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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.89 by root, Fri Aug 29 06:47:15 2008 UTC vs.
Revision 1.148 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <assert.h> 25#include <assert.h>
25#include <global.h> 26#include <global.h>
27#include <material.h> 28#include <material.h>
28#include <skills.h> 29#include <skills.h>
29#include <sounds.h> 30#include <sounds.h>
30#include <sproto.h> 31#include <sproto.h>
31 32
32typedef struct att_msg_str
33{
34 char *msg1;
35 char *msg2;
36} att_msg;
37
38/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
39
40/* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43void
44cancellation (object *op)
45{
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, op);
69 }
70}
71 34
72/* 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
73 * 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
74 * any further action (like destroying the item). 37 * any further action (like destroying the item).
75 */ 38 */
76int 39static int
77did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
78{ 41{
79 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
80 materialtype_t *mt; 43 materialtype_t *mt = op->material;
81 44
82 if (!op->materialname) 45 // destroying objects without material has many bad effects
83 { 46 if (mt == MATERIAL_NULL)
84 for (mt = materialt; mt && mt->next; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE; 47 return 1;
93 48
94 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
95 50
96 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
97 * 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
98 * 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
99 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
103 */ 58 */
104 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 63
64
109 if (type == 0) return TRUE; 65 if (type == 0) return TRUE;
110 66
111 if (roll == 20) return TRUE; 67 if (roll == 20) return TRUE;
112 if (roll == 1) return FALSE; 68 if (roll == 1) return FALSE;
113 69
114 for (number = 0; number < NROFATTACKS; number++) 70 for_all_bits_sparse_32 (type, number)
115 { 71 {
116 i = 1 << number;
117
118 if (!(i & type))
119 continue;
120
121 attacks++; 72 attacks++;
73
122 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
123 saves++; 75 saves++;
124 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)
125 saves++; 77 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 86 return FALSE;
135 87
136 return TRUE; 88 return TRUE;
137} 89}
138 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
139/* This function calls did_make_save_item. It then performs the 123/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 124 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 125 * calling cancellation, etc.)
142 */ 126 */
143void 127void
144save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
145{ 129{
130 op = op->head_ ();
131
146 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
147 { 133 {
148 object *env = op->env; 134 object *env = op->env;
149 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
150 maptile *m = op->map; 136 maptile *m = op->map;
159 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 146 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 149 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 151 {
166 const char *arch = op->other_arch->archname; 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 153 if (op->type == LAMP || op->type == TORCH)
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 { 154 {
173 if (env) 155 apply_lamp (op, true); // turn on a lamp
174 env->insert (op);
175 else 156 return;
176 m->insert (op, x, y, originator);
177 } 157 }
158 else if (op->flag [FLAG_IS_LIGHTABLE])
159 {
160 if (op->other_arch)
161 {
162 const char *arch = op->other_arch->archname;
178 163
164 if (op->decrease ())
165 fix_stopped_item (op, m, originator);
166
167 if ((op = archetype::get (arch)))
168 {
169 if (env)
170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
174 }
175
179 return; 176 return;
177 }
180 } 178 }
181 179
182 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
183 { /* Cancellation. */ 181 { /* Cancellation. */
184 cancellation (op); 182 cancellation (op);
185 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
186 return; 185 return;
187 }
188
189 if (op->nrof > 1)
190 {
191 if (op->decrease (rndm (0, op->nrof - 1)))
192 fix_stopped_item (op, m, originator);
193 }
194 else
195 {
196 // drop everything to the ground, if possible
197 op->insert_at (originator);
198 op->destroy ();
199 } 186 }
200 187
201 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
202 if (env) 189 if (env)
203 { 190 {
204 op = archetype::get (shstr_burnout); 191 object *op = archetype::get (shstr_burnout);
205 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
206 env->insert (op); 193 env->insert (op);
207 } 194 }
208 else 195 else
209 replace_insert_ob_in_map (shstr_burnout, originator); 196 replace_insert_ob_in_map (shstr_burnout, originator);
210 197
198 if (op->nrof > 1)
199 {
200 if (op->decrease (rndm (0, op->nrof - 1)))
201 fix_stopped_item (op, m, originator);
202 }
203 else
204 {
205 // drop everything to the ground, if possible
206 op->insert_at (originator);
207 op->drop_and_destroy ();
208 }
209
211 return; 210 return;
212 } 211 }
213 212
214 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) 214 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
216 { 215 {
217 archetype *at = archetype::find (shstr_icecube); 216 archetype *at = archetype::find (shstr_icecube);
218 217
219 if (at == NULL) 218 if (at == NULL)
220 return; 219 return;
224 return; 223 return;
225 224
226 object *tmp = present_arch (at, op->map, op->x, op->y); 225 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp) 226 if (!tmp)
228 { 227 {
229 tmp = arch_to_object (at); 228 tmp = at->instance ();
230 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
231 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
232 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
233 * that for ones we create. 232 * that for ones we create.
234 */ 233 */
247 * type is the attacktype of the object. 246 * type is the attacktype of the object.
248 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
249 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
250 */ 249 */
251int 250int
252hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
253{ 252{
254 maptile *map;
255 sint16 x, y; 253 sint16 x, y;
256 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 */
257 255
258 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
259 { 257 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 259 return 0;
262 } 260 }
263 261
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
265 { 263 {
266 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);
267 return 0; 265 return 0;
268 } 266 }
269 267
333 * 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.
334 */ 332 */
335 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
336 continue; 334 continue;
337 335
338 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
339 { 337 {
340 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
341 retflag |= 1; 339 retflag |= 1;
342 340
343 if (op->destroyed ()) 341 if (op->destroyed ())
347 * 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
348 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
349 * 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
350 * 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
351 * 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.
352 */ 352 */
353 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)
354 { 354 {
355 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
356 356
357 if (op->destroyed ()) 357 if (op->destroyed ())
358 break; 358 break;
359 } 359 }
360 } 360 }
361 361
362 return 0; 362 return retflag;
363} 363}
364 364
365void 365static void
366attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
367{ 367{
368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
369 int i, found = 0; 369 int i, found = 0;
370 maptile *map; 370 maptile *map;
372 372
373 /* 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
374 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
375 * [garbled 20010919] 375 * [garbled 20010919]
376 */ 376 */
377
378 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
379 { 378 {
380 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
381 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
382 found++; 381 found++;
383 } 382 }
384 if (dam < 0) 383 else if (dam < 0)
385 { 384 {
386 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
387 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
388 found++; 387 found++;
389 } 388 }
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 511 found++;
513 break; 512 break;
514 } 513 }
515 } 514 }
516 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
517 { 516 {
518 int mtype; 517 int mtype;
519 518
520 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
521 { 520 {
522 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
523 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
524 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
525 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
526 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
527 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
528 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
529 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
530 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
531 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
532 mtype = ATM_CLEAVE;
533 break;
534 case WEAP_SLICE:
535 mtype = ATM_SLICE;
536 break;
537 case WEAP_STAB:
538 mtype = ATM_STAB;
539 break;
540 case WEAP_WHIP:
541 mtype = ATM_WHIP;
542 break;
543 case WEAP_CRUSH:
544 mtype = ATM_CRUSH;
545 break;
546 case WEAP_BLUD:
547 mtype = ATM_BLUD;
548 break;
549 default:
550 mtype = ATM_BASIC;
551 break;
552 } 531 }
553 532
554 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++)
555 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)
556 { 535 {
659 op->play_sound (sound_find ("player_hits4")); 638 op->play_sound (sound_find ("player_hits4"));
660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
661 } 640 }
662} 641}
663 642
664
665static int 643static int
666get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
667{ 645{
668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
669 { 647 {
670 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
671 return 1; 649 return 1;
672 } 650 }
673 651
674 if ((*target)->head)
675 *target = (*target)->head; 652 *target = (*target)->head_ ();
676
677 if ((*hitter)->head)
678 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
679 654
680 if ((*target)->type == LOCKED_DOOR) 655 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit 656 return 1; // locked doors cannot be hit
682 657
683 if ((*hitter)->env || (*target)->env) 658 if ((*hitter)->env || (*target)->env)
684 { 659 {
685 *simple_attack = 1; 660 *simple_attack = 1;
686 return 0; 661 return 0;
687 } 662 }
688 663
689 if (QUERY_FLAG (*target, FLAG_REMOVED) 664 if ((*target)->flag [FLAG_REMOVED]
690 || QUERY_FLAG (*hitter, FLAG_REMOVED) 665 || (*hitter)->flag [FLAG_REMOVED]
691 || !(*hitter)->map 666 || !(*hitter)->map
692 || !on_same_map (*hitter, *target)) 667 || !on_same_map (*hitter, *target))
693 { 668 {
694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ()); 670 (*hitter)->debug_desc (), (*target)->debug_desc ());
701} 676}
702 677
703static int 678static int
704abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
705{ 680{
706
707/* 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
708 * 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.
709 */ 683 */
710 int new_mode; 684 int new_mode;
711 685
712 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
713 new_mode = 1; 687 new_mode = 1;
714 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))
715 return 1; 690 return 1;
716 else 691 else
717 new_mode = 0; 692 new_mode = 0;
693
718 return new_mode != simple_attack; 694 return new_mode != simple_attack;
719} 695}
720 696
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
721static 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}
722 821
723static int 822static int
724attack_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)
725{ 824{
726 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
739 838
740 /* 839 /*
741 * 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
742 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
743 */ 842 */
744 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)
745 { 844 {
746 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
747 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
748 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
749 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
771 if (!simple_attack) 870 if (!simple_attack)
772 { 871 {
773 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
774 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
775 * -b.t. */ 874 * -b.t. */
776 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
777 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
778 877
779 /* 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
780 * for help. */ 879 * for help. */
781 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))
782 npc_call_help (op); 881 npc_call_help (op);
783 882
784 /* 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 */
785 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
786 { 885 {
787 make_visible (op); 886 make_visible (op);
788 887
789 if (op->type == PLAYER) 888 if (op->type == PLAYER)
790 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!");
791 } 890 }
792 891
793 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
794 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
795 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
802 } 901 }
803 902
804 /* 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
805 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
806 */ 905 */
807 if (hitdam <= 0) 906 max_it (hitdam, 1);
808 hitdam = 1;
809 907
810 type = hitter->attacktype; 908 type = hitter->attacktype;
811 909
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 */
812 if (!type) 920 if (!type)
813 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
814 922
815 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
816 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])
817 { 925 {
818 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
819 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");
820 928
821 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);
847} 955}
848 956
849int 957int
850attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
851{ 959{
852 hitter = hitter->head_ ();
853
854 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);
855} 961}
856 962
857/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
858 * 964 *
859 * 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.
891 /* Disassemble missile */ 997 /* Disassemble missile */
892 if (op->inv) 998 if (op->inv)
893 { 999 {
894 container = op; 1000 container = op;
895 hitter = op->inv; 1001 hitter = op->inv;
896 hitter->remove ();
897 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);
898 /* 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
899 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
900 * 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
901 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
902 } 1007 }
916 * other places as well!) 1021 * other places as well!)
917 */ 1022 */
918 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env != NULL)
919 { 1024 {
920 if (container) 1025 if (container)
921 {
922 container->remove ();
923 container->destroy (); 1026 container->destroy ();
924 }
925 1027
926 return 0; 1028 return 0;
927 } 1029 }
928 1030
929 /* Missile hit victim */ 1031 /* Missile hit victim */
953 * 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
954 * way to handle those otherwise? 1056 * way to handle those otherwise?
955 */ 1057 */
956 if (victim->x != hitter->x || victim->y != hitter->y) 1058 if (victim->x != hitter->x || victim->y != hitter->y)
957 { 1059 {
1060 if (victim->destroyed ())
1061 hitter->destroy ();
1062 else
1063 {
958 hitter->remove (); 1064 hitter->remove ();
959 hitter->x = victim->x; 1065 hitter->x = victim->x;
960 hitter->y = victim->y; 1066 hitter->y = victim->y;
961 insert_ob_in_map (hitter, victim->map, hitter, 0); 1067 insert_ob_in_map (hitter, victim->map, hitter, 0);
1068 }
962 } 1069 }
963 else 1070 else
964 /* Else leave arrow where it is */ 1071 /* Else leave arrow where it is */
965 merge_ob (hitter, NULL); 1072 merge_ob (hitter, NULL);
966 1073
967 return 0; 1074 return 0;
968 } 1075 }
969 1076
970 if (hit_something && op->speed >= 10.0) 1077 if (hit_something && op->speed >= 10.0)
971 op->speed -= 1.0; 1078 op->set_speed (op->speed - 1.f);
972 1079
973 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
974 if (container) 1081 if (container)
975 { 1082 {
976 hitter->remove (); 1083 hitter->remove ();
978 } 1085 }
979 1086
980 return op; 1087 return op;
981} 1088}
982 1089
983void 1090static void
984tear_down_wall (object *op) 1091tear_down_wall (object *op)
985{ 1092{
986 int perc = 0;
987
988 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
989 {
990 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);
991 perc = 1; 1095 else if (!op->has_anim ())
992 }
993 else if (!GET_ANIM_ID (op))
994 { 1096 {
995 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
996 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
997 op->destroy (); 1099 op->destroy ();
998 1100
999 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1000 } 1102 }
1001 1103
1002 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 );
1003 1110
1004 if (perc >= (int) NUM_ANIMATIONS (op)) 1111 op->set_anim_frame (perc);
1005 perc = NUM_ANIMATIONS (op) - 1;
1006 else if (perc < 1)
1007 perc = 1;
1008
1009 SET_ANIMATION (op, perc);
1010 update_object (op, UP_OBJ_FACE); 1112 update_object (op, UP_OBJ_FACE);
1011 1113
1012 if (perc == NUM_ANIMATIONS (op) - 1) 1114 if (op->stats.hp < 0)
1013 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1014 if (op->face == blank_face) 1116 if (op->face == blank_face)
1015 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1016 op->destroy (); 1118 op->destroy ();
1017 else 1119 else
1018 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1019 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1020 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1021 op->move_block = 0; 1123 op->move_block = 0;
1022 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1023 } 1125 }
1024 } 1126 }
1025} 1127}
1026 1128
1027void 1129static void
1028scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1029{ 1131{
1030 object *owner = hitter->owner; 1132 target->flag [FLAG_SCARED] = true;
1031 1133
1032 if (!owner)
1033 owner = hitter;
1034
1035 SET_FLAG (target, FLAG_SCARED);
1036 if (!target->enemy) 1134 if (!target->enemy)
1037 target->enemy = owner; 1135 target->enemy = hitter->outer_owner ();
1038}
1039
1040/* This returns the amount of damage hitter does to op with the
1041 * appropriate attacktype. Only 1 attacktype should be set at a time.
1042 * This doesn't damage the player, but returns how much it should
1043 * take. However, it will do other effects (paralyzation, slow, etc.)
1044 * Note - changed for PR code - we now pass the attack number and not
1045 * the attacktype. Makes it easier for the PR code. */
1046int
1047hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1048{
1049 int doesnt_slay = 1;
1050
1051 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1052 if (attacknum >= NROFATTACKS)
1053 {
1054 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1055 return 0;
1056 }
1057
1058 if (dam < 0)
1059 {
1060 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1061 dam, hitter->debug_desc (), op->debug_desc ());
1062 return 0;
1063 }
1064
1065 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1066 * people can't mess with that or it otherwise get confused. */
1067 if (attacknum == ATNR_INTERNAL)
1068 return dam;
1069
1070 if (hitter->slaying)
1071 {
1072 if ((op->race && strstr (hitter->slaying, op->race))
1073 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1074 {
1075 doesnt_slay = 0;
1076 dam *= 3;
1077 }
1078 }
1079
1080 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1081 if (op->resist[attacknum])
1082 {
1083 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1084 * in case 0>dam>1, we try to "simulate" a float value-effect */
1085 dam *= (100 - op->resist[attacknum]);
1086 if (dam >= 100)
1087 dam /= 100;
1088 else
1089 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1090 }
1091
1092 /* Special hack. By default, if immune to something, you
1093 * shouldn't need to worry. However, acid is an exception, since
1094 * it can still damage your items. Only include attacktypes if
1095 * special processing is needed */
1096
1097 if (op->resist[attacknum] >= 100
1098 && doesnt_slay
1099 && attacknum != ATNR_ACID)
1100 return 0;
1101
1102 /* Keep this in order - makes things easier to find */
1103
1104 switch (attacknum)
1105 {
1106 case ATNR_PHYSICAL:
1107 /* here also check for diseases */
1108 check_physically_infect (op, hitter);
1109 break;
1110
1111 /* Don't need to do anything for:
1112 magic,
1113 fire,
1114 electricity,
1115 cold */
1116
1117 case ATNR_CONFUSION:
1118 case ATNR_POISON:
1119 case ATNR_SLOW:
1120 case ATNR_PARALYZE:
1121 case ATNR_FEAR:
1122 case ATNR_CANCELLATION:
1123 case ATNR_DEPLETE:
1124 case ATNR_BLIND:
1125 {
1126 /* chance for inflicting a special attack depends on the
1127 * difference between attacker's and defender's level
1128 */
1129 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1130
1131 /* First, only creatures/players with speed can be affected.
1132 * Second, just getting hit doesn't mean it always affects
1133 * you. Third, you still get a saving through against the
1134 * effect.
1135 */
1136 if (op->speed &&
1137 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1138 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1139 {
1140
1141 /* Player has been hit by something */
1142 if (attacknum == ATNR_CONFUSION)
1143 confuse_player (op, hitter, dam);
1144 else if (attacknum == ATNR_POISON)
1145 poison_player (op, hitter, dam);
1146 else if (attacknum == ATNR_SLOW)
1147 slow_player (op, hitter, dam);
1148 else if (attacknum == ATNR_PARALYZE)
1149 paralyze_player (op, hitter, dam);
1150 else if (attacknum == ATNR_FEAR)
1151 scare_creature (op, hitter);
1152 else if (attacknum == ATNR_CANCELLATION)
1153 cancellation (op);
1154 else if (attacknum == ATNR_DEPLETE)
1155 op->drain_stat ();
1156 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1157 blind_player (op, hitter, dam);
1158 }
1159
1160 dam = 0; /* These are all effects and don't do real damage */
1161 }
1162 break;
1163
1164 case ATNR_ACID:
1165 {
1166 int flag = 0;
1167
1168 /* Items only get corroded if you're not on a battleground and
1169 * if your acid resistance is below 50%. */
1170 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1171 {
1172 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1173 {
1174 if (tmp->invisible)
1175 continue;
1176 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1177 /* >= 10% acid res. on items will protect these */
1178 continue;
1179 if (!(tmp->materials & M_IRON))
1180 continue;
1181 if (tmp->magic < -4) /* Let's stop at -5 */
1182 continue;
1183 if (tmp->type == RING
1184 /* removed boots and gloves from exclusion list in PR */
1185 || tmp->type == GIRDLE
1186 || tmp->type == AMULET
1187 || tmp->type == WAND
1188 || tmp->type == ROD
1189 || tmp->type == HORN)
1190 continue; /* To avoid some strange effects */
1191
1192 /* High damage acid has better chance of corroding
1193 objects */
1194 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1195 {
1196 flag = 1;
1197 tmp->magic--;
1198
1199 if (object *pl = tmp->visible_to ())
1200 {
1201 /* Make this more visible */
1202 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1203 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1204
1205 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1206 }
1207 }
1208 }
1209
1210 if (flag)
1211 op->update_stats (); /* Something was corroded */
1212 }
1213 }
1214 break;
1215
1216 case ATNR_DRAIN:
1217 {
1218 /* rate is the proportion of exp drained. High rate means
1219 * not much is drained, low rate means a lot is drained.
1220 */
1221 int rate;
1222
1223 if (op->resist[ATNR_DRAIN] >= 0)
1224 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1225 else
1226 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1227
1228 if (op->stats.exp <= rate)
1229 {
1230 if (op->type == GOLEM)
1231 dam = 999; /* Its force is "sucked" away. 8) */
1232 else
1233 /* If we can't drain, lets try to do physical damage */
1234 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1235 }
1236 else
1237 {
1238 /* Randomly give the hitter some hp */
1239 if (hitter->stats.hp < hitter->stats.maxhp &&
1240 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1241 hitter->stats.hp++;
1242
1243 /* Can't do drains on battleground spaces.
1244 * Move the wiz check up here - before, the hitter wouldn't gain exp
1245 * exp, but the wiz would still lose exp! If drainee is a wiz,
1246 * nothing happens.
1247 * Try to credit the owner. We try to display player -> player drain
1248 * attacks, hence all the != PLAYER checks.
1249 */
1250 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1251 {
1252 object *owner = hitter->owner;
1253
1254 if (owner && owner != hitter)
1255 {
1256 if (op->type != PLAYER || owner->type != PLAYER)
1257 change_exp (owner, op->stats.exp / (rate * 2),
1258 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1259 }
1260 else if (op->type != PLAYER || hitter->type != PLAYER)
1261 change_exp (hitter, op->stats.exp / (rate * 2),
1262 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1263
1264 change_exp (op, -op->stats.exp / rate, NULL, 0);
1265 }
1266
1267 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1268 * drain attack, you won't know that you are actually sucking out EXP,
1269 * as the messages will say you missed
1270 */
1271 }
1272 }
1273 break;
1274
1275 case ATNR_TURN_UNDEAD:
1276 {
1277 if (QUERY_FLAG (op, FLAG_UNDEAD))
1278 {
1279 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1280 object *god = find_god (determine_god (owner));
1281 int div = 1;
1282
1283 /* if undead are not an enemy of your god, you turn them
1284 * at half strength */
1285 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1286 div = 2;
1287
1288 /* Give a bonus if you resist turn undead */
1289 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1290 scare_creature (op, owner);
1291 }
1292 else
1293 dam = 0; /* don't damage non undead - should we damage
1294 undead? */
1295 }
1296 break;
1297
1298 case ATNR_DEATH:
1299 deathstrike_player (op, hitter, &dam);
1300 break;
1301
1302 case ATNR_CHAOS:
1303 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1304 dam = 0;
1305 break;
1306
1307 case ATNR_COUNTERSPELL:
1308 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1309 dam = 0;
1310 /* This should never happen. Counterspell is handled
1311 * seperately and filtered out. If this does happen,
1312 * Counterspell has no effect on anything but spells, so it
1313 * does no damage. */
1314 break;
1315
1316 case ATNR_HOLYWORD:
1317 {
1318 /* This has already been handled by hit_player,
1319 * no need to check twice -- DAMN */
1320 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1321
1322 /* As with turn undead above, give a bonus on the saving throw */
1323 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1324 scare_creature (op, owner);
1325 }
1326 break;
1327
1328 case ATNR_LIFE_STEALING:
1329 {
1330 int new_hp;
1331
1332 /* this is replacement to drain for players, instead of taking
1333 * exp it takes hp. It is geared for players, probably not
1334 * much use giving it to monsters
1335 *
1336 * life stealing doesn't do a lot of damage, but it gives the
1337 * damage it does do to the player. Given that,
1338 * it only does 1/10'th normal damage (hence the divide by
1339 * 1000).
1340 */
1341 /* You can't steal life from something undead */
1342 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1343 return 0;
1344
1345 /* If drain protection is higher than life stealing, use that */
1346 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1347 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1348 else
1349 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1350
1351 /* You die at -1 hp, not zero. */
1352 if (dam > (op->stats.hp + 1))
1353 dam = op->stats.hp + 1;
1354
1355 new_hp = hitter->stats.hp + dam;
1356 if (new_hp > hitter->stats.maxhp)
1357 new_hp = hitter->stats.maxhp;
1358
1359 if (new_hp > hitter->stats.hp)
1360 hitter->stats.hp = new_hp;
1361 }
1362 }
1363
1364 return dam;
1365} 1136}
1366 1137
1367/* 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
1368 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1369 * 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
1380 * MSW 2002-07-17 1151 * MSW 2002-07-17
1381 */ 1152 */
1382int 1153int
1383kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1384{ 1155{
1385 char buf[MAX_BUF]; 1156 shstr skill;
1386 const char *skill;
1387 int maxdam = 0; 1157 int maxdam = 0;
1388 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1389 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 */
1390 object *owner = 0; 1160 object *owner = 0;
1391 object *skop = 0; 1161 object *skop = 0;
1400 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1401 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1402 */ 1172 */
1403 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1404 1174
1405 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1406 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 */
1407 1177
1408 if (op->type == DOOR) 1178 if (op->type == DOOR)
1409 { 1179 {
1410 op->set_speed (0.1f); 1180 op->set_speed (0.1f);
1411 op->speed_left = -0.05f; 1181 op->speed_left = -0.05f;
1412 return maxdam; 1182 return maxdam;
1413 } 1183 }
1414 1184
1415 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1416 { 1186 {
1417 op->destroy (); 1187 op->drop_and_destroy ();
1418 return maxdam; 1188 return maxdam;
1419 } 1189 }
1420 1190
1421 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1422 1192
1423 owner = hitter->owner; 1193 owner = hitter->outer_owner ();
1424 if (!owner) 1194 if (!owner)
1425 owner = hitter; 1195 owner = hitter;
1426 1196
1427 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1428 if (op_on_battleground (op, NULL, NULL)) 1198 if (op_on_battleground (op, NULL, NULL))
1480 1250
1481 /* This code below deals with finding the appropriate skill 1251 /* This code below deals with finding the appropriate skill
1482 * to credit exp to. This is a bit problematic - we should 1252 * to credit exp to. This is a bit problematic - we should
1483 * probably never really have to look at current_weapon->skill 1253 * probably never really have to look at current_weapon->skill
1484 */ 1254 */
1485 skill = 0;
1486
1487 if (hitter->skill && hitter->type != PLAYER) 1255 if (hitter->skill && hitter->type != PLAYER)
1488 skill = hitter->skill; 1256 skill = hitter->skill;
1489 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1490 { 1258 {
1491 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1492 skill = skop->skill; 1260 skill = skop->skill;
1493 } 1261 }
1494 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1495 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1496 else 1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1497 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 }
1498 1272
1499 /* 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
1500 * 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!
1501 */ 1275 */
1502 if ((!skop || skop->type != SKILL) && skill) 1276 skop = owner->contr->find_skill (skill);
1503 {
1504 int i;
1505
1506 for (i = 0; i < NUM_SKILLS; i++)
1507 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1508 {
1509 skop = owner->contr->last_skill_ob[i];
1510 break;
1511 }
1512 }
1513 } /* Was it a player that hit somethign */ 1277 } /* Was it a player that hit somethign */
1514 else 1278 else
1515 skill = 0; 1279 skill = 0;
1516 1280
1517 /* Pet (or spell) killed something. */
1518 if (op->type == PLAYER)
1519 {
1520 if (owner != hitter)
1521 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1522 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1523 else
1524 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1525 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1526 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1527
1528 new_draw_info (NDI_ALL, 0, NULL, buf);
1529 }
1530
1531 /* These may have been set in the player code section above */ 1281 /* These may have been set in the player code section above */
1532 if (!skop) 1282 if (!skop)
1533 skop = hitter->chosen_skill; 1283 skop = hitter->chosen_skill;
1534 1284
1535 if (!skill && skop) 1285 if (!skill && skop)
1536 skill = skop->skill; 1286 skill = skop->skill;
1537 1287
1538 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1539 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1540 { 1290 {
1541 int exp; 1291 int exp;
1542 1292
1543 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1544 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1545 if (op->type == PLAYER)
1546 {
1547 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1548 { 1298 {
1549 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1550 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1551 } 1301 }
1552 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1553 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1554 }
1555 else 1307 else
1556 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1557
1558 /* if op is standing on "battleground" (arena), no way to gain
1559 * exp by killing him
1560 */
1561 if (battleg)
1562 exp = 0;
1563 1309
1564 /* 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
1565 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1566 */ 1312 */
1567 1313
1605 } /* else part of a party */ 1351 } /* else part of a party */
1606 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1607 1353
1608 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1609 { 1355 {
1610 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1611 { 1357 {
1612 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1613 1359
1614 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1615 { 1361 {
1616 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1617 /* Maybe we should include the owner that killed this, maybe not */ 1363 /* Maybe we should include the owner that killed this, maybe not */
1618 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);
1619 } 1365 }
1620 1366
1621 remove_friendly_object (op); 1367 remove_friendly_object (op);
1622 } 1368 }
1623 1369
1624 op->destroy (); 1370 op->drop_and_destroy ();
1625 } 1371 }
1626 else 1372 else
1627 /* Player has been killed! */ 1373 /* Player has been killed! */
1628 op->contr->killer = owner->type == PLAYER ? owner : hitter; 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1629 1375
1676 * modify it. 1422 * modify it.
1677 */ 1423 */
1678/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1679 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1680int 1426int
1681hit_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)
1682{ 1428{
1683 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1684 int maxattacktype, attacknum;
1685 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;
1686 int simple_attack; 1433 int simple_attack;
1687 int rtn_kill = 0; 1434 int rtn_kill = 0;
1688 int friendlyfire; 1435 int friendlyfire;
1689 1436
1690 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1691 return 0; 1438 return 0;
1692 1439
1693 /* 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 */
1694 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1695 return 0; 1442 return 0;
1696 1443
1697 // only allow pk for hostile players 1444 // only allow pk for hostile players
1698 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1699 { 1446 {
1741 1488
1742 break; 1489 break;
1743 } 1490 }
1744 } 1491 }
1745 1492
1746 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1747 { 1494 {
1748 /* 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
1749 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1750 */ 1497 */
1751 1498
1789 */ 1536 */
1790 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1791 { 1538 {
1792 object *god; 1539 object *god;
1793 1540
1794 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1795 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1796 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1797 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1798 (hitter->title != NULL 1545 || (hitter->title
1799 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1546 && (god = find_god (determine_god (hitter))) != NULL
1547 && god->race.contains (shstr_undead))))
1800 return 0; 1548 return 0;
1801 } 1549 }
1802 1550
1803 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1804 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1805 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1806 /* 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
1807 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1808 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1809 */ 1559 */
1810 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1813 /* 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.
1814 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1815 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1816 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1817 */ 1567 */
1818 if (type & attacktype)
1819 {
1820 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1821 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1822 * the damage is equal. 1571 * the damage is equal.
1823 */ 1572 */
1824 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1825 { 1574 {
1826 maxdam = ndam; 1575 maxdam = ndam;
1827 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1828 }
1829 } 1577 }
1830 } 1578 }
1831 1579
1832 /* 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
1833 * 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
1873 // 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
1874 // for an non-active objetc to know its enemy. 1622 // for an non-active objetc to know its enemy.
1875 if (op->active) 1623 if (op->active)
1876 if (hitter->owner) 1624 if (hitter->owner)
1877 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1878 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1879 op->enemy = hitter; 1627 op->enemy = hitter;
1880 1628
1881 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1882 { 1630 {
1883 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1884 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1885 npc_call_help (op); 1633 npc_call_help (op);
1886 } 1634 }
1887 1635
1888 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1889 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1891 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1892 1640
1893 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1894 1642
1895 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1896 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1897 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1898 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)
1899 { 1647 {
1900 1648
1901 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1902 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1903 else 1651 else
1904 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1905 } 1653 }
1906 1654
1907 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1908 { 1656 {
1909 if (maxdam) 1657 if (maxdam)
1910 tear_down_wall (op); 1658 tear_down_wall (op);
1911 1659
1912 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1915 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1916 rtn_kill = kill_object (op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1917 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1918 return rtn_kill; 1666 return rtn_kill;
1919 1667
1920
1921 /* 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
1922 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1923 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1924 */ 1671 */
1925 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1926 hitter->destroy (); 1673 hitter->drop_and_destroy ();
1927
1928 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1929 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])
1930 { 1676 {
1931 int i;
1932 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1933 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1934 object *owner = op->owner; 1679 object *owner = op->owner;
1935 1680
1936 if (!op->other_arch) 1681 if (!op->other_arch)
1937 { 1682 {
1938 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1939 return maxdam; 1684 return maxdam;
1940 } 1685 }
1941 1686
1942 op->remove (); 1687 op->remove ();
1943 1688
1944 for (i = 0; i < op->stats.food; i++) 1689 for (int i = 0; i < op->stats.food; i++)
1945 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1946 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1947 int j;
1948 1692
1949 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1950 1694
1951 if (friendly) 1695 if (friendly)
1952 { 1696 {
1956 if (owner) 1700 if (owner)
1957 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1958 } 1702 }
1959 1703
1960 if (unaggressive) 1704 if (unaggressive)
1961 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1962 1706
1963 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);
1964 1708
1965 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1966 tmp->destroy (); 1710 tmp->destroy ();
1967 else 1711 else
1968 { 1712 {
1972 } 1716 }
1973 1717
1974 op->destroy (); 1718 op->destroy ();
1975 } 1719 }
1976 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1977 hitter->destroy (); 1721 hitter->drop_and_destroy ();
1978 1722
1979 return maxdam; 1723 return maxdam;
1980} 1724}
1981 1725
1982void 1726static void
1983poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1984{ 1728{
1985 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
1986 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
1987 1731
1988 if (tmp == NULL) 1732 if (!tmp)
1989 { 1733 {
1990 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
1991 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;
1992 else 1745 else
1993 {
1994 tmp = insert_ob_in_ob (tmp, op);
1995 /* peterm: give poisoning some teeth. It should
1996 * be able to kill things better than it does:
1997 * damage should be dependent something--I choose to
1998 * do this: if it's a monster, the damage from the
1999 * poisoning goes as the level of the monster/2.
2000 * If anything else, goes as damage.
2001 */
2002
2003 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2004 tmp->stats.dam += hitter->level / 2;
2005 else
2006 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
2007 1747
2008 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2009 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2010 {
2011 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2012 }
2013 1751
2014 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2015 1753
2016 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2017 { 1755 {
2018 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2019 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2020 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2021 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2022 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2023 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2024 op->update_stats (); 1762 op->update_stats ();
2025 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.");
2026 op->play_sound (tmp->sound); 1764 op->play_sound (tmp->sound);
2027 } 1765 }
2028 1766
2029 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2030 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);
2031 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2032 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);
2033 }
2034 1771
2035 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2036 } 1773 }
2037 else 1774 else
2038 tmp->stats.food++; 1775 tmp->stats.food++;
2039} 1776}
2040 1777
2041void 1778static void
2042slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2043{ 1780{
2044 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2045 object *tmp; 1782 object *tmp;
2046 1783
2047 if (at == NULL) 1784 if (!at)
2048 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2049 1786
2050 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2051 { 1788 {
2052 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2053 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2054 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!");
2055 } 1792 }
2056 else 1793 else
2057 tmp->stats.food++; 1794 tmp->stats.food++;
2058 1795
2059 SET_FLAG (tmp, FLAG_APPLIED); 1796 tmp->set_flag (FLAG_APPLIED);
2060 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2061 op->update_stats (); 1798 op->update_stats ();
2062} 1799}
2063 1800
2064void 1801void
2065confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2066{ 1803{
2067 object *tmp; 1804 object *tmp;
2068 int maxduration; 1805 int maxduration;
2069 1806
2070 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2071 if (!tmp) 1808 if (!tmp)
2072 { 1809 {
2073 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2074 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2075 } 1812 }
2076 1813
2077 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2078 * on the player's resistance 1815 * on the player's resistance
2079 */ 1816 */
2080 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2081 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2082 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);
2083 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2084 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2085 1822
2086 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2087 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2088 1825
2089 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2090 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!");
2091 1828
2092 SET_FLAG (op, FLAG_CONFUSED); 1829 op->set_flag (FLAG_CONFUSED);
2093} 1830}
2094 1831
2095void 1832void
2096blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2097{ 1834{
2098 object *tmp, *owner;
2099
2100 /* 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 */
2101 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2102 return; 1837 return;
2103 1838
2104 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2105 if (!tmp) 1840 if (!tmp)
2106 { 1841 {
2107 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2108 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2109 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2110 /* 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.
2111 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2112 */
2113 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2114 1847
2115 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2116 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2117 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2118 1851
2119 if (hitter->owner)
2120 owner = hitter->owner;
2121 else
2122 owner = hitter;
2123
2124 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));
2125 } 1853 }
1854
2126 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2127 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2128 tmp->stats.food = 10;
2129} 1857}
2130 1858
2131void 1859void
2132paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2133{ 1861{
2134 float effect, max;
2135
2136 /* object *tmp; */
2137
2138 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2139 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2140 */ 1864 */
2141 1865
2142 /* 1866 /*
2146 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);
2147 } 1871 }
2148 */ 1872 */
2149 1873
2150 /* 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 */
2151 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;
2152 1876
2153 if (effect == 0)
2154 return;
2155
2156 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2157 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2158 1879
2159 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2160 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2161 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2162 op->speed_left = (float) -(FABS (op->speed) * max);
2163 1884
2164/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2165} 1886}
2166 1887
2167/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2168 * the computed damaged. 1889 * the computed damaged.
2169 */ 1890 */
2170void 1891static void
2171deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2172{ 1893{
2173 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2174 ** 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
2175 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2179 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2180 1901
2181 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2182 1903
2183 if (hitter->slaying) 1904 if (hitter->slaying)
2184 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (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))))
2185 return; 1907 return;
2186 1908
2187 def_lev = op->level; 1909 def_lev = op->level;
2188 if (def_lev < 1) 1910 if (def_lev < 1)
2189 { 1911 {
2190 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 ());
2191 def_lev = 1; 1913 def_lev = 1;
2192 } 1914 }
2193 1915
2194 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;
2195 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2216 } 1938 }
2217 else 1939 else
2218 *dam = 0; /* no harm done */ 1940 *dam = 0; /* no harm done */
2219} 1941}
2220 1942
2221/* thrown_item_effect() - handles any special effects of thrown 1943/* This returns the amount of damage hitter does to op with the
2222 * items (like attacking living creatures--a potion thrown at a 1944 * appropriate attacktype. Only 1 attacktype should be set at a time.
2223 * monster). 1945 * This doesn't damage the player, but returns how much it should
2224 */ 1946 * take. However, it will do other effects (paralyzation, slow, etc.)
2225static void 1947 * Note - changed for PR code - we now pass the attack number and not
2226thrown_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)
2227{ 1951{
2228 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;
2229 { 1959 }
2230 /* May not need a switch for just 2 types, but this makes it 1960
2231 * 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)))
2232 */ 1977 {
2233 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2234 { 1980 }
2235 case POTION: 1981 }
2236 /* should player get a save throw instead of checking magic protection? */ 1982
2237 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. */
2238 (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);
2239 break; 2012 break;
2240 2013
2241 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2242 /* As with potions, should monster get a save? */ 2015 magic,
2243 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2244 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 }
2245 break; 2066 break;
2246 2067
2247 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2248 * food may be poisonous, but monster must be willing to eat it, 2069 {
2249 * so we don't handle it here. 2070 int flag = 0;
2250 * 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.
2251 */ 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:
2252 } 2180 {
2253 } 2181 if (op->flag [FLAG_UNDEAD])
2254} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2255 2186
2256/* adj_attackroll() - adjustments to attacks by various conditions */ 2187 /* if undead are not an enemy of your god, you turn them
2257int 2188 * at half strength */
2258adj_attackroll (object *hitter, object *target) 2189 if (!god || !god->slaying.contains (shstr_undead))
2259{ 2190 div = 2;
2260 object *attacker = hitter;
2261 int adjust = 0;
2262 2191
2263 /* safety */ 2192 /* Give a bonus if you resist turn undead */
2264 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)))
2265 { 2194 scare_creature (op, owner);
2266 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]))
2267 return 0; 2247 return 0;
2268 }
2269 2248
2270 /* aimed missiles use the owning object's sight */ 2249 /* If drain protection is higher than life stealing, use that */
2271 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 }
2272 { 2266 }
2273 if ((attacker = hitter->owner) == NULL)
2274 attacker = hitter;
2275 /* A player who saves but hasn't quit still could have objects
2276 * owned by him - need to handle that case to avoid crashes.
2277 */
2278 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2279 attacker = hitter;
2280 }
2281 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2282 return 0;
2283 2267
2284 /* determine the condtions under which we make an attack.
2285 * Add more cases, as the need occurs. */
2286
2287 if (!can_see_enemy (attacker, target))
2288 {
2289 /* target is unseen */
2290 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2291 adjust -= 10;
2292 /* dark map penalty for the hitter (lacks infravision if we got here). */
2293 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2294 adjust -= target->map->darkness;
2295 }
2296
2297 if (QUERY_FLAG (attacker, FLAG_SCARED))
2298 adjust -= 3;
2299
2300 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2301 adjust += 1;
2302
2303 if (QUERY_FLAG (target, FLAG_SCARED))
2304 adjust += 1;
2305
2306 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2307 adjust -= 3;
2308
2309 /* if we attack at a different 'altitude' its harder */
2310 if ((attacker->move_type & target->move_type) == 0)
2311 adjust -= 2;
2312
2313#if 0
2314 /* slower attacks are less likely to succeed. We should use a
2315 * comparison between attacker/target speeds BUT, players have
2316 * a generally faster speed, so this will wind up being a HUGE
2317 * disadantage for the monsters! Too bad, because missiles which
2318 * fly fast should have a better chance of hitting a slower target.
2319 */
2320 if (hitter->speed < target->speed)
2321 adjust += ((float) hitter->speed - target->speed);
2322#endif
2323
2324#if 0
2325 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2326#endif
2327
2328 return adjust;
2329}
2330
2331/* determine if the object is an 'aimed' missile */
2332int
2333is_aimed_missile (object *op)
2334{
2335
2336 /* I broke what used to be one big if into a few nested
2337 * ones so that figuring out the logic is at least possible.
2338 */
2339 if (op && (op->move_type & MOVE_FLYING))
2340 if (op->type == ARROW || op->type == THROWN_OBJ)
2341 return 1;
2342 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2343 return 1;
2344
2345 return 0; 2268 return dam;
2346} 2269}
2270

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