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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.68 by root, Tue Jun 5 13:05:02 2007 UTC vs.
Revision 1.148 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <assert.h> 25#include <assert.h>
26#include <global.h> 26#include <global.h>
27#include <living.h> 27#include <living.h>
28#include <material.h> 28#include <material.h>
29#include <skills.h> 29#include <skills.h>
30#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h> 31#include <sproto.h>
32 32
33typedef struct att_msg_str
34{
35 char *msg1;
36 char *msg2;
37} att_msg;
38
39/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
40
41/* cancels object *op. Cancellation basically means an object loses
42 * its magical benefits.
43 */
44void
45cancellation (object *op)
46{
47 if (op->invisible)
48 return;
49
50 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
51 {
52 /* Recurse through the inventory */
53 for (object *tmp = op->inv; tmp; tmp = tmp->below)
54 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
55 cancellation (tmp);
56 }
57 else if (FABS (op->magic) <= rndm (0, 5))
58 {
59 /* Nullify this object. This code could probably be more complete */
60 /* in what abilities it should cancel */
61 op->magic = 0;
62
63 CLEAR_FLAG (op, FLAG_DAMNED);
64 CLEAR_FLAG (op, FLAG_CURSED);
65 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
66 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
67
68 if (op->env && op->env->type == PLAYER)
69 esrv_send_item (op->env, op);
70 }
71}
72 34
73/* 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
74 * 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
75 * any further action (like destroying the item). 37 * any further action (like destroying the item).
76 */ 38 */
77int 39static int
78did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
79{ 41{
80 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
81 materialtype_t *mt; 43 materialtype_t *mt = op->material;
82 44
83 if (op->materialname == NULL) 45 // destroying objects without material has many bad effects
84 {
85 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
86 if (op->materials & mt->material)
87 break;
88 }
89 else
90 mt = name_to_material (op->materialname);
91
92 if (mt == NULL) 46 if (mt == MATERIAL_NULL)
93 return TRUE; 47 return 1;
94 48
95 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
96 50
97 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
98 * 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
99 * 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
100 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
101 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
102 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
103 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
104 */ 58 */
105 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
106 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
107 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
108 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
109 63
110 if (type == 0)
111 return TRUE;
112 if (roll == 20)
113 return TRUE;
114 if (roll == 1)
115 return FALSE;
116 64
117 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)
118 { 71 {
119 i = 1 << number;
120 if (!(i & type))
121 continue;
122 attacks++; 72 attacks++;
73
123 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
124 saves++; 75 saves++;
125 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)
126 saves++; 77 saves++;
127 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
135 return FALSE; 86 return FALSE;
136 87
137 return TRUE; 88 return TRUE;
138} 89}
139 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 }
121}
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 */
144void 127void
145save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
146{ 129{
130 op = op->head_ ();
131
147 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
148 { 133 {
149 object *env = op->env; 134 object *env = op->env;
150 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
151 maptile *m = op->map; 136 maptile *m = op->map;
152 137
153 op = stop_item (op); 138 op = stop_item (op);
154 if (op == NULL) 139 if (!op)
155 return; 140 return;
156 141
157 /* Hacked the following so that type LIGHTER will work. 142 /* Hacked the following so that type LIGHTER will work.
158 * Also, objects which are potenital "lights" that are hit by 143 * Also, objects which are potential "lights" that are hit by
159 * flame/elect attacks will be set to glow. "lights" are any 144 * flame/elect attacks will be set to glow. "lights" are any
160 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
161 * (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
162 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
163 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
164 */ 149 */
165 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
166 { 151 {
167 const char *arch = op->other_arch->archname; 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
168 153 if (op->type == LAMP || op->type == TORCH)
169 op = decrease_ob_nr (op, 1);
170
171 if (op)
172 fix_stopped_item (op, m, originator);
173
174 if ((op = get_archetype (arch)) != NULL)
175 { 154 {
176 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)
177 { 161 {
178 op->x = env->x, op->y = env->y; 162 const char *arch = op->other_arch->archname;
179 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 {
180 if (env->contr) 169 if (env)
181 esrv_send_item (env, op); 170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
182 } 174 }
175
183 else 176 return;
184 {
185 op->x = x, op->y = y;
186 insert_ob_in_map (op, m, originator, 0);
187 }
188 } 177 }
189
190 return;
191 } 178 }
192 179
193 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
194 { /* Cancellation. */ 181 { /* Cancellation. */
195 cancellation (op); 182 cancellation (op);
196 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
197 return; 185 return;
198 }
199
200 if (op->nrof > 1)
201 {
202 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
203
204 if (op)
205 fix_stopped_item (op, m, originator);
206 }
207 else
208 {
209 if (op->env)
210 {
211 object *tmp = op->in_player ();
212
213 if (tmp)
214 esrv_del_item (tmp->contr, op->count);
215 }
216
217 op->destroy ();
218 } 186 }
219 187
220 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
221 if (env) 189 if (env)
222 { 190 {
223 op = get_archetype ("burnout"); 191 object *op = archetype::get (shstr_burnout);
224 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
225 insert_ob_in_ob (op, env); 193 env->insert (op);
226 } 194 }
227 else 195 else
228 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 }
229 209
230 return; 210 return;
231 } 211 }
232 212
233 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
234 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))
235 { 215 {
236 object *tmp;
237 archetype *at = archetype::find ("icecube"); 216 archetype *at = archetype::find (shstr_icecube);
238 217
239 if (at == NULL) 218 if (at == NULL)
240 return; 219 return;
241 220
242 op = stop_item (op); 221 op = stop_item (op);
243 if (op == NULL) 222 if (op == NULL)
244 return; 223 return;
245 224
246 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)
247 { 227 {
248 tmp = arch_to_object (at); 228 tmp = at->instance ();
249 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
250 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
251 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
252 * that for ones we create. 232 * that for ones we create.
253 */ 233 */
254 tmp->move_slow_penalty = 0; 234 tmp->move_slow_penalty = 0;
255 tmp->move_slow = 0; 235 tmp->move_slow = 0;
256 insert_ob_in_map (tmp, op->map, originator, 0); 236 insert_ob_in_map (tmp, op->map, originator, 0);
257 } 237 }
258 238
259 if (!QUERY_FLAG (op, FLAG_REMOVED)) 239 tmp->insert (op);
260 op->remove ();
261
262 insert_ob_in_ob (op, tmp);
263 return; 240 return;
264 } 241 }
265} 242}
266 243
267/* Object op is hitting the map. 244/* Object op is hitting the map.
269 * type is the attacktype of the object. 246 * type is the attacktype of the object.
270 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
271 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
272 */ 249 */
273int 250int
274hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
275{ 252{
276 maptile *map;
277 sint16 x, y; 253 sint16 x, y;
278 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 */
279 255
280 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
281 { 257 {
282 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
283 return 0; 259 return 0;
284 } 260 }
285 261
286 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
287 { 263 {
288 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 264 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
289 return 0; 265 return 0;
290 } 266 }
291 267
296 } 272 }
297 273
298 if (op->head) 274 if (op->head)
299 op = op->head; 275 op = op->head;
300 276
301 map = op->map; 277 mapxy pos (op);
302 x = op->x + freearr_x[dir]; 278 pos.move (dir);
303 y = op->y + freearr_y[dir];
304 279
305 if (!xy_normalise (map, x, y)) 280 if (!pos.normalise ())
306 return 0; 281 return 0;
307 282
308 // elmex: a safe map tile can't be hit! 283 // elmex: a safe map tile can't be hit!
309 // this should prevent most harmful effects on items and players there. 284 // this should prevent most harmful effects on items and players there.
310 mapspace &ms = map->at (x, y); 285 mapspace &ms = pos.ms ();
311 286
312 if (ms.flags () & P_SAFE) 287 if (ms.flags () & P_SAFE)
313 return 0; 288 return 0;
314 289
315 /* peterm: a few special cases for special attacktypes --counterspell 290 /* peterm: a few special cases for special attacktypes --counterspell
353 328
354 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
355 * For example, 'tmp' was put in an icecube. 330 * For example, 'tmp' was put in an icecube.
356 * 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.
357 */ 332 */
358 if (tmp->map != map || tmp->x != x || tmp->y != y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
359 continue; 334 continue;
360 335
361 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
362 { 337 {
363 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
364 retflag |= 1; 339 retflag |= 1;
365 340
366 if (op->destroyed ()) 341 if (op->destroyed ())
370 * 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
371 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
372 * 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
373 * 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
374 * 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.
375 */ 352 */
376 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 353 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
377 { 354 {
378 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
379 356
380 if (op->destroyed ()) 357 if (op->destroyed ())
381 break; 358 break;
382 } 359 }
383 } 360 }
384 361
385 return 0; 362 return retflag;
386} 363}
387 364
388void 365static void
389attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
390{ 367{
391 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
392 int i, found = 0; 369 int i, found = 0;
393 maptile *map; 370 maptile *map;
395 372
396 /* 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
397 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
398 * [garbled 20010919] 375 * [garbled 20010919]
399 */ 376 */
400
401 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
402 { 378 {
403 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
404 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
405 found++; 381 found++;
406 } 382 }
407 if (dam < 0) 383 else if (dam < 0)
408 { 384 {
409 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
410 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
411 found++; 387 found++;
412 } 388 }
534 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
535 found++; 511 found++;
536 break; 512 break;
537 } 513 }
538 } 514 }
539 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
540 { 516 {
541 int mtype; 517 int mtype;
542 518
543 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
544 { 520 {
545 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
546 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
547 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
548 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
549 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
550 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
551 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
552 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
553 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
554 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
555 mtype = ATM_CLEAVE;
556 break;
557 case WEAP_SLICE:
558 mtype = ATM_SLICE;
559 break;
560 case WEAP_STAB:
561 mtype = ATM_STAB;
562 break;
563 case WEAP_WHIP:
564 mtype = ATM_WHIP;
565 break;
566 case WEAP_CRUSH:
567 mtype = ATM_CRUSH;
568 break;
569 case WEAP_BLUD:
570 mtype = ATM_BLUD;
571 break;
572 default:
573 mtype = ATM_BASIC;
574 break;
575 } 531 }
532
576 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++)
577 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)
578 { 535 {
579 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);
580 strcpy (buf2, attack_mess[mtype][i].buf3); 537 strcpy (buf2, attack_mess[mtype][i].buf3);
614 if (hitter->owner != NULL) 571 if (hitter->owner != NULL)
615 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);
616 else 573 else
617 { 574 {
618 sprintf (buf, "%s%s you.", &hitter->name, buf2); 575 sprintf (buf, "%s%s you.", &hitter->name, buf2);
576
619 if (dam != 0) 577 if (dam != 0)
620 { 578 {
621 if (dam < 10) 579 if (dam < 10)
622 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 580 op->contr->play_sound (sound_find ("player_is_hit1"));
623 else if (dam < 20) 581 else if (dam < 20)
624 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 582 op->contr->play_sound (sound_find ("player_is_hit2"));
625 else 583 else
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 584 op->contr->play_sound (sound_find ("player_is_hit3"));
627 } 585 }
628 } 586 }
587
629 new_draw_info (NDI_BLACK, 0, op, buf); 588 new_draw_info (NDI_BLACK, 0, op, buf);
630 } /* end of player hitting player */ 589 } /* end of player hitting player */
631 590
632 if (hitter->type == PLAYER) 591 if (hitter->type == PLAYER)
633 { 592 {
634 sprintf (buf, "You %s.", buf1); 593 sprintf (buf, "You %s.", buf1);
594
635 if (dam != 0) 595 if (dam != 0)
636 { 596 {
637 if (dam < 10) 597 if (dam < 10)
638 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 598 op->play_sound (sound_find ("player_hits1"));
639 else if (dam < 20) 599 else if (dam < 20)
640 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 600 op->play_sound (sound_find ("player_hits2"));
641 else 601 else
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 602 op->play_sound (sound_find ("player_hits3"));
643 } 603 }
604
644 new_draw_info (NDI_BLACK, 0, hitter, buf); 605 new_draw_info (NDI_BLACK, 0, hitter, buf);
645 } 606 }
646 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 607 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
647 { 608 {
648 /* look for stacked spells and start reducing the message chances */ 609 /* look for stacked spells and start reducing the message chances */
657 if (next) 618 if (next)
658 while (next) 619 while (next)
659 { 620 {
660 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))
661 i *= 3; 622 i *= 3;
623
662 tmp = next; 624 tmp = next;
663 next = tmp->above; 625 next = tmp->above;
664 } 626 }
665 627
666 if (i < 0) 628 if (i < 0)
671 } 633 }
672 else if (rndm (0, 5) != 0) 634 else if (rndm (0, 5) != 0)
673 return; 635 return;
674 636
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 637 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 638 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 640 }
679} 641}
680
681 642
682static int 643static int
683get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
684{ 645{
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
686 { 647 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 649 return 1;
689 } 650 }
690 if ((*target)->head) 651
691 *target = (*target)->head; 652 *target = (*target)->head_ ();
692 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 658 if ((*hitter)->env || (*target)->env)
695 { 659 {
696 *simple_attack = 1; 660 *simple_attack = 1;
697 return 0; 661 return 0;
698 } 662 }
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 663
700 || 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))
701 { 668 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name); 669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
670 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 671 return 1;
704 } 672 }
673
705 *simple_attack = 0; 674 *simple_attack = 0;
706 return 0; 675 return 0;
707} 676}
708 677
709static int 678static int
710abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
711{ 680{
712
713/* 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
714 * 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.
715 */ 683 */
716 int new_mode; 684 int new_mode;
717 685
718 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
719 new_mode = 1; 687 new_mode = 1;
720 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))
721 return 1; 690 return 1;
722 else 691 else
723 new_mode = 0; 692 new_mode = 0;
693
724 return new_mode != simple_attack; 694 return new_mode != simple_attack;
725} 695}
726 696
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
727static 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}
728 821
729static int 822static int
730attack_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)
731{ 824{
732 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
745 838
746 /* 839 /*
747 * 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
748 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
749 */ 842 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
751 { 844 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
777 if (!simple_attack) 870 if (!simple_attack)
778 { 871 {
779 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
780 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
781 * -b.t. */ 874 * -b.t. */
782 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
783 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
784 877
785 /* 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
786 * for help. */ 879 * for help. */
787 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))
788 npc_call_help (op); 881 npc_call_help (op);
789 882
790 /* 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 */
791 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
792 { 885 {
793 make_visible (op); 886 make_visible (op);
794 887
795 if (op->type == PLAYER) 888 if (op->type == PLAYER)
796 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!");
797 } 890 }
798 891
799 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
800 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
801 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
808 } 901 }
809 902
810 /* 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
811 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
812 */ 905 */
813 if (hitdam <= 0) 906 max_it (hitdam, 1);
814 hitdam = 1;
815 907
816 type = hitter->attacktype; 908 type = hitter->attacktype;
817 909
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 */
818 if (!type) 920 if (!type)
819 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
820 922
821 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
822 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])
823 { 925 {
824 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
825 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");
826 928
827 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);
853} 955}
854 956
855int 957int
856attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
857{ 959{
858 hitter = hitter->head_ ();
859
860 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);
861} 961}
862 962
863/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
864 * 964 *
865 * 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.
873 * 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
874 * stick around. 974 * stick around.
875 */ 975 */
876 if (op->weight <= 5000 && tmp->stats.hp >= 0) 976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
877 { 977 {
878 tmp = tmp->head_ (); 978 tmp->head_ ()->insert (op);
879
880 op->remove ();
881 op = insert_ob_in_ob (op, tmp);
882
883 if (tmp->type == PLAYER)
884 esrv_send_item (tmp, op);
885
886 return 1; 979 return 1;
887 } 980 }
888 else 981 else
889 return 0; 982 return 0;
890} 983}
904 /* Disassemble missile */ 997 /* Disassemble missile */
905 if (op->inv) 998 if (op->inv)
906 { 999 {
907 container = op; 1000 container = op;
908 hitter = op->inv; 1001 hitter = op->inv;
909 hitter->remove ();
910 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);
911 /* 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
912 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
913 * 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
914 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
915 } 1007 }
929 * other places as well!) 1021 * other places as well!)
930 */ 1022 */
931 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env != NULL)
932 { 1024 {
933 if (container) 1025 if (container)
934 {
935 container->remove ();
936 container->destroy (); 1026 container->destroy ();
937 }
938 1027
939 return 0; 1028 return 0;
940 } 1029 }
941 1030
942 /* Missile hit victim */ 1031 /* Missile hit victim */
966 * 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
967 * way to handle those otherwise? 1056 * way to handle those otherwise?
968 */ 1057 */
969 if (victim->x != hitter->x || victim->y != hitter->y) 1058 if (victim->x != hitter->x || victim->y != hitter->y)
970 { 1059 {
1060 if (victim->destroyed ())
1061 hitter->destroy ();
1062 else
1063 {
971 hitter->remove (); 1064 hitter->remove ();
972 hitter->x = victim->x; 1065 hitter->x = victim->x;
973 hitter->y = victim->y; 1066 hitter->y = victim->y;
974 insert_ob_in_map (hitter, victim->map, hitter, 0); 1067 insert_ob_in_map (hitter, victim->map, hitter, 0);
1068 }
975 } 1069 }
976 else 1070 else
977 /* Else leave arrow where it is */ 1071 /* Else leave arrow where it is */
978 merge_ob (hitter, NULL); 1072 merge_ob (hitter, NULL);
979 1073
980 return 0; 1074 return 0;
981 } 1075 }
982 1076
983 if (hit_something && op->speed >= 10.0) 1077 if (hit_something && op->speed >= 10.0)
984 op->speed -= 1.0; 1078 op->set_speed (op->speed - 1.f);
985 1079
986 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
987 if (container) 1081 if (container)
988 { 1082 {
989 hitter->remove (); 1083 hitter->remove ();
991 } 1085 }
992 1086
993 return op; 1087 return op;
994} 1088}
995 1089
996void 1090static void
997tear_down_wall (object *op) 1091tear_down_wall (object *op)
998{ 1092{
999 int perc = 0;
1000
1001 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
1002 {
1003 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);
1004 perc = 1; 1095 else if (!op->has_anim ())
1005 }
1006 else if (!GET_ANIM_ID (op))
1007 { 1096 {
1008 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
1009 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
1010 op->destroy (); 1099 op->destroy ();
1011 1100
1012 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1013 } 1102 }
1014 1103
1015 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 );
1016 1110
1017 if (perc >= (int) NUM_ANIMATIONS (op)) 1111 op->set_anim_frame (perc);
1018 perc = NUM_ANIMATIONS (op) - 1;
1019 else if (perc < 1)
1020 perc = 1;
1021
1022 SET_ANIMATION (op, perc);
1023 update_object (op, UP_OBJ_FACE); 1112 update_object (op, UP_OBJ_FACE);
1024 1113
1025 if (perc == NUM_ANIMATIONS (op) - 1) 1114 if (op->stats.hp < 0)
1026 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1027 if (op->face == blank_face) 1116 if (op->face == blank_face)
1028 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1029 op->destroy (); 1118 op->destroy ();
1030 else 1119 else
1031 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1032 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1033 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1034 op->move_block = 0; 1123 op->move_block = 0;
1035 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1036 } 1125 }
1037 } 1126 }
1038} 1127}
1039 1128
1040void 1129static void
1041scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1042{ 1131{
1043 object *owner = hitter->owner; 1132 target->flag [FLAG_SCARED] = true;
1044 1133
1045 if (!owner)
1046 owner = hitter;
1047
1048 SET_FLAG (target, FLAG_SCARED);
1049 if (!target->enemy) 1134 if (!target->enemy)
1050 target->enemy = owner; 1135 target->enemy = hitter->outer_owner ();
1051}
1052
1053/* This returns the amount of damage hitter does to op with the
1054 * appropriate attacktype. Only 1 attacktype should be set at a time.
1055 * This doesn't damage the player, but returns how much it should
1056 * take. However, it will do other effects (paralyzation, slow, etc.)
1057 * Note - changed for PR code - we now pass the attack number and not
1058 * the attacktype. Makes it easier for the PR code. */
1059int
1060hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1061{
1062 int doesnt_slay = 1;
1063
1064 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1065 if (attacknum >= NROFATTACKS)
1066 {
1067 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1068 return 0;
1069 }
1070
1071 if (dam < 0)
1072 {
1073 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1074 dam, hitter->debug_desc (), op->debug_desc ());
1075 return 0;
1076 }
1077
1078 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1079 * people can't mess with that or it otherwise get confused. */
1080 if (attacknum == ATNR_INTERNAL)
1081 return dam;
1082
1083 if (hitter->slaying)
1084 {
1085 if ((op->race && strstr (hitter->slaying, op->race))
1086 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1087 {
1088 doesnt_slay = 0;
1089 dam *= 3;
1090 }
1091 }
1092
1093 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1094 if (op->resist[attacknum])
1095 {
1096 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1097 * in case 0>dam>1, we try to "simulate" a float value-effect */
1098 dam *= (100 - op->resist[attacknum]);
1099 if (dam >= 100)
1100 dam /= 100;
1101 else
1102 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1103 }
1104
1105 /* Special hack. By default, if immune to something, you
1106 * shouldn't need to worry. However, acid is an exception, since
1107 * it can still damage your items. Only include attacktypes if
1108 * special processing is needed */
1109
1110 if (op->resist[attacknum] >= 100
1111 && doesnt_slay
1112 && attacknum != ATNR_ACID)
1113 return 0;
1114
1115 /* Keep this in order - makes things easier to find */
1116
1117 switch (attacknum)
1118 {
1119 case ATNR_PHYSICAL:
1120 /* here also check for diseases */
1121 check_physically_infect (op, hitter);
1122 break;
1123
1124 /* Don't need to do anything for:
1125 magic,
1126 fire,
1127 electricity,
1128 cold */
1129
1130 case ATNR_CONFUSION:
1131 case ATNR_POISON:
1132 case ATNR_SLOW:
1133 case ATNR_PARALYZE:
1134 case ATNR_FEAR:
1135 case ATNR_CANCELLATION:
1136 case ATNR_DEPLETE:
1137 case ATNR_BLIND:
1138 {
1139 /* chance for inflicting a special attack depends on the
1140 * difference between attacker's and defender's level
1141 */
1142 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1143
1144 /* First, only creatures/players with speed can be affected.
1145 * Second, just getting hit doesn't mean it always affects
1146 * you. Third, you still get a saving through against the
1147 * effect.
1148 */
1149 if (op->speed &&
1150 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1151 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1152 {
1153
1154 /* Player has been hit by something */
1155 if (attacknum == ATNR_CONFUSION)
1156 confuse_player (op, hitter, dam);
1157 else if (attacknum == ATNR_POISON)
1158 poison_player (op, hitter, dam);
1159 else if (attacknum == ATNR_SLOW)
1160 slow_player (op, hitter, dam);
1161 else if (attacknum == ATNR_PARALYZE)
1162 paralyze_player (op, hitter, dam);
1163 else if (attacknum == ATNR_FEAR)
1164 scare_creature (op, hitter);
1165 else if (attacknum == ATNR_CANCELLATION)
1166 cancellation (op);
1167 else if (attacknum == ATNR_DEPLETE)
1168 op->drain_stat ();
1169 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1170 blind_player (op, hitter, dam);
1171 }
1172
1173 dam = 0; /* These are all effects and don't do real damage */
1174 }
1175 break;
1176
1177 case ATNR_ACID:
1178 {
1179 int flag = 0;
1180
1181 /* Items only get corroded if you're not on a battleground and
1182 * if your acid resistance is below 50%. */
1183 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1184 {
1185 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1186 {
1187 if (tmp->invisible)
1188 continue;
1189 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1190 /* >= 10% acid res. on items will protect these */
1191 continue;
1192 if (!(tmp->materials & M_IRON))
1193 continue;
1194 if (tmp->magic < -4) /* Let's stop at -5 */
1195 continue;
1196 if (tmp->type == RING
1197 /* removed boots and gloves from exclusion list in PR */
1198 || tmp->type == GIRDLE
1199 || tmp->type == AMULET
1200 || tmp->type == WAND
1201 || tmp->type == ROD
1202 || tmp->type == HORN)
1203 continue; /* To avoid some strange effects */
1204
1205 /* High damage acid has better chance of corroding
1206 objects */
1207 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1208 {
1209 if (op->type == PLAYER)
1210 /* Make this more visible */
1211 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1212 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1213 flag = 1;
1214 tmp->magic--;
1215 if (op->type == PLAYER)
1216 esrv_send_item (op, tmp);
1217 }
1218 }
1219
1220 if (flag)
1221 op->update_stats (); /* Something was corroded */
1222 }
1223 }
1224 break;
1225
1226 case ATNR_DRAIN:
1227 {
1228 /* rate is the proportion of exp drained. High rate means
1229 * not much is drained, low rate means a lot is drained.
1230 */
1231 int rate;
1232
1233 if (op->resist[ATNR_DRAIN] >= 0)
1234 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1235 else
1236 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1237
1238 if (op->stats.exp <= rate)
1239 {
1240 if (op->type == GOLEM)
1241 dam = 999; /* Its force is "sucked" away. 8) */
1242 else
1243 /* If we can't drain, lets try to do physical damage */
1244 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1245 }
1246 else
1247 {
1248 /* Randomly give the hitter some hp */
1249 if (hitter->stats.hp < hitter->stats.maxhp &&
1250 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1251 hitter->stats.hp++;
1252
1253 /* Can't do drains on battleground spaces.
1254 * Move the wiz check up here - before, the hitter wouldn't gain exp
1255 * exp, but the wiz would still lose exp! If drainee is a wiz,
1256 * nothing happens.
1257 * Try to credit the owner. We try to display player -> player drain
1258 * attacks, hence all the != PLAYER checks.
1259 */
1260 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1261 {
1262 object *owner = hitter->owner;
1263
1264 if (owner && owner != hitter)
1265 {
1266 if (op->type != PLAYER || owner->type != PLAYER)
1267 change_exp (owner, op->stats.exp / (rate * 2),
1268 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1269 }
1270 else if (op->type != PLAYER || hitter->type != PLAYER)
1271 change_exp (hitter, op->stats.exp / (rate * 2),
1272 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1273
1274 change_exp (op, -op->stats.exp / rate, NULL, 0);
1275 }
1276
1277 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1278 * drain attack, you won't know that you are actually sucking out EXP,
1279 * as the messages will say you missed
1280 */
1281 }
1282 }
1283 break;
1284
1285 case ATNR_TURN_UNDEAD:
1286 {
1287 if (QUERY_FLAG (op, FLAG_UNDEAD))
1288 {
1289 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1290 object *god = find_god (determine_god (owner));
1291 int div = 1;
1292
1293 /* if undead are not an enemy of your god, you turn them
1294 * at half strength */
1295 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1296 div = 2;
1297
1298 /* Give a bonus if you resist turn undead */
1299 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1300 scare_creature (op, owner);
1301 }
1302 else
1303 dam = 0; /* don't damage non undead - should we damage
1304 undead? */
1305 }
1306 break;
1307
1308 case ATNR_DEATH:
1309 deathstrike_player (op, hitter, &dam);
1310 break;
1311
1312 case ATNR_CHAOS:
1313 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1314 dam = 0;
1315 break;
1316
1317 case ATNR_COUNTERSPELL:
1318 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1319 dam = 0;
1320 /* This should never happen. Counterspell is handled
1321 * seperately and filtered out. If this does happen,
1322 * Counterspell has no effect on anything but spells, so it
1323 * does no damage. */
1324 break;
1325
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
1338 case ATNR_LIFE_STEALING:
1339 {
1340 int new_hp;
1341
1342 /* this is replacement to drain for players, instead of taking
1343 * exp it takes hp. It is geared for players, probably not
1344 * much use giving it to monsters
1345 *
1346 * life stealing doesn't do a lot of damage, but it gives the
1347 * damage it does do to the player. Given that,
1348 * it only does 1/10'th normal damage (hence the divide by
1349 * 1000).
1350 */
1351 /* You can't steal life from something undead */
1352 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1353 return 0;
1354
1355 /* If drain protection is higher than life stealing, use that */
1356 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1357 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1358 else
1359 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1360
1361 /* You die at -1 hp, not zero. */
1362 if (dam > (op->stats.hp + 1))
1363 dam = op->stats.hp + 1;
1364
1365 new_hp = hitter->stats.hp + dam;
1366 if (new_hp > hitter->stats.maxhp)
1367 new_hp = hitter->stats.maxhp;
1368
1369 if (new_hp > hitter->stats.hp)
1370 hitter->stats.hp = new_hp;
1371 }
1372 }
1373
1374 return dam;
1375} 1136}
1376 1137
1377/* 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
1378 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1379 * 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
1390 * MSW 2002-07-17 1151 * MSW 2002-07-17
1391 */ 1152 */
1392int 1153int
1393kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1394{ 1155{
1395 char buf[MAX_BUF]; 1156 shstr skill;
1396 const char *skill;
1397 int maxdam = 0; 1157 int maxdam = 0;
1398 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1399 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 */
1400 object *owner = 0; 1160 object *owner = 0;
1401 object *skop = 0; 1161 object *skop = 0;
1410 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1411 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1412 */ 1172 */
1413 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1414 1174
1415 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1416 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 */
1417 1177
1418 if (op->type == DOOR) 1178 if (op->type == DOOR)
1419 { 1179 {
1420 op->set_speed (0.1f); 1180 op->set_speed (0.1f);
1421 op->speed_left = -0.05f; 1181 op->speed_left = -0.05f;
1422 return maxdam; 1182 return maxdam;
1423 } 1183 }
1424 1184
1425 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1426 { 1186 {
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
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 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1505 skill = skop->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_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
1615 } /* else part of a party */ 1351 } /* else part of a party */
1616 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1617 1353
1618 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1619 { 1355 {
1620 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1621 { 1357 {
1622 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1623 1359
1624 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1625 { 1361 {
1626 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1627 /* Maybe we should include the owner that killed this, maybe not */ 1363 /* Maybe we should include the owner that killed this, maybe not */
1628 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);
1629 } 1365 }
1630 1366
1631 remove_friendly_object (op); 1367 remove_friendly_object (op);
1632 } 1368 }
1633 1369
1634 op->destroy (); 1370 op->drop_and_destroy ();
1635 } 1371 }
1636 else 1372 else
1637 {
1638 /* Player has been killed! */ 1373 /* Player has been killed! */
1639 if (owner->type == PLAYER) 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1640 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1641 else
1642 assign (op->contr->killer, hitter->name);
1643 }
1644 1375
1645 /* 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
1646 * continues in the calling function. 1377 * continues in the calling function.
1647 */ 1378 */
1648 return maxdam; 1379 return maxdam;
1691 * modify it. 1422 * modify it.
1692 */ 1423 */
1693/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1694 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1695int 1426int
1696hit_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)
1697{ 1428{
1698 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1699 int maxattacktype, attacknum;
1700 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;
1701 int simple_attack; 1433 int simple_attack;
1702 int rtn_kill = 0; 1434 int rtn_kill = 0;
1703 int friendlyfire; 1435 int friendlyfire;
1704 1436
1705 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1706 return 0; 1438 return 0;
1707 1439
1708 /* 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 */
1709 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1710 return 0; 1442 return 0;
1711 1443
1712 // only allow pk for hostile players 1444 // only allow pk for hostile players
1713 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1714 { 1446 {
1756 1488
1757 break; 1489 break;
1758 } 1490 }
1759 } 1491 }
1760 1492
1761 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1762 { 1494 {
1763 /* 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
1764 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1765 */ 1497 */
1766 1498
1804 */ 1536 */
1805 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1806 { 1538 {
1807 object *god; 1539 object *god;
1808 1540
1809 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1810 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1811 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1812 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1813 (hitter->title != NULL 1545 || (hitter->title
1814 && (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))))
1815 return 0; 1548 return 0;
1816 } 1549 }
1817 1550
1818 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1819 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1820 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1821 /* 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
1822 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1823 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1824 */ 1559 */
1825 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1828 /* 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.
1829 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1830 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1831 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1832 */ 1567 */
1833 if (type & attacktype)
1834 {
1835 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1836 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1837 * the damage is equal. 1571 * the damage is equal.
1838 */ 1572 */
1839 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1840 { 1574 {
1841 maxdam = ndam; 1575 maxdam = ndam;
1842 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1843 }
1844 } 1577 }
1845 } 1578 }
1846 1579
1847 /* 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
1848 * 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
1888 // keep a refcount for a long time and I see no usefulness 1621 // keep a refcount for a long time and I see no usefulness
1889 // for an non-active objetc to know its enemy. 1622 // for an non-active objetc to know its enemy.
1890 if (op->active) 1623 if (op->active)
1891 if (hitter->owner) 1624 if (hitter->owner)
1892 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1893 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1894 op->enemy = hitter; 1627 op->enemy = hitter;
1895 1628
1896 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1897 { 1630 {
1898 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1899 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1900 npc_call_help (op); 1633 npc_call_help (op);
1901 } 1634 }
1902 1635
1903 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1904 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1906 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1907 1640
1908 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1909 1642
1910 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1911 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1912 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1913 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)
1914 { 1647 {
1915 1648
1916 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1917 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1918 else 1651 else
1919 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1920 } 1653 }
1921 1654
1922 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1923 { 1656 {
1924 if (maxdam) 1657 if (maxdam)
1925 tear_down_wall (op); 1658 tear_down_wall (op);
1926 1659
1927 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1930 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1931 rtn_kill = kill_object (op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1932 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1933 return rtn_kill; 1666 return rtn_kill;
1934 1667
1935
1936 /* 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
1937 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1938 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1939 */ 1671 */
1940 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
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 {
1971 if (owner) 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
1997void 1726static void
1998poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1999{ 1728{
2000 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
2001 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
2002 1731
2003 if (tmp == NULL) 1732 if (!tmp)
2004 { 1733 {
2005 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
2006 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;
2007 else 1745 else
2008 {
2009 tmp = insert_ob_in_ob (tmp, op);
2010 /* peterm: give poisoning some teeth. It should
2011 * be able to kill things better than it does:
2012 * damage should be dependent something--I choose to
2013 * do this: if it's a monster, the damage from the
2014 * poisoning goes as the level of the monster/2.
2015 * If anything else, goes as damage.
2016 */
2017
2018 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2019 tmp->stats.dam += hitter->level / 2;
2020 else
2021 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
2022 1747
2023 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2024 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2025 {
2026 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2027 }
2028 1751
2029 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2030 1753
2031 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2032 { 1755 {
2033 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2034 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2035 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2036 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2037 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2038 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2039 op->update_stats (); 1762 op->update_stats ();
2040 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);
2041 } 1765 }
2042 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 }
2048 1771
2049 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2050 } 1773 }
2051 else 1774 else
2052 tmp->stats.food++; 1775 tmp->stats.food++;
2053} 1776}
2054 1777
2055void 1778static void
2056slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2057{ 1780{
2058 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2059 object *tmp; 1782 object *tmp;
2060 1783
2061 if (at == NULL) 1784 if (!at)
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 1795
2073 SET_FLAG (tmp, FLAG_APPLIED); 1796 tmp->set_flag (FLAG_APPLIED);
2074 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2075 op->update_stats (); 1798 op->update_stats ();
2076} 1799}
2077 1800
2078void 1801void
2079confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2080{ 1803{
2081 object *tmp; 1804 object *tmp;
2082 int maxduration; 1805 int maxduration;
2083 1806
2084 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2085 if (!tmp) 1808 if (!tmp)
2086 { 1809 {
2087 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2088 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2089 } 1812 }
2090 1813
2091 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2092 * on the player's resistance 1815 * on the player's resistance
2093 */ 1816 */
2094 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2095 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2096 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);
2097 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2098 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2099 1822
2100 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2101 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2102 1825
2103 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2104 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!");
2105 1828
2106 SET_FLAG (op, FLAG_CONFUSED); 1829 op->set_flag (FLAG_CONFUSED);
2107} 1830}
2108 1831
2109void 1832void
2110blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2111{ 1834{
2112 object *tmp, *owner;
2113
2114 /* 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 */
2115 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2116 return; 1837 return;
2117 1838
2118 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2119 if (!tmp) 1840 if (!tmp)
2120 { 1841 {
2121 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2122 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2123 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2124 /* 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.
2125 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2126 */
2127 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2128 1847
2129 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2130 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2131 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2132 1851
2133 if (hitter->owner)
2134 owner = hitter->owner;
2135 else
2136 owner = hitter;
2137
2138 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));
2139 } 1853 }
1854
2140 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2141 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2142 tmp->stats.food = 10;
2143} 1857}
2144 1858
2145void 1859void
2146paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2147{ 1861{
2148 float effect, max;
2149
2150 /* object *tmp; */
2151
2152 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2153 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2154 */ 1864 */
2155 1865
2156 /* 1866 /*
2160 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);
2161 } 1871 }
2162 */ 1872 */
2163 1873
2164 /* 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 */
2165 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;
2166 1876
2167 if (effect == 0)
2168 return;
2169
2170 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2171 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2172 1879
2173 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2174 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2175 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2176 op->speed_left = (float) -(FABS (op->speed) * max);
2177 1884
2178/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2179} 1886}
2180 1887
2181/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2182 * the computed damaged. 1889 * the computed damaged.
2183 */ 1890 */
2184void 1891static void
2185deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2186{ 1893{
2187 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2188 ** 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
2189 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2193 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2194 1901
2195 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2196 1903
2197 if (hitter->slaying) 1904 if (hitter->slaying)
2198 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))))
2199 return; 1907 return;
2200 1908
2201 def_lev = op->level; 1909 def_lev = op->level;
2202 if (def_lev < 1) 1910 if (def_lev < 1)
2203 { 1911 {
2204 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 1912 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2205 def_lev = 1; 1913 def_lev = 1;
2206 } 1914 }
2207 1915
2208 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;
2209 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2230 } 1938 }
2231 else 1939 else
2232 *dam = 0; /* no harm done */ 1940 *dam = 0; /* no harm done */
2233} 1941}
2234 1942
2235/* thrown_item_effect() - handles any special effects of thrown 1943/* This returns the amount of damage hitter does to op with the
2236 * items (like attacking living creatures--a potion thrown at a 1944 * appropriate attacktype. Only 1 attacktype should be set at a time.
2237 * monster). 1945 * This doesn't damage the player, but returns how much it should
2238 */ 1946 * take. However, it will do other effects (paralyzation, slow, etc.)
2239static void 1947 * Note - changed for PR code - we now pass the attack number and not
2240thrown_item_effect (object *hitter, object *victim) 1948 * the attacktype. Makes it easier for the PR code. */
1949int
1950hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2241{ 1951{
2242 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 1952 int doesnt_slay = 1;
1953
1954 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1955 if (attacknum >= NROFATTACKS)
1956 {
1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1958 return 0;
2243 { 1959 }
2244 /* May not need a switch for just 2 types, but this makes it 1960
2245 * 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)))
2246 */ 1977 {
2247 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2248 { 1980 }
2249 case POTION: 1981 }
2250 /* should player get a save throw instead of checking magic protection? */ 1982
2251 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. */
2252 (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);
2253 break; 2012 break;
2254 2013
2255 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2256 /* As with potions, should monster get a save? */ 2015 magic,
2257 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2258 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 }
2259 break; 2066 break;
2260 2067
2261 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2262 * food may be poisonous, but monster must be willing to eat it, 2069 {
2263 * so we don't handle it here. 2070 int flag = 0;
2264 * 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.
2265 */ 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:
2266 } 2180 {
2267 } 2181 if (op->flag [FLAG_UNDEAD])
2268} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2269 2186
2270/* adj_attackroll() - adjustments to attacks by various conditions */ 2187 /* if undead are not an enemy of your god, you turn them
2271int 2188 * at half strength */
2272adj_attackroll (object *hitter, object *target) 2189 if (!god || !god->slaying.contains (shstr_undead))
2273{ 2190 div = 2;
2274 object *attacker = hitter;
2275 int adjust = 0;
2276 2191
2277 /* safety */ 2192 /* Give a bonus if you resist turn undead */
2278 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2279 { 2194 scare_creature (op, owner);
2280 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2195 }
2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2201
2202 case ATNR_DEATH:
2203 deathstrike_player (op, hitter, &dam);
2204 break;
2205
2206 case ATNR_CHAOS:
2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2208 dam = 0;
2209 break;
2210
2211 case ATNR_COUNTERSPELL:
2212 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2213 dam = 0;
2214 /* This should never happen. Counterspell is handled
2215 * seperately and filtered out. If this does happen,
2216 * Counterspell has no effect on anything but spells, so it
2217 * does no damage. */
2218 break;
2219
2220 case ATNR_HOLYWORD:
2221 {
2222 /* This has already been handled by hit_player,
2223 * no need to check twice -- DAMN */
2224 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2225
2226 /* As with turn undead above, give a bonus on the saving throw */
2227 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2228 scare_creature (op, owner);
2229 }
2230 break;
2231
2232 case ATNR_LIFE_STEALING:
2233 {
2234 int new_hp;
2235
2236 /* this is replacement to drain for players, instead of taking
2237 * exp it takes hp. It is geared for players, probably not
2238 * much use giving it to monsters
2239 *
2240 * life stealing doesn't do a lot of damage, but it gives the
2241 * damage it does do to the player. Given that,
2242 * it only does 1/10'th normal damage (hence the divide by
2243 * 1000).
2244 */
2245 /* You can't steal life from something undead */
2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2281 return 0; 2247 return 0;
2282 }
2283 2248
2284 /* aimed missiles use the owning object's sight */ 2249 /* If drain protection is higher than life stealing, use that */
2285 if (is_aimed_missile (hitter)) 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 }
2286 { 2266 }
2287 if ((attacker = hitter->owner) == NULL)
2288 attacker = hitter;
2289 /* A player who saves but hasn't quit still could have objects
2290 * owned by him - need to handle that case to avoid crashes.
2291 */
2292 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2293 attacker = hitter;
2294 }
2295 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2296 return 0;
2297 2267
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/* determine if the object is an 'aimed' missile */
2346int
2347is_aimed_missile (object *op)
2348{
2349
2350 /* I broke what used to be one big if into a few nested
2351 * ones so that figuring out the logic is at least possible.
2352 */
2353 if (op && (op->move_type & MOVE_FLYING))
2354 if (op->type == ARROW || op->type == THROWN_OBJ)
2355 return 1;
2356 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2357 return 1;
2358
2359 return 0; 2268 return dam;
2360} 2269}
2270

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