->materialname == NULL) 45 // destroying objects without material has many bad effects
88 {
89 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
90 if (op->material & mt->material)
91 break;
92 }
93 else
94 mt = name_to_material (op->materialname);
95 if (mt == NULL) 46 if (mt == MATERIAL_NULL)
96 return TRUE; 47 return 1;
48
97 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
98 50
99 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
100 * 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
101 * 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
102 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
103 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
104 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
105 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
106 */ 58 */
107 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
108 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
109 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
110 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
111 63
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118 64
119 for (number = 0; number < NROFATTACKS; number++) 65 if (type == 0) return TRUE;
66
67 if (roll == 20) return TRUE;
68 if (roll == 1) return FALSE;
69
70 for_all_bits_sparse_32 (type, number)
120 { 71 {
121 i = 1 << number;
122 if (!(i & type))
123 continue;
124 attacks++; 72 attacks++;
73
125 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
126 saves++; 75 saves++;
127 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)
128 saves++; 77 saves++;
129 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
130 saves++; 79 saves++;
131 } 80 }
132 81
133 if (saves == attacks || attacks == 0) 82 if (saves == attacks || attacks == 0)
134 return TRUE; 83 return TRUE;
84
135 if ((saves == 0) || (rndm (1, attacks) > saves)) 85 if (saves == 0 || (rndm (1, attacks) > saves))
136 return FALSE; 86 return FALSE;
87
137 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 }
138} 121}
139 122
140/* This function calls did_make_save_item. It then performs the 123/* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up, 124 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.) 125 * calling cancellation, etc.)
143 */ 126 */
144
145void 127void
146save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
147{ 129{
130 op = op->head_ ();
131
148 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
149 { 133 {
150 object *env = op->env; 134 object *env = op->env;
151 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
152 maptile *m = op->map; 136 maptile *m = op->map;
153 137
154 op = stop_item (op); 138 op = stop_item (op);
155 if (op == NULL) 139 if (!op)
156 return; 140 return;
157 141
158 /* Hacked the following so that type LIGHTER will work. 142 /* Hacked the following so that type LIGHTER will work.
159 * Also, objects which are potenital "lights" that are hit by 143 * Also, objects which are potential "lights" that are hit by
160 * flame/elect attacks will be set to glow. "lights" are any 144 * flame/elect attacks will be set to glow. "lights" are any
161 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
162 * (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
163 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
164 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
165 */ 149 */
166 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
167 { 151 {
168 const char *arch = op->other_arch->name; 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
169 153 if (op->type == LAMP || op->type == TORCH)
170 op = decrease_ob_nr (op, 1);
171
172 if (op)
173 fix_stopped_item (op, m, originator);
174
175 if ((op = get_archetype (arch)) != NULL)
176 { 154 {
177 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)
178 { 161 {
179 op->x = env->x, op->y = env->y; 162 const char *arch = op->other_arch->archname;
180 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 {
181 if (env->contr) 169 if (env)
182 esrv_send_item (env, op); 170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
183 } 174 }
175
184 else 176 return;
185 {
186 op->x = x, op->y = y;
187 insert_ob_in_map (op, m, originator, 0);
188 }
189 } 177 }
190
191 return;
192 } 178 }
193 179
194 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
195 { /* Cancellation. */ 181 { /* Cancellation. */
196 cancellation (op); 182 cancellation (op);
197 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
198 return; 185 return;
199 }
200
201 if (op->nrof > 1)
202 {
203 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
204
205 if (op)
206 fix_stopped_item (op, m, originator);
207 }
208 else
209 {
210 if (op->env)
211 {
212 object *tmp = op->in_player ();
213
214 if (tmp)
215 esrv_del_item (tmp->contr, op->count);
216 }
217
218 op->destroy ();
219 } 186 }
220 187
221 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
222 if (env) 189 if (env)
223 { 190 {
224 op = get_archetype ("burnout"); 191 object *op = archetype::get (shstr_burnout);
225 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
226 insert_ob_in_ob (op, env); 193 env->insert (op);
227 } 194 }
228 else 195 else
229 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 }
230 209
231 return; 210 return;
232 } 211 }
233 212
234 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
235 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))
236 { 215 {
237 object *tmp;
238 archetype *at = archetype::find ("icecube"); 216 archetype *at = archetype::find (shstr_icecube);
239 217
240 if (at == NULL) 218 if (at == NULL)
241 return; 219 return;
242 220
243 op = stop_item (op); 221 op = stop_item (op);
244 if (op == NULL) 222 if (op == NULL)
245 return; 223 return;
246 224
247 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)
248 { 227 {
249 tmp = arch_to_object (at); 228 tmp = at->instance ();
250 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
251 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
252 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
253 * that for ones we create. 232 * that for ones we create.
254 */ 233 */
255 tmp->move_slow_penalty = 0; 234 tmp->move_slow_penalty = 0;
256 tmp->move_slow = 0; 235 tmp->move_slow = 0;
257 insert_ob_in_map (tmp, op->map, originator, 0); 236 insert_ob_in_map (tmp, op->map, originator, 0);
258 } 237 }
259 238
260 if (!QUERY_FLAG (op, FLAG_REMOVED)) 239 tmp->insert (op);
261 op->remove ();
262
263 insert_ob_in_ob (op, tmp);
264 return; 240 return;
265 } 241 }
266} 242}
267 243
268/* Object op is hitting the map. 244/* Object op is hitting the map.
269 * op is going in direction 'dir' 245 * op is going in direction 'dir'
270 * type is the attacktype of the object. 246 * type is the attacktype of the object.
271 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
272 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
273 */ 249 */
274
275int 250int
276hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
277{ 252{
278 maptile *map;
279 sint16 x, y; 253 sint16 x, y;
280 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 */
281 255
282 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
283 { 257 {
284 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
285 return 0; 259 return 0;
286 } 260 }
287 261
288 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
289 { 263 {
290 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);
291 return 0; 265 return 0;
292 } 266 }
293 267
294 if (!op->map) 268 if (!op->map)
295 { 269 {
298 } 272 }
299 273
300 if (op->head) 274 if (op->head)
301 op = op->head; 275 op = op->head;
302 276
303 map = op->map; 277 mapxy pos (op);
304 x = op->x + freearr_x[dir]; 278 pos.move (dir);
305 y = op->y + freearr_y[dir];
306 279
307 int mflags = get_map_flags (map, &map, x, y, &x, &y); 280 if (!pos.normalise ())
281 return 0;
308 282
309 // elmex: a safe map tile can't be hit! 283 // elmex: a safe map tile can't be hit!
310 // this should prevent most harmful effects on items and players there. 284 // this should prevent most harmful effects on items and players there.
311 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 285 mapspace &ms = pos.ms ();
286
287 if (ms.flags () & P_SAFE)
312 return 0; 288 return 0;
313 289
314 /* peterm: a few special cases for special attacktypes --counterspell 290 /* peterm: a few special cases for special attacktypes --counterspell
315 * 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
316 */ 292 */
317 293 if (type & (AT_COUNTERSPELL | AT_CHAOS))
294 {
318 if (type & AT_COUNTERSPELL) 295 if (type & AT_COUNTERSPELL)
319 { 296 {
320 counterspell (op, dir); /* see spell_effect.c */ 297 counterspell (op, dir); /* see spell_effect.c */
321 298
322 /* If the only attacktype is counterspell or magic, don't need 299 /* If the only attacktype is counterspell or magic, don't need
323 * to do any further processing. 300 * to do any further processing.
324 */ 301 */
325 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) 302 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
326 return 0; 303 return 0;
327 304
328 type &= ~AT_COUNTERSPELL; 305 type &= ~AT_COUNTERSPELL;
329 } 306 }
330 307
331 if (type & AT_CHAOS) 308 if (type & AT_CHAOS)
332 { 309 {
333 shuffle_attack (op, 1); /*1 flag tells it to change the face */ 310 shuffle_attack (op, 1); /* flag tells it to change the face */
334 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
335 type &= ~AT_CHAOS; 312 type &= ~AT_CHAOS;
313 }
336 } 314 }
337 315
338 /* There may still be objects that were above 'next', but there is no 316 /* There may still be objects that were above 'next', but there is no
339 * simple way to find out short of copying all object references and 317 * simple way to find out short of copying all object references and
340 * tags into a temporary array before we start processing the first 318 * tags into a temporary array before we start processing the first
341 * object. That's why we just abort on destroy. 319 * object. That's why we just abort on destroy.
342 * 320 *
343 * This happens whenever attack spells (like fire) hit a pile 321 * This happens whenever attack spells (like fire) hit a pile
344 * of objects. This is not a bug - nor an error. 322 * of objects. This is not a bug - nor an error.
345 */ 323 */
346 for (object *next = map->at (x, y).bot; next && !next->destroyed (); ) 324 for (object *next = ms.bot; next && !next->destroyed (); )
347 { 325 {
348 object *tmp = next; 326 object *tmp = next;
349 next = tmp->above; 327 next = tmp->above;
350 328
351 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
352 * For example, 'tmp' was put in an icecube. 330 * For example, 'tmp' was put in an icecube.
353 * 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.
354 */ 332 */
355 if (tmp->map != map || tmp->x != x || tmp->y != y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
356 continue; 334 continue;
357 335
358 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
359 { 337 {
360 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
361 retflag |= 1; 339 retflag |= 1;
340
362 if (op->destroyed ()) 341 if (op->destroyed ())
363 break; 342 break;
364 } 343 }
365 /* Here we are potentially destroying an object. If the object has 344 /* Here we are potentially destroying an object. If the object has
366 * 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
367 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
368 * 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
369 * 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
370 * 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.
371 */ 352 */
372 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)
373 { 354 {
374 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
375 356
376 if (op->destroyed ()) 357 if (op->destroyed ())
377 break; 358 break;
378 } 359 }
379 } 360 }
380 361
381 return 0; 362 return retflag;
382} 363}
383 364
384void 365static void
385attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
386{ 367{
387 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
388 int i, found = 0; 369 int i, found = 0;
389 maptile *map; 370 maptile *map;
391 372
392 /* 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
393 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
394 * [garbled 20010919] 375 * [garbled 20010919]
395 */ 376 */
396
397 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
398 { 378 {
399 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
400 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
401 found++; 381 found++;
402 } 382 }
403 if (dam < 0) 383 else if (dam < 0)
404 { 384 {
405 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
406 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
407 found++; 387 found++;
408 } 388 }
530 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
531 found++; 511 found++;
532 break; 512 break;
533 } 513 }
534 } 514 }
535 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
536 { 516 {
537 int mtype; 517 int mtype;
538 518
539 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
540 { 520 {
541 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
542 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
543 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
544 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
545 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
546 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
547 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
548 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
549 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
550 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
551 mtype = ATM_CLEAVE;
552 break;
553 case WEAP_SLICE:
554 mtype = ATM_SLICE;
555 break;
556 case WEAP_STAB:
557 mtype = ATM_STAB;
558 break;
559 case WEAP_WHIP:
560 mtype = ATM_WHIP;
561 break;
562 case WEAP_CRUSH:
563 mtype = ATM_CRUSH;
564 break;
565 case WEAP_BLUD:
566 mtype = ATM_BLUD;
567 break;
568 default:
569 mtype = ATM_BASIC;
570 break;
571 } 531 }
532
572 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++)
573 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)
574 { 535 {
575 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);
576 strcpy (buf2, attack_mess[mtype][i].buf3); 537 strcpy (buf2, attack_mess[mtype][i].buf3);
610 if (hitter->owner != NULL) 571 if (hitter->owner != NULL)
611 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);
612 else 573 else
613 { 574 {
614 sprintf (buf, "%s%s you.", &hitter->name, buf2); 575 sprintf (buf, "%s%s you.", &hitter->name, buf2);
576
615 if (dam != 0) 577 if (dam != 0)
616 { 578 {
617 if (dam < 10) 579 if (dam < 10)
618 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 580 op->contr->play_sound (sound_find ("player_is_hit1"));
619 else if (dam < 20) 581 else if (dam < 20)
620 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 582 op->contr->play_sound (sound_find ("player_is_hit2"));
621 else 583 else
622 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 584 op->contr->play_sound (sound_find ("player_is_hit3"));
623 } 585 }
624 } 586 }
587
625 new_draw_info (NDI_BLACK, 0, op, buf); 588 new_draw_info (NDI_BLACK, 0, op, buf);
626 } /* end of player hitting player */ 589 } /* end of player hitting player */
627 590
628 if (hitter->type == PLAYER) 591 if (hitter->type == PLAYER)
629 { 592 {
630 sprintf (buf, "You %s.", buf1); 593 sprintf (buf, "You %s.", buf1);
594
631 if (dam != 0) 595 if (dam != 0)
632 { 596 {
633 if (dam < 10) 597 if (dam < 10)
634 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 598 op->play_sound (sound_find ("player_hits1"));
635 else if (dam < 20) 599 else if (dam < 20)
636 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 600 op->play_sound (sound_find ("player_hits2"));
637 else 601 else
638 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 602 op->play_sound (sound_find ("player_hits3"));
639 } 603 }
604
640 new_draw_info (NDI_BLACK, 0, hitter, buf); 605 new_draw_info (NDI_BLACK, 0, hitter, buf);
641 } 606 }
642 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 607 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
643 { 608 {
644 /* look for stacked spells and start reducing the message chances */ 609 /* look for stacked spells and start reducing the message chances */
646 { 611 {
647 i = 4; 612 i = 4;
648 map = hitter->map; 613 map = hitter->map;
649 if (out_of_map (map, hitter->x, hitter->y)) 614 if (out_of_map (map, hitter->x, hitter->y))
650 return; 615 return;
616
651 next = GET_MAP_OB (map, hitter->x, hitter->y); 617 next = GET_MAP_OB (map, hitter->x, hitter->y);
652 if (next) 618 if (next)
653 while (next) 619 while (next)
654 { 620 {
655 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))
656 i *= 3; 622 i *= 3;
623
657 tmp = next; 624 tmp = next;
658 next = tmp->above; 625 next = tmp->above;
659 } 626 }
627
660 if (i < 0) 628 if (i < 0)
661 return; 629 return;
630
662 if (rndm (0, i) != 0) 631 if (rndm (0, i) != 0)
663 return; 632 return;
664 } 633 }
665 else if (rndm (0, 5) != 0) 634 else if (rndm (0, 5) != 0)
666 return; 635 return;
636
667 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 637 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
668 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 638 op->play_sound (sound_find ("player_hits4"));
669 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
670 } 640 }
671} 641}
672
673 642
674static int 643static int
675get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
676{ 645{
677 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
678 { 647 {
679 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
680 return 1; 649 return 1;
681 } 650 }
682 if ((*target)->head) 651
683 *target = (*target)->head; 652 *target = (*target)->head_ ();
684 if ((*hitter)->head)
685 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
686 if ((*hitter)->env != NULL || (*target)->env != NULL) 658 if ((*hitter)->env || (*target)->env)
687 { 659 {
688 *simple_attack = 1; 660 *simple_attack = 1;
689 return 0; 661 return 0;
690 } 662 }
691 if (QUERY_FLAG (*target, FLAG_REMOVED) 663
692 || 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))
693 { 668 {
694 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 ());
695 return 1; 671 return 1;
696 } 672 }
673
697 *simple_attack = 0; 674 *simple_attack = 0;
698 return 0; 675 return 0;
699} 676}
700 677
701static int 678static int
702abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
703{ 680{
704
705/* 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
706 * 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.
707 */ 683 */
708 int new_mode; 684 int new_mode;
709 685
710 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
711 new_mode = 1; 687 new_mode = 1;
712 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))
713 return 1; 690 return 1;
714 else 691 else
715 new_mode = 0; 692 new_mode = 0;
693
716 return new_mode != simple_attack; 694 return new_mode != simple_attack;
717} 695}
718 696
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
719static 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}
720 821
721static int 822static int
722attack_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)
723{ 824{
724 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
737 838
738 /* 839 /*
739 * 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
740 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
741 */ 842 */
742 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)
743 { 844 {
744 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
745 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
746 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
747 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
748 */ 849 */
749 op->speed_left--; 850 --op->speed_left;
750 process_object (op); 851 process_object (op);
751 852
752 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 853 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
753 goto error; 854 goto error;
754 } 855 }
764 /* See if we hit the creature */ 865 /* See if we hit the creature */
765 if (roll == 20 || op->stats.ac >= base_wc - roll) 866 if (roll == 20 || op->stats.ac >= base_wc - roll)
766 { 867 {
767 int hitdam = base_dam; 868 int hitdam = base_dam;
768 869
769 if (settings.casting_time == TRUE)
770 {
771 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
772 {
773 hitter->casting_time = -1;
774 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
775 }
776 if ((op->casting_time > -1) && (hitdam > 0))
777 {
778 op->casting_time = -1;
779 if (op->type == PLAYER)
780 {
781 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
782 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
783 }
784 }
785 }
786 if (!simple_attack) 870 if (!simple_attack)
787 { 871 {
788 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
789 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
790 * -b.t. */ 874 * -b.t. */
791 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
792 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
793 877
794 /* 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
795 * for help. */ 879 * for help. */
796 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 880 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
797 npc_call_help (op); 881 npc_call_help (op);
798 882
799 /* 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 */
800 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
801 { 885 {
802 make_visible (op); 886 make_visible (op);
887
803 if (op->type == PLAYER) 888 if (op->type == PLAYER)
804 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!");
805 } 890 }
806 891
807 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
808 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
809 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
816 } 901 }
817 902
818 /* 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
819 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
820 */ 905 */
821 if (hitdam <= 0) 906 max_it (hitdam, 1);
822 hitdam = 1;
823 907
824 type = hitter->attacktype; 908 type = hitter->attacktype;
825 909
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 */
826 if (!type) 920 if (!type)
827 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
828 922
829 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
830 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])
831 { 925 {
832 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
833 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");
834 928
835 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);
861} 955}
862 956
863int 957int
864attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
865{ 959{
866
867 if (hitter->head)
868 hitter = hitter->head;
869 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);
870} 961}
871 962
872/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
873 * 964 *
874 * 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.
882 * 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
883 * stick around. 974 * stick around.
884 */ 975 */
885 if (op->weight <= 5000 && tmp->stats.hp >= 0) 976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
886 { 977 {
887 if (tmp->head != NULL) 978 tmp->head_ ()->insert (op);
888 tmp = tmp->head;
889
890 op->remove ();
891 op = insert_ob_in_ob (op, tmp);
892
893 if (tmp->type == PLAYER)
894 esrv_send_item (tmp, op);
895
896 return 1; 979 return 1;
897 } 980 }
898 else 981 else
899 return 0; 982 return 0;
900} 983}
914 /* Disassemble missile */ 997 /* Disassemble missile */
915 if (op->inv) 998 if (op->inv)
916 { 999 {
917 container = op; 1000 container = op;
918 hitter = op->inv; 1001 hitter = op->inv;
919 hitter->remove ();
920 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);
921 /* 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
922 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
923 * 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
924 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
925 } 1007 }
939 * other places as well!) 1021 * other places as well!)
940 */ 1022 */
941 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env != NULL)
942 { 1024 {
943 if (container) 1025 if (container)
944 {
945 container->remove ();
946 container->destroy (); 1026 container->destroy ();
947 }
948 1027
949 return 0; 1028 return 0;
950 } 1029 }
951 1030
952 /* Missile hit victim */ 1031 /* Missile hit victim */
976 * 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
977 * way to handle those otherwise? 1056 * way to handle those otherwise?
978 */ 1057 */
979 if (victim->x != hitter->x || victim->y != hitter->y) 1058 if (victim->x != hitter->x || victim->y != hitter->y)
980 { 1059 {
1060 if (victim->destroyed ())
1061 hitter->destroy ();
1062 else
1063 {
981 hitter->remove (); 1064 hitter->remove ();
982 hitter->x = victim->x; 1065 hitter->x = victim->x;
983 hitter->y = victim->y; 1066 hitter->y = victim->y;
984 insert_ob_in_map (hitter, victim->map, hitter, 0); 1067 insert_ob_in_map (hitter, victim->map, hitter, 0);
1068 }
985 } 1069 }
986 else 1070 else
987 /* Else leave arrow where it is */ 1071 /* Else leave arrow where it is */
988 merge_ob (hitter, NULL); 1072 merge_ob (hitter, NULL);
989 1073
990 return 0; 1074 return 0;
991 } 1075 }
992 1076
993 if (hit_something && op->speed >= 10.0) 1077 if (hit_something && op->speed >= 10.0)
994 op->speed -= 1.0; 1078 op->set_speed (op->speed - 1.f);
995 1079
996 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
997 if (container) 1081 if (container)
998 { 1082 {
999 hitter->remove (); 1083 hitter->remove ();
1001 } 1085 }
1002 1086
1003 return op; 1087 return op;
1004} 1088}
1005 1089
1006 1090static void
1007void
1008tear_down_wall (object *op) 1091tear_down_wall (object *op)
1009{ 1092{
1010 int perc = 0;
1011
1012 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
1013 {
1014 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);
1015 perc = 1; 1095 else if (!op->has_anim ())
1016 }
1017 else if (!GET_ANIM_ID (op))
1018 { 1096 {
1019 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
1020 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
1021 op->destroy (); 1099 op->destroy ();
1022 1100
1023 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1024 } 1102 }
1025 1103
1026 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1104 // we use frames 1..num-2 as intermediate frames, so
1105 // the last frame is used only when hp < 0.
1106 int perc = clamp (
1107 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1108 0, op->anim_frames () - 1
1109 );
1027 1110
1028 if (perc >= (int) NUM_ANIMATIONS (op)) 1111 op->set_anim_frame (perc);
1029 perc = NUM_ANIMATIONS (op) - 1;
1030 else if (perc < 1)
1031 perc = 1;
1032
1033 SET_ANIMATION (op, perc);
1034 update_object (op, UP_OBJ_FACE); 1112 update_object (op, UP_OBJ_FACE);
1035 1113
1036 if (perc == NUM_ANIMATIONS (op) - 1) 1114 if (op->stats.hp < 0)
1037 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1038 if (op->face == blank_face) 1116 if (op->face == blank_face)
1039 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1040 op->destroy (); 1118 op->destroy ();
1041 else 1119 else
1042 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1043 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1044 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1045 op->move_block = 0; 1123 op->move_block = 0;
1046 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1047 } 1125 }
1048 } 1126 }
1049} 1127}
1050 1128
1051void 1129static void
1052scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1053{ 1131{
1054 object *owner = hitter->owner; 1132 target->flag [FLAG_SCARED] = true;
1055 1133
1056 if (!owner)
1057 owner = hitter;
1058
1059 SET_FLAG (target, FLAG_SCARED);
1060 if (!target->enemy) 1134 if (!target->enemy)
1061 target->enemy = owner; 1135 target->enemy = hitter->outer_owner ();
1062} 1136}
1063
1064
1065/* This returns the amount of damage hitter does to op with the
1066 * appropriate attacktype. Only 1 attacktype should be set at a time.
1067 * This doesn't damage the player, but returns how much it should
1068 * take. However, it will do other effects (paralyzation, slow, etc.)
1069 * Note - changed for PR code - we now pass the attack number and not
1070 * the attacktype. Makes it easier for the PR code. */
1071
1072int
1073hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1074{
1075
1076 int doesnt_slay = 1;
1077
1078 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1079 if (attacknum >= NROFATTACKS)
1080 {
1081 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1082 return 0;
1083 }
1084
1085 if (dam < 0)
1086 {
1087 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1088 return 0;
1089 }
1090
1091 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1092 * people can't mess with that or it otherwise get confused. */
1093 if (attacknum == ATNR_INTERNAL)
1094 return dam;
1095
1096 if (hitter->slaying)
1097 {
1098 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1099 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1100 {
1101 doesnt_slay = 0;
1102 dam *= 3;
1103 }
1104 }
1105
1106 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1107 if (op->resist[attacknum])
1108 {
1109 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1110 * in case 0>dam>1, we try to "simulate" a float value-effect */
1111 dam *= (100 - op->resist[attacknum]);
1112 if (dam >= 100)
1113 dam /= 100;
1114 else
1115 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1116 }
1117
1118 /* Special hack. By default, if immune to something, you
1119 * shouldn't need to worry. However, acid is an exception, since
1120 * it can still damage your items. Only include attacktypes if
1121 * special processing is needed */
1122
1123 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1124 return 0;
1125
1126 /* Keep this in order - makes things easier to find */
1127
1128 switch (attacknum)
1129 {
1130 case ATNR_PHYSICAL:
1131 /* here also check for diseases */
1132 check_physically_infect (op, hitter);
1133 break;
1134
1135 /* Don't need to do anything for:
1136 magic,
1137 fire,
1138 electricity,
1139 cold */
1140
1141 case ATNR_CONFUSION:
1142 case ATNR_POISON:
1143 case ATNR_SLOW:
1144 case ATNR_PARALYZE:
1145 case ATNR_FEAR:
1146 case ATNR_CANCELLATION:
1147 case ATNR_DEPLETE:
1148 case ATNR_BLIND:
1149 {
1150 /* chance for inflicting a special attack depends on the
1151 * difference between attacker's and defender's level
1152 */
1153 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1154
1155 /* First, only creatures/players with speed can be affected.
1156 * Second, just getting hit doesn't mean it always affects
1157 * you. Third, you still get a saving through against the
1158 * effect.
1159 */
1160 if (op->speed &&
1161 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1162 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1163 {
1164
1165 /* Player has been hit by something */
1166 if (attacknum == ATNR_CONFUSION)
1167 confuse_player (op, hitter, dam);
1168 else if (attacknum == ATNR_POISON)
1169 poison_player (op, hitter, dam);
1170 else if (attacknum == ATNR_SLOW)
1171 slow_player (op, hitter, dam);
1172 else if (attacknum == ATNR_PARALYZE)
1173 paralyze_player (op, hitter, dam);
1174 else if (attacknum == ATNR_FEAR)
1175 scare_creature (op, hitter);
1176 else if (attacknum == ATNR_CANCELLATION)
1177 cancellation (op);
1178 else if (attacknum == ATNR_DEPLETE)
1179 op->drain_stat ();
1180 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1181 blind_player (op, hitter, dam);
1182 }
1183 dam = 0; /* These are all effects and don't do real damage */
1184 }
1185 break;
1186 case ATNR_ACID:
1187 {
1188 int flag = 0;
1189
1190 /* Items only get corroded if you're not on a battleground and
1191 * if your acid resistance is below 50%. */
1192 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1193 {
1194 object *tmp;
1195
1196 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1197 {
1198 if (tmp->invisible)
1199 continue;
1200 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1201 /* >= 10% acid res. on itmes will protect these */
1202 continue;
1203 if (!(tmp->material & M_IRON))
1204 continue;
1205 if (tmp->magic < -4) /* Let's stop at -5 */
1206 continue;
1207 if (tmp->type == RING ||
1208 /* removed boots and gloves from exclusion list in
1209 PR */
1210 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211 continue; /* To avoid some strange effects */
1212
1213 /* High damage acid has better chance of corroding
1214 objects */
1215 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1216 {
1217 if (op->type == PLAYER)
1218 /* Make this more visible */
1219 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1220 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1221 flag = 1;
1222 tmp->magic--;
1223 if (op->type == PLAYER)
1224 esrv_send_item (op, tmp);
1225 }
1226 }
1227 if (flag)
1228 op->update_stats (); /* Something was corroded */
1229 }
1230 }
1231 break;
1232 case ATNR_DRAIN:
1233 {
1234 /* rate is the proportion of exp drained. High rate means
1235 * not much is drained, low rate means a lot is drained.
1236 */
1237 int rate;
1238
1239 if (op->resist[ATNR_DRAIN] >= 0)
1240 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1241 else
1242 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1243
1244 if (op->stats.exp <= rate)
1245 {
1246 if (op->type == GOLEM)
1247 dam = 999; /* Its force is "sucked" away. 8) */
1248 else
1249 /* If we can't drain, lets try to do physical damage */
1250 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1251 }
1252 else
1253 {
1254 /* Randomly give the hitter some hp */
1255 if (hitter->stats.hp < hitter->stats.maxhp &&
1256 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1257 hitter->stats.hp++;
1258
1259 /* Can't do drains on battleground spaces.
1260 * Move the wiz check up here - before, the hitter wouldn't gain exp
1261 * exp, but the wiz would still lose exp! If drainee is a wiz,
1262 * nothing happens.
1263 * Try to credit the owner. We try to display player -> player drain
1264 * attacks, hence all the != PLAYER checks.
1265 */
1266 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1267 {
1268 object *owner = hitter->owner;
1269
1270 if (owner && owner != hitter)
1271 {
1272 if (op->type != PLAYER || owner->type != PLAYER)
1273 change_exp (owner, op->stats.exp / (rate * 2),
1274 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1275 }
1276 else if (op->type != PLAYER || hitter->type != PLAYER)
1277 {
1278 change_exp (hitter, op->stats.exp / (rate * 2),
1279 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1280 }
1281 change_exp (op, -op->stats.exp / rate, NULL, 0);
1282 }
1283 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1284 * drain attack, you won't know that you are actually sucking out EXP,
1285 * as the messages will say you missed
1286 */
1287 }
1288 }
1289 break;
1290 case ATNR_TURN_UNDEAD:
1291 {
1292 if (QUERY_FLAG (op, FLAG_UNDEAD))
1293 {
1294 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1295 object *god = find_god (determine_god (owner));
1296 int div = 1;
1297
1298 /* if undead are not an enemy of your god, you turn them
1299 * at half strength */
1300 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1301 div = 2;
1302 /* Give a bonus if you resist turn undead */
1303 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1304 scare_creature (op, owner);
1305 }
1306 else
1307 dam = 0; /* don't damage non undead - should we damage
1308 undead? */
1309 }
1310 break;
1311 case ATNR_DEATH:
1312 deathstrike_player (op, hitter, &dam);
1313 break;
1314 case ATNR_CHAOS:
1315 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1316 dam = 0;
1317 break;
1318 case ATNR_COUNTERSPELL:
1319 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1320 dam = 0;
1321 /* This should never happen. Counterspell is handled
1322 * seperately and filtered out. If this does happen,
1323 * Counterspell has no effect on anything but spells, so it
1324 * does no damage. */
1325 break;
1326 case ATNR_HOLYWORD:
1327 {
1328 /* This has already been handled by hit_player,
1329 * no need to check twice -- DAMN */
1330 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1331
1332 /* As with turn undead above, give a bonus on the saving throw */
1333 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1334 scare_creature (op, owner);
1335 }
1336 break;
1337 case ATNR_LIFE_STEALING:
1338 {
1339 int new_hp;
1340
1341 /* this is replacement to drain for players, instead of taking
1342 * exp it takes hp. It is geared for players, probably not
1343 * much use giving it to monsters
1344 *
1345 * life stealing doesn't do a lot of damage, but it gives the
1346 * damage it does do to the player. Given that,
1347 * it only does 1/10'th normal damage (hence the divide by
1348 * 1000).
1349 */
1350 /* You can't steal life from something undead */
1351 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1352 return 0;
1353 /* If drain protection is higher than life stealing, use that */
1354 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1355 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1356 else
1357 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1358 /* You die at -1 hp, not zero. */
1359 if (dam > (op->stats.hp + 1))
1360 dam = op->stats.hp + 1;
1361 new_hp = hitter->stats.hp + dam;
1362 if (new_hp > hitter->stats.maxhp)
1363 new_hp = hitter->stats.maxhp;
1364 if (new_hp > hitter->stats.hp)
1365 hitter->stats.hp = new_hp;
1366 }
1367 }
1368 return dam;
1369}
1370
1371 1137
1372/* 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
1373 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1374 * 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
1375 * Sword. Note that nothing has been changed from the original version 1141 * Sword. Note that nothing has been changed from the original version
1385 * MSW 2002-07-17 1151 * MSW 2002-07-17
1386 */ 1152 */
1387int 1153int
1388kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1389{ 1155{
1390 char buf[MAX_BUF]; 1156 shstr skill;
1391 const char *skill;
1392 int maxdam = 0; 1157 int maxdam = 0;
1393 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1394 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 */
1395 object *owner = NULL; 1160 object *owner = 0;
1396 object *skop = NULL; 1161 object *skop = 0;
1397 1162
1398 if (op->stats.hp >= 0) 1163 if (op->stats.hp >= 0)
1399 return -1; 1164 return -1;
1400 1165
1401 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1166 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1405 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1406 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1407 */ 1172 */
1408 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1409 1174
1410 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1411 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 */
1412 1177
1413 if (op->type == DOOR) 1178 if (op->type == DOOR)
1414 { 1179 {
1415 op->set_speed (0.1); 1180 op->set_speed (0.1f);
1416 op->speed_left = -0.05; 1181 op->speed_left = -0.05f;
1417 return maxdam; 1182 return maxdam;
1418 } 1183 }
1419 1184
1420 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1421 { 1186 {
1422 remove_friendly_object (op);
1423
1424 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1425 op->owner->contr->ranges[range_golem] = 0;
1426
1427 op->destroy (); 1187 op->drop_and_destroy ();
1428 return maxdam; 1188 return maxdam;
1429 } 1189 }
1430 1190
1431 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1432 1192
1433 owner = hitter->owner; 1193 owner = hitter->outer_owner ();
1434 if (!owner) 1194 if (!owner)
1435 owner = hitter; 1195 owner = hitter;
1436 1196
1437 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1438 if (op_on_battleground (op, NULL, NULL)) 1198 if (op_on_battleground (op, NULL, NULL))
1443 pk = 1; 1203 pk = 1;
1444 1204
1445 /* Player killed something */ 1205 /* Player killed something */
1446 if (owner->type == PLAYER) 1206 if (owner->type == PLAYER)
1447 { 1207 {
1448 Log_Kill (owner->name,
1449 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1450
1451 /* Log players killing other players - makes it easier to detect 1208 /* Log players killing other players - makes it easier to detect
1452 * and filter out malicious player killers - that is why the 1209 * and filter out malicious player killers - that is why the
1453 * ip address is included. 1210 * ip address is included.
1454 */ 1211 */
1455 if (op->type == PLAYER && !battleg) 1212 if (op->type == PLAYER && !battleg)
1475 else 1232 else
1476 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));
1477 1234
1478 /* Only play sounds for melee kills */ 1235 /* Only play sounds for melee kills */
1479 if (hitter->type == PLAYER) 1236 if (hitter->type == PLAYER)
1480 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1237 owner->play_sound (sound_find ("player_kills"));
1481 } 1238 }
1482 1239
1483 /* If a player kills another player, not on 1240 /* If a player kills another player, not on
1484 * battleground, the "killer" looses 1 luck. Since this is 1241 * battleground, the "killer" looses 1 luck. Since this is
1485 * not reversible, it's actually quite a pain IMHO. -AV 1242 * not reversible, it's actually quite a pain IMHO. -AV
1490 */ 1247 */
1491 if (op->type == PLAYER && owner != op && !battleg) 1248 if (op->type == PLAYER && owner != op && !battleg)
1492 owner->change_luck (-settings.pk_luck_penalty); 1249 owner->change_luck (-settings.pk_luck_penalty);
1493 1250
1494 /* This code below deals with finding the appropriate skill 1251 /* This code below deals with finding the appropriate skill
1495 * to credit exp to. This is a bit problematic - we should 1252 * to credit exp to. This is a bit problematic - we should
1496 * probably never really have to look at current_weapon->skill 1253 * probably never really have to look at current_weapon->skill
1497 */ 1254 */
1498 skill = 0;
1499
1500 if (hitter->skill && hitter->type != PLAYER) 1255 if (hitter->skill && hitter->type != PLAYER)
1501 skill = hitter->skill; 1256 skill = hitter->skill;
1502 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1503 { 1258 {
1504 skill = owner->chosen_skill->skill;
1505 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1260 skill = skop->skill;
1506 } 1261 }
1507 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1508 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1509 else 1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1510 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 }
1511 1272
1512 /* 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
1513 * 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!
1514 */ 1275 */
1515 if ((!skop || skop->type != SKILL) && skill) 1276 skop = owner->contr->find_skill (skill);
1516 {
1517 int i;
1518
1519 for (i = 0; i < NUM_SKILLS; i++)
1520 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1521 {
1522 skop = owner->contr->last_skill_ob[i];
1523 break;
1524 }
1525 }
1526 } /* Was it a player that hit somethign */ 1277 } /* Was it a player that hit somethign */
1527 else 1278 else
1528 skill = 0; 1279 skill = 0;
1529 1280
1530 /* Pet (or spell) killed something. */
1531 if (owner != hitter)
1532 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1533 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1534 else
1535 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1536 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1537 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1538
1539 /* These may have been set in the player code section above */ 1281 /* These may have been set in the player code section above */
1540 if (!skop) 1282 if (!skop)
1541 skop = hitter->chosen_skill; 1283 skop = hitter->chosen_skill;
1542 1284
1543 if (!skill && skop) 1285 if (!skill && skop)
1544 skill = skop->skill; 1286 skill = skop->skill;
1545 1287
1546 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1547
1548 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1549 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1550 { 1290 {
1551 int exp; 1291 int exp;
1552 1292
1553 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1554 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1555 if (op->type == PLAYER)
1556 {
1557 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1558 { 1298 {
1559 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1560 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1561 } 1301 }
1562 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1563 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1564 }
1565 else 1307 else
1566 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1567
1568 /* if op is standing on "battleground" (arena), no way to gain
1569 * exp by killing him
1570 */
1571 if (battleg)
1572 exp = 0;
1573 1309
1574 /* 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
1575 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1576 */ 1312 */
1577 1313
1581 if (owner->type != PLAYER || owner->contr->party == NULL) 1317 if (owner->type != PLAYER || owner->contr->party == NULL)
1582 change_exp (owner, exp, skill, 0); 1318 change_exp (owner, exp, skill, 0);
1583 else 1319 else
1584 { 1320 {
1585 int shares = 0, count = 0; 1321 int shares = 0, count = 0;
1586 player *pl;
1587 partylist *party = owner->contr->party; 1322 partylist *party = owner->contr->party;
1588 1323
1589 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);
1590 1325
1591 for_all_players (pl) 1326 for_all_players (pl)
1616 } /* else part of a party */ 1351 } /* else part of a party */
1617 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1618 1353
1619 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1620 { 1355 {
1621 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1622 { 1357 {
1623 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1624 1359
1625 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1626 { 1361 {
1627 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1628 /* Maybe we should include the owner that killed this, maybe not */ 1363 /* Maybe we should include the owner that killed this, maybe not */
1629 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);
1630 } 1365 }
1631 1366
1632 remove_friendly_object (op); 1367 remove_friendly_object (op);
1633 } 1368 }
1634 1369
1635 op->destroy (); 1370 op->drop_and_destroy ();
1636 } 1371 }
1637 else 1372 else
1638 {
1639 /* Player has been killed! */ 1373 /* Player has been killed! */
1640 if (owner->type == PLAYER) 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1641 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1642 else
1643 assign (op->contr->killer, hitter->name);
1644 }
1645 1375
1646 /* 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
1647 * continues in the calling function. 1377 * continues in the calling function.
1648 */ 1378 */
1649 return maxdam; 1379 return maxdam;
1650} 1380}
1651 1381
1652/* 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
1653 * Returns 0 this is not friendly fire 1383 * Returns 0 this is not friendly fire
1654 */ 1384 */
1655
1656int 1385int
1657friendly_fire (object *op, object *hitter) 1386friendly_fire (object *op, object *hitter)
1658{ 1387{
1659 object *owner; 1388 object *owner;
1660 int friendlyfire; 1389 int friendlyfire;
1679 } 1408 }
1680 1409
1681 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)
1682 friendlyfire = 0; 1411 friendlyfire = 0;
1683 } 1412 }
1413
1684 return friendlyfire; 1414 return friendlyfire;
1685} 1415}
1686
1687 1416
1688/* 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.
1689 * 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
1690 * is what is hitting the object, type is the attacktype, and 1419 * is what is hitting the object, type is the attacktype, and
1691 * full_hit is set if monster area does not matter. 1420 * full_hit is set if monster area does not matter.
1692 * dam is base damage - protections/vulnerabilities/slaying matches can 1421 * dam is base damage - protections/vulnerabilities/slaying matches can
1693 * modify it. 1422 * modify it.
1694 */ 1423 */
1695
1696 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1697 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1698
1699int 1426int
1700hit_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)
1701{ 1428{
1702 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1703 int maxattacktype, attacknum;
1704 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;
1705 int simple_attack; 1433 int simple_attack;
1706 int rtn_kill = 0; 1434 int rtn_kill = 0;
1707 int friendlyfire; 1435 int friendlyfire;
1708 1436
1709 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1710 return 0; 1438 return 0;
1711 1439
1712 /* 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 */
1713 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1714 return 0; 1442 return 0;
1715 1443
1716#ifdef PROHIBIT_PLAYERKILL 1444 // only allow pk for hostile players
1717 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1718 { 1446 {
1719 object *owner = hitter->owner; 1447 object *owner = hitter->owner;
1720 1448
1721 if (!owner) 1449 if (!owner)
1722 owner = hitter; 1450 owner = hitter;
1723 1451
1724 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1452 if (owner->type == PLAYER
1453 && (!op_on_battleground (op, 0, 0)
1454 && (op->contr->peaceful || owner->contr->peaceful))
1455 && op != owner)
1725 return 0; 1456 return 0;
1726 } 1457 }
1727#endif
1728 1458
1729 if (body_attack) 1459 if (body_attack)
1730 { 1460 {
1731 /* 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
1732 * return - we still need to process other attacks the spell still 1462 * return - we still need to process other attacks the spell still
1746 } 1476 }
1747 } 1477 }
1748 1478
1749 if (!simple_attack && op->type == DOOR) 1479 if (!simple_attack && op->type == DOOR)
1750 { 1480 {
1751 object *tmp;
1752
1753 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1481 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1754 if (tmp->type == RUNE || tmp->type == TRAP) 1482 if (tmp->type == RUNE || tmp->type == TRAP)
1755 { 1483 {
1756 spring_trap (tmp, hitter); 1484 spring_trap (tmp, hitter);
1757 1485
1758 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1486 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1760 1488
1761 break; 1489 break;
1762 } 1490 }
1763 } 1491 }
1764 1492
1765 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1766 { 1494 {
1767 /* 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
1768 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1769 */ 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 */
1770 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);
1771 return 0; 1505 return 0;
1772 } 1506 }
1773 1507
1774#ifdef ATTACK_DEBUG 1508#ifdef ATTACK_DEBUG
1775 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1509 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1781 * 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 */
1782 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1516 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1783 if (dam >= 100) 1517 if (dam >= 100)
1784 dam /= 100; 1518 dam /= 100;
1785 else 1519 else
1786 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1520 dam = (dam > rndm (0, 99)) ? 1 : 0;
1787 } 1521 }
1788 1522
1789 /* 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
1790 * 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
1791 */ 1525 */
1802 */ 1536 */
1803 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1804 { 1538 {
1805 object *god; 1539 object *god;
1806 1540
1807 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1808 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1809 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1810 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1811 (hitter->title != NULL 1545 || (hitter->title
1812 && (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))))
1813 return 0; 1548 return 0;
1814 } 1549 }
1815 1550
1816 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1817 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1818 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1819 /* 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
1820 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1821 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1822 */ 1559 */
1823 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1826 /* 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.
1827 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1828 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1829 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1830 */ 1567 */
1831 if (type & attacktype)
1832 {
1833 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1834 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1835 * the damage is equal. 1571 * the damage is equal.
1836 */ 1572 */
1837 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1838 { 1574 {
1839 maxdam = ndam; 1575 maxdam = ndam;
1840 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1841 }
1842 } 1577 }
1843 } 1578 }
1844 1579
1845 /* 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
1846 * 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
1849 */ 1584 */
1850 friendlyfire = friendly_fire (op, hitter); 1585 friendlyfire = friendly_fire (op, hitter);
1851 if (friendlyfire && maxdam) 1586 if (friendlyfire && maxdam)
1852 { 1587 {
1853 maxdam = ((dam * settings.set_friendly_fire) / 100); 1588 maxdam = ((dam * settings.set_friendly_fire) / 100);
1854#ifndef COZY_SERVER
1855 maxdam++;
1856#endif
1857 1589
1858#ifdef ATTACK_DEBUG 1590#ifdef ATTACK_DEBUG
1859 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",
1860 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1592 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1861#endif 1593#endif
1862 } 1594 }
1863 1595
1864 if (!full_hit) 1596 if (!full_hit)
1865 { 1597 {
1866 archetype *at;
1867 int area; 1598 int area;
1868 int remainder; 1599 int remainder;
1869 1600
1870 area = 0; 1601 area = 0;
1871 for (at = op->arch; at != NULL; at = at->more) 1602
1603 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1872 area++; 1604 area++;
1605
1873 assert (area > 0); 1606 assert (area > 0);
1874 1607
1875 /* basically: maxdam /= area; we try to "simulate" a float 1608 /* basically: maxdam /= area; we try to "simulate" a float
1876 value-effect */ 1609 value-effect */
1877 remainder = 100 * (maxdam % area) / area; 1610 remainder = 100 * (maxdam % area) / area;
1878 maxdam /= area; 1611 maxdam /= area;
1879 if (RANDOM () % 100 < remainder) 1612 if (rndm (100) < remainder)
1880 maxdam++; 1613 maxdam++;
1881 } 1614 }
1882 1615
1883#ifdef ATTACK_DEBUG 1616#ifdef ATTACK_DEBUG
1884 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1617 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1885#endif 1618#endif
1886 1619
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)
1887 if (hitter->owner) 1624 if (hitter->owner)
1888 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1889 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1890 op->enemy = hitter; 1627 op->enemy = hitter;
1891 1628
1892 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1893 { 1630 {
1894 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1895 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1896 npc_call_help (op); 1633 npc_call_help (op);
1897 } 1634 }
1898 1635
1899 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1900 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1902 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1903 1640
1904 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1905 1642
1906 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1907 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1908 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1909 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)
1910 { 1647 {
1911 1648
1912 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1913 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1914 else 1651 else
1915 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1916 } 1653 }
1917 1654
1918 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1919 { 1656 {
1920 if (maxdam) 1657 if (maxdam)
1921 tear_down_wall (op); 1658 tear_down_wall (op);
1922 1659
1923 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1926 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1927 rtn_kill = kill_object (op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1928 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1929 return rtn_kill; 1666 return rtn_kill;
1930 1667
1931
1932 /* 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
1933 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1934 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1935 */ 1671 */
1936 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1937 {
1938 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1939 remove_friendly_object (hitter);
1940
1941 hitter->destroy (); 1673 hitter->drop_and_destroy ();
1942 }
1943 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1944 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])
1945 { 1676 {
1946 int i;
1947 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1948 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1949 object *owner = op->owner; 1679 object *owner = op->owner;
1950 1680
1951 if (!op->other_arch) 1681 if (!op->other_arch)
1952 { 1682 {
1953 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1954 return maxdam; 1684 return maxdam;
1955 } 1685 }
1956 1686
1957 op->remove (); 1687 op->remove ();
1958 1688
1959 for (i = 0; i < NROFNEWOBJS (op); i++) 1689 for (int i = 0; i < op->stats.food; i++)
1960 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1961 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1962 int j;
1963 1692
1964 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1965 1694
1966 if (friendly) 1695 if (friendly)
1967 { 1696 {
1968 SET_FLAG (tmp, FLAG_FRIENDLY);
1969 add_friendly_object (tmp); 1697 add_friendly_object (tmp);
1970 tmp->attack_movement = PETMOVE; 1698 tmp->attack_movement = PETMOVE;
1699
1971 if (owner != NULL) 1700 if (owner)
1972 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1973 } 1702 }
1974 1703
1975 if (unaggressive) 1704 if (unaggressive)
1976 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1977 1706
1978 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);
1979 1708
1980 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1981 tmp->destroy (); 1710 tmp->destroy ();
1982 else 1711 else
1983 { 1712 {
1987 } 1716 }
1988 1717
1989 op->destroy (); 1718 op->destroy ();
1990 } 1719 }
1991 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1992 hitter->destroy (); 1721 hitter->drop_and_destroy ();
1993 1722
1994 return maxdam; 1723 return maxdam;
1995} 1724}
1996 1725
1997 1726static void
1998void
1999poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
2000{ 1728{
2001 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
2002 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
2003 1731
2004 if (tmp == NULL) 1732 if (!tmp)
2005 { 1733 {
2006 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
2007 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;
2008 else 1745 else
2009 {
2010 tmp = insert_ob_in_ob (tmp, op);
2011 /* peterm: give poisoning some teeth. It should
2012 * be able to kill things better than it does:
2013 * damage should be dependent something--I choose to
2014 * do this: if it's a monster, the damage from the
2015 * poisoning goes as the level of the monster/2.
2016 * If anything else, goes as damage.
2017 */
2018
2019 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2020 tmp->stats.dam += hitter->level / 2;
2021 else
2022 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
2023 1747
2024 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2025 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2026 {
2027 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2028 }
2029 1751
2030 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2031 1753
2032 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2033 { 1755 {
2034 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2035 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2036 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2037 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2038 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2039 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2040 op->update_stats (); 1762 op->update_stats ();
2041 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);
2042 } 1765 }
1766
2043 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2044 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);
2045 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2046 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);
2047 } 1771
2048 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2049 } 1773 }
2050 else 1774 else
2051 tmp->stats.food++; 1775 tmp->stats.food++;
2052} 1776}
2053 1777
2054void 1778static void
2055slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2056{ 1780{
2057 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2058 object *tmp; 1782 object *tmp;
2059 1783
2060 if (at == NULL) 1784 if (!at)
2061 {
2062 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2063 } 1786
2064 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2065 { 1788 {
2066 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2067 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2068 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!");
2069 } 1792 }
2070 else 1793 else
2071 tmp->stats.food++; 1794 tmp->stats.food++;
2072 SET_FLAG (tmp, FLAG_APPLIED); 1795
1796 tmp->set_flag (FLAG_APPLIED);
2073 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2074 op->update_stats (); 1798 op->update_stats ();
2075} 1799}
2076 1800
2077void 1801void
2078confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2079{ 1803{
2080 object *tmp; 1804 object *tmp;
2081 int maxduration; 1805 int maxduration;
2082 1806
2083 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2084 if (!tmp) 1808 if (!tmp)
2085 { 1809 {
2086 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2087 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2088 } 1812 }
2089 1813
2090 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2091 * on the player's resistance 1815 * on the player's resistance
2092 */ 1816 */
2093 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2094 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2095 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);
2096 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2097 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1822
2098 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2099 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2100 1825
2101 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2102 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!");
2103 SET_FLAG (op, FLAG_CONFUSED); 1828
1829 op->set_flag (FLAG_CONFUSED);
2104} 1830}
2105 1831
2106void 1832void
2107blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2108{ 1834{
2109 object *tmp, *owner;
2110
2111 /* 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 */
2112 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2113 return; 1837 return;
2114 1838
2115 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2116 if (!tmp) 1840 if (!tmp)
2117 { 1841 {
2118 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2119 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2120 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2121 /* 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.
2122 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2123 */
2124 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2125 1847
2126 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2127 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2128 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2129 1851
2130 if (hitter->owner)
2131 owner = hitter->owner;
2132 else
2133 owner = hitter;
2134
2135 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));
2136 } 1853 }
1854
2137 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2138 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2139 tmp->stats.food = 10;
2140} 1857}
2141 1858
2142void 1859void
2143paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2144{ 1861{
2145 float effect, max;
2146
2147 /* object *tmp; */
2148
2149 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2150 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2151 */ 1864 */
2152 1865
2153 /* 1866 /*
2157 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);
2158 } 1871 }
2159 */ 1872 */
2160 1873
2161 /* 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 */
2162 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;
2163 1876
2164 if (effect == 0)
2165 return;
2166
2167 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2168 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2169 1879
2170 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2171 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2172 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2173 op->speed_left = (float) -(FABS (op->speed) * max);
2174 1884
2175/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2176} 1886}
2177
2178 1887
2179/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2180 * the computed damaged. 1889 * the computed damaged.
2181 */ 1890 */
2182void 1891static void
2183deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2184{ 1893{
2185 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2186 ** 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
2187 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2191 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2192 1901
2193 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2194 1903
2195 if (hitter->slaying) 1904 if (hitter->slaying)
2196 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))))
2197 return; 1907 return;
2198 1908
2199 def_lev = op->level; 1909 def_lev = op->level;
2200 if (def_lev < 1) 1910 if (def_lev < 1)
2201 { 1911 {
2202 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 ());
2203 def_lev = 1; 1913 def_lev = 1;
2204 } 1914 }
1915
2205 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;
2206 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2207 atk_lev, def_lev); */ 1918 atk_lev, def_lev); */
2208 1919
2209 if (atk_lev >= def_lev) 1920 if (atk_lev >= def_lev)
2224 */ 1935 */
2225 *dam *= kill_lev / def_lev; 1936 *dam *= kill_lev / def_lev;
2226 } 1937 }
2227 } 1938 }
2228 else 1939 else
2229 {
2230 *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)
2231 } 1956 {
2232} 1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2233 1958 return 0;
2234/* thrown_item_effect() - handles any special effects of thrown
2235 * items (like attacking living creatures--a potion thrown at a
2236 * monster).
2237 */
2238static void
2239thrown_item_effect (object *hitter, object *victim)
2240{
2241 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2242 { 1959 }
2243 /* May not need a switch for just 2 types, but this makes it 1960
2244 * 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)))
2245 */ 1977 {
2246 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2247 { 1980 }
2248 case POTION: 1981 }
2249 /* should player get a save throw instead of checking magic protection? */ 1982
2250 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. */
2251 (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);
2252 break; 2012 break;
2253 2013
2254 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2255 /* As with potions, should monster get a save? */ 2015 magic,
2256 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2257 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 }
2258 break; 2066 break;
2259 2067
2260 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2261 * food may be poisonous, but monster must be willing to eat it, 2069 {
2262 * so we don't handle it here. 2070 int flag = 0;
2263 * 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.
2264 */ 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:
2265 } 2180 {
2266 } 2181 if (op->flag [FLAG_UNDEAD])
2267} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2268 2186
2269/* 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;
2270 2191
2271int 2192 /* Give a bonus if you resist turn undead */
2272adj_attackroll (object *hitter, object *target) 2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2273{ 2194 scare_creature (op, owner);
2274 object *attacker = hitter; 2195 }
2275 int adjust = 0; 2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2276 2201
2277 /* safety */ 2202 case ATNR_DEATH:
2278 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2203 deathstrike_player (op, hitter, &dam);
2279 { 2204 break;
2280 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2281 return 0;
2282 }
2283 2205
2284 /* aimed missiles use the owning object's sight */ 2206 case ATNR_CHAOS:
2285 if (is_aimed_missile (hitter)) 2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2286 { 2208 dam = 0;
2287 if ((attacker = hitter->owner) == NULL) 2209 break;
2288 attacker = hitter; 2210
2289 /* A player who saves but hasn't quit still could have objects 2211 case ATNR_COUNTERSPELL:
2290 * 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).
2291 */ 2244 */
2292 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2245 /* You can't steal life from something undead */
2293 attacker = hitter; 2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2294 }
2295 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2296 return 0;
2297
2298 /* determine the condtions under which we make an attack.
2299 * Add more cases, as the need occurs. */
2300
2301 if (!can_see_enemy (attacker, target))
2302 {
2303 /* target is unseen */
2304 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2305 adjust -= 10;
2306 /* dark map penalty for the hitter (lacks infravision if we got here). */
2307 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2308 adjust -= target->map->darkness;
2309 }
2310
2311 if (QUERY_FLAG (attacker, FLAG_SCARED))
2312 adjust -= 3;
2313
2314 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2315 adjust += 1;
2316
2317 if (QUERY_FLAG (target, FLAG_SCARED))
2318 adjust += 1;
2319
2320 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2321 adjust -= 3;
2322
2323 /* if we attack at a different 'altitude' its harder */
2324 if ((attacker->move_type & target->move_type) == 0)
2325 adjust -= 2;
2326
2327#if 0
2328 /* slower attacks are less likely to succeed. We should use a
2329 * comparison between attacker/target speeds BUT, players have
2330 * a generally faster speed, so this will wind up being a HUGE
2331 * disadantage for the monsters! Too bad, because missiles which
2332 * fly fast should have a better chance of hitting a slower target.
2333 */
2334 if (hitter->speed < target->speed)
2335 adjust += ((float) hitter->speed - target->speed);
2336#endif
2337
2338#if 0
2339 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2340#endif
2341
2342 return adjust;
2343}
2344
2345
2346/* determine if the object is an 'aimed' missile */
2347int
2348is_aimed_missile (object *op)
2349{
2350
2351 /* I broke what used to be one big if into a few nested
2352 * ones so that figuring out the logic is at least possible.
2353 */
2354 if (op && (op->move_type & MOVE_FLYING))
2355 {
2356 if (op->type == ARROW || op->type == THROWN_OBJ)
2357 return 1; 2247 return 0;
2358 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2248
2359 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 }
2360 } 2266 }
2267
2361 return 0; 2268 return dam;
2362} 2269}
2270

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