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

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.15 by root, Thu Sep 14 20:46:10 2006 UTC vs.
Revision 1.119 by root, Tue Nov 10 16:02:07 2009 UTC

1
2/* 1/*
3 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: attack.C,v 1.15 2006/09/14 20:46:10 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29#include <assert.h> 25#include <assert.h>
30#include <global.h> 26#include <global.h>
31#include <living.h> 27#include <living.h>
32#include <material.h> 28#include <material.h>
33#include <skills.h> 29#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
40 32
41typedef struct att_msg_str 33typedef struct att_msg_str
42{ 34{
43 char *msg1; 35 char *msg1;
44 char *msg2; 36 char *msg2;
45} att_msg; 37} att_msg;
46 38
47/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
48
49/* cancels object *op. Cancellation basically means an object loses
50 * its magical benefits.
51 */
52void
53cancellation (object *op)
54{
55 object *tmp;
56
57 if (op->invisible)
58 return;
59
60 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
61 {
62 /* Recur through the inventory */
63 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
64 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
65 cancellation (tmp);
66 }
67 else if (FABS (op->magic) <= (rndm (0, 5)))
68 {
69 /* Nullify this object. This code could probably be more complete */
70 /* in what abilities it should cancel */
71 op->magic = 0;
72 CLEAR_FLAG (op, FLAG_DAMNED);
73 CLEAR_FLAG (op, FLAG_CURSED);
74 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
75 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
76 if (op->env && op->env->type == PLAYER)
77 {
78 esrv_send_item (op->env, op);
79 }
80 }
81}
82
83
84 40
85/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
86 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 43 * any further action (like destroying the item).
88 */ 44 */
89 45static int
90int
91did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, int type, object *originator)
92{ 47{
93 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
94 materialtype_t *mt; 49 materialtype_t *mt = op->material;
95 50
96 if (op->materialname == NULL) 51 // destroying objects without material has many bad effects
97 { 52 if (mt == &material_null)
98 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
99 {
100 if (op->material & mt->material)
101 break;
102 }
103 }
104 else
105 mt = name_to_material (op->materialname);
106 if (mt == NULL)
107 return TRUE; 53 return 1;
54
108 roll = rndm (1, 20); 55 roll = rndm (1, 20);
109 56
110 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 58 * If the type is only magic, don't adjust type - basically, if
112 * pure magic is hitting an object, it should save. However, if it 59 * pure magic is hitting an object, it should save. However, if it
118 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122 69
123 if (type == 0) 70 if (type == 0) return TRUE;
124 return TRUE; 71
125 if (roll == 20) 72 if (roll == 20) return TRUE;
126 return TRUE; 73 if (roll == 1) return FALSE;
127 if (roll == 1)
128 return FALSE;
129 74
130 for (number = 0; number < NROFATTACKS; number++) 75 for (number = 0; number < NROFATTACKS; number++)
131 { 76 {
132 i = 1 << number; 77 i = 1 << number;
78
133 if (!(i & type)) 79 if (!(i & type))
134 continue; 80 continue;
81
135 attacks++; 82 attacks++;
136 if (op->resist[number] == 100) 83 if (op->resist[number] == 100)
137 saves++; 84 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 85 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++; 86 saves++;
141 saves++; 88 saves++;
142 } 89 }
143 90
144 if (saves == attacks || attacks == 0) 91 if (saves == attacks || attacks == 0)
145 return TRUE; 92 return TRUE;
93
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 94 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 95 return FALSE;
96
148 return TRUE; 97 return TRUE;
98}
99
100/* cancels object *op. Cancellation basically means an object loses
101 * its magical benefits.
102 */
103void
104cancellation (object *op)
105{
106 if (op->invisible)
107 return;
108
109 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
110 {
111 /* Recurse through the inventory */
112 for (object *tmp = op->inv; tmp; tmp = tmp->below)
113 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
114 cancellation (tmp);
115 }
116 else if (fabs (op->magic) <= rndm (0, 5))
117 {
118 /* Nullify this object. This code could probably be more complete */
119 /* in what abilities it should cancel */
120 op->magic = 0;
121
122 CLEAR_FLAG (op, FLAG_DAMNED);
123 CLEAR_FLAG (op, FLAG_CURSED);
124 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
125 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
126
127 if (object *pl = op->visible_to ())
128 esrv_update_item (UPD_FLAGS, pl, op);
129 }
149} 130}
150 131
151/* This function calls did_make_save_item. It then performs the 132/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 133 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 134 * calling cancellation, etc.)
154 */ 135 */
155
156void 136void
157save_throw_object (object *op, int type, object *originator) 137save_throw_object (object *op, int type, object *originator)
158{ 138{
159 if (!did_make_save_item (op, type, originator)) 139 if (!did_make_save_item (op, type, originator))
160 { 140 {
161 object *env = op->env; 141 object *env = op->env;
162 int x = op->x, y = op->y; 142 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 143 maptile *m = op->map;
164 144
165 op = stop_item (op); 145 op = stop_item (op);
166 if (op == NULL) 146 if (!op)
167 return; 147 return;
168 148
169 /* Hacked the following so that type LIGHTER will work. 149 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 150 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 151 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 152 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this 153 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn. 154 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 155 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 156 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 157 if (type & (AT_FIRE | AT_ELECTRICITY)
158 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
159 || op->type == LAMP
160 || op->type == TORCH
178 { 161 ))
179 const char *arch = op->other_arch->name; 162 {
180 163 switch (op->type)
181 op = decrease_ob_nr (op, 1);
182
183 if (op)
184 fix_stopped_item (op, m, originator);
185
186 if ((op = get_archetype (arch)) != NULL)
187 { 164 {
188 if (env) 165 case LAMP:
166 case TORCH:
167 // turn on a lamp
168 apply_lamp (op, true);
169 break;
170
171 default:
172 // for instance icecubes:
173 if (op->other_arch)
189 { 174 {
190 op->x = env->x, op->y = env->y; 175 const char *arch = op->other_arch->archname;
191 insert_ob_in_ob (op, env); 176
177 if (op->decrease ())
178 fix_stopped_item (op, m, originator);
179
180 if ((op = archetype::get (arch)))
181 {
192 if (env->contr) 182 if (env)
193 esrv_send_item (env, op); 183 env->insert (op);
184 else
185 m->insert (op, x, y, originator);
186 }
194 } 187 }
195 else
196 {
197 op->x = x, op->y = y;
198 insert_ob_in_map (op, m, originator, 0);
199 }
200 } 188 }
201 189
202 return; 190 return;
203 } 191 }
204 192
205 if (type & AT_CANCELLATION) 193 if (type & AT_CANCELLATION)
206 { /* Cancellation. */ 194 { /* Cancellation. */
207 cancellation (op); 195 cancellation (op);
208 fix_stopped_item (op, m, originator); 196 fix_stopped_item (op, m, originator);
197
209 return; 198 return;
210 }
211
212 if (op->nrof > 1)
213 {
214 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
215
216 if (op)
217 fix_stopped_item (op, m, originator);
218 }
219 else
220 {
221 if (op->env)
222 {
223 object *tmp = is_player_inv (op->env);
224
225 if (tmp)
226 esrv_del_item (tmp->contr, op->count);
227 }
228
229 if (!QUERY_FLAG (op, FLAG_REMOVED))
230 remove_ob (op);
231
232 free_object (op);
233 } 199 }
234 200
235 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env) 202 if (env)
237 { 203 {
238 op = get_archetype ("burnout"); 204 op = archetype::get (shstr_burnout);
239 op->x = env->x, op->y = env->y; 205 op->x = env->x, op->y = env->y;
240 insert_ob_in_ob (op, env); 206 env->insert (op);
241 } 207 }
242 else 208 else
243 replace_insert_ob_in_map ("burnout", originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
210
211 if (op->nrof > 1)
212 {
213 if (op->decrease (rndm (0, op->nrof - 1)))
214 fix_stopped_item (op, m, originator);
215 }
216 else
217 {
218 // drop everything to the ground, if possible
219 op->insert_at (originator);
220 op->drop_and_destroy ();
221 }
244 222
245 return; 223 return;
246 } 224 }
247 225
248 /* The value of 50 is arbitrary. */ 226 /* The value of 50 is arbitrary. */
249 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 227 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
250 { 228 {
251 object *tmp;
252 archetype *at = find_archetype ("icecube"); 229 archetype *at = archetype::find (shstr_icecube);
253 230
254 if (at == NULL) 231 if (at == NULL)
255 return; 232 return;
256 233
257 op = stop_item (op); 234 op = stop_item (op);
258 if (op == NULL) 235 if (op == NULL)
259 return; 236 return;
260 237
261 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 238 object *tmp = present_arch (at, op->map, op->x, op->y);
239 if (!tmp)
262 { 240 {
263 tmp = arch_to_object (at); 241 tmp = arch_to_object (at);
264 tmp->x = op->x, tmp->y = op->y; 242 tmp->x = op->x, tmp->y = op->y;
265 /* This was in the old (pre new movement code) - 243 /* This was in the old (pre new movement code) -
266 * icecubes have slow_move set to 1 - don't want 244 * icecubes have slow_move set to 1 - don't want
269 tmp->move_slow_penalty = 0; 247 tmp->move_slow_penalty = 0;
270 tmp->move_slow = 0; 248 tmp->move_slow = 0;
271 insert_ob_in_map (tmp, op->map, originator, 0); 249 insert_ob_in_map (tmp, op->map, originator, 0);
272 } 250 }
273 251
274 if (!QUERY_FLAG (op, FLAG_REMOVED)) 252 tmp->insert (op);
275 remove_ob (op);
276
277 insert_ob_in_ob (op, tmp);
278 return; 253 return;
279 } 254 }
280} 255}
281 256
282/* Object op is hitting the map. 257/* Object op is hitting the map.
283 * op is going in direction 'dir' 258 * op is going in direction 'dir'
284 * type is the attacktype of the object. 259 * type is the attacktype of the object.
285 * full_hit is set if monster area does not matter. 260 * full_hit is set if monster area does not matter.
286 * returns 1 if it hits something, 0 otherwise. 261 * returns 1 if it hits something, 0 otherwise.
287 */ 262 */
288
289int 263int
290hit_map (object *op, int dir, int type, int full_hit) 264hit_map (object *op, int dir, int type, int full_hit)
291{ 265{
292 object *tmp, *next;
293 mapstruct *map; 266 maptile *map;
294 sint16 x, y; 267 sint16 x, y;
295 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 268 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
296 269
297 tag_t op_tag, next_tag = 0;
298
299 if (QUERY_FLAG (op, FLAG_FREED)) 270 if (QUERY_FLAG (op, FLAG_FREED))
300 { 271 {
301 LOG (llevError, "BUG: hit_map(): free object\n"); 272 LOG (llevError, "BUG: hit_map(): free object\n");
302 return 0; 273 return 0;
303 } 274 }
304 275
305 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 276 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
306 { 277 {
307 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 278 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
308 return 0; 279 return 0;
309 } 280 }
310 281
311 if (!op->map) 282 if (!op->map)
312 { 283 {
315 } 286 }
316 287
317 if (op->head) 288 if (op->head)
318 op = op->head; 289 op = op->head;
319 290
320 op_tag = op->count; 291 mapxy pos (op);
292 pos.move (dir);
321 293
322 map = op->map; 294 if (!pos.normalise ())
323 x = op->x + freearr_x[dir]; 295 return 0;
324 y = op->y + freearr_y[dir];
325
326 int mflags = get_map_flags (map, &map, x, y, &x, &y);
327 296
328 // elmex: a safe map tile can't be hit! 297 // elmex: a safe map tile can't be hit!
329 // this should prevent most harmful effects on items and players there. 298 // this should prevent most harmful effects on items and players there.
330 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 299 mapspace &ms = pos.ms ();
300
301 if (ms.flags () & P_SAFE)
331 return 0; 302 return 0;
332 303
333 /* peterm: a few special cases for special attacktypes --counterspell 304 /* peterm: a few special cases for special attacktypes --counterspell
334 * must be out here because it strikes things which are not alive 305 * must be out here because it strikes things which are not alive
335 */ 306 */
336 307 if (type & (AT_COUNTERSPELL | AT_CHAOS))
308 {
337 if (type & AT_COUNTERSPELL) 309 if (type & AT_COUNTERSPELL)
338 { 310 {
339 counterspell (op, dir); /* see spell_effect.c */ 311 counterspell (op, dir); /* see spell_effect.c */
340 312
341 /* If the only attacktype is counterspell or magic, don't need 313 /* If the only attacktype is counterspell or magic, don't need
342 * to do any further processing. 314 * to do any further processing.
343 */
344 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
345 return 0;
346
347 type &= ~AT_COUNTERSPELL;
348 }
349
350 if (type & AT_CHAOS)
351 {
352 shuffle_attack (op, 1); /*1 flag tells it to change the face */
353 update_object (op, UP_OBJ_FACE);
354 type &= ~AT_CHAOS;
355 }
356
357 next = get_map_ob (map, x, y);
358 if (next)
359 next_tag = next->count;
360
361 while (next)
362 {
363 if (was_destroyed (next, next_tag))
364 {
365 /* There may still be objects that were above 'next', but there is no
366 * simple way to find out short of copying all object references and
367 * tags into a temporary array before we start processing the first
368 * object. That's why we just abort.
369 *
370 * This happens whenever attack spells (like fire) hit a pile
371 * of objects. This is not a bug - nor an error. The errormessage
372 * below was spamming the logs for absolutely no reason.
373 */ 315 */
374 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 316 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
375 break; 317 return 0;
318
319 type &= ~AT_COUNTERSPELL;
320 }
321
322 if (type & AT_CHAOS)
376 } 323 {
324 shuffle_attack (op, 1); /* flag tells it to change the face */
325 update_object (op, UP_OBJ_FACE);
326 type &= ~AT_CHAOS;
327 }
328 }
377 329
330 /* There may still be objects that were above 'next', but there is no
331 * simple way to find out short of copying all object references and
332 * tags into a temporary array before we start processing the first
333 * object. That's why we just abort on destroy.
334 *
335 * This happens whenever attack spells (like fire) hit a pile
336 * of objects. This is not a bug - nor an error.
337 */
338 for (object *next = ms.bot; next && !next->destroyed (); )
339 {
378 tmp = next; 340 object *tmp = next;
379 next = tmp->above; 341 next = tmp->above;
380
381 if (next)
382 next_tag = next->count;
383
384 if (QUERY_FLAG (tmp, FLAG_FREED))
385 {
386 LOG (llevError, "BUG: hit_map(): found freed object\n");
387 break;
388 }
389 342
390 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 343 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
391 * For example, 'tmp' was put in an icecube. 344 * For example, 'tmp' was put in an icecube.
392 * This is one of the few cases where on_same_map should not be used. 345 * This is one of the few cases where on_same_map should not be used.
393 */ 346 */
394 if (tmp->map != map || tmp->x != x || tmp->y != y) 347 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
395 continue; 348 continue;
396 349
397 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 350 if (QUERY_FLAG (tmp, FLAG_ALIVE))
398 { 351 {
399 hit_player (tmp, op->stats.dam, op, type, full_hit); 352 hit_player (tmp, op->stats.dam, op, type, full_hit);
400 retflag |= 1; 353 retflag |= 1;
354
401 if (was_destroyed (op, op_tag)) 355 if (op->destroyed ())
402 break; 356 break;
403 } 357 }
404
405 /* Here we are potentially destroying an object. If the object has 358 /* Here we are potentially destroying an object. If the object has
406 * NO_PASS set, it is also immune - you can't destroy walls. Note 359 * NO_PASS set, it is also immune - you can't destroy walls. Note
407 * that weak walls have is_alive set, which prevent objects from 360 * that weak walls have is_alive set, which prevent objects from
408 * passing over/through them. We don't care what type of movement 361 * passing over/through them. We don't care what type of movement
409 * the wall blocks - if it blocks any type of movement, can't be 362 * the wall blocks - if it blocks any type of movement, can't be
410 * destroyed right now. 363 * destroyed right now.
364 * Without the material check the server completely fails to work,
365 * objects detsroy themselves, floors get destroyed etc. etc.
411 */ 366 */
412 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 367 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != &material_null)
413 { 368 {
414 save_throw_object (tmp, type, op); 369 save_throw_object (tmp, type, op);
370
415 if (was_destroyed (op, op_tag)) 371 if (op->destroyed ())
416 break; 372 break;
417 } 373 }
418 } 374 }
419 375
420 return 0; 376 return 0;
421} 377}
422 378
423void 379static void
424attack_message (int dam, int type, object *op, object *hitter) 380attack_message (int dam, int type, object *op, object *hitter)
425{ 381{
426 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 382 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
427 int i, found = 0; 383 int i, found = 0;
428 mapstruct *map; 384 maptile *map;
429 object *next, *tmp; 385 object *next, *tmp;
430 386
431 /* put in a few special messages for some of the common attacktypes 387 /* put in a few special messages for some of the common attacktypes
432 * a player might have. For example, fire, electric, cold, etc 388 * a player might have. For example, fire, electric, cold, etc
433 * [garbled 20010919] 389 * [garbled 20010919]
434 */ 390 */
435
436 if (dam == 9998 && op->type == DOOR) 391 if (dam == 9998 && op->type == DOOR)
437 { 392 {
438 sprintf (buf1, "unlock %s", &op->name); 393 sprintf (buf1, "unlock %s", &op->name);
439 sprintf (buf2, " unlocks"); 394 sprintf (buf2, " unlocks");
440 found++; 395 found++;
441 } 396 }
442 if (dam < 0) 397 else if (dam < 0)
443 { 398 {
444 sprintf (buf1, "hit %s", &op->name); 399 sprintf (buf1, "hit %s", &op->name);
445 sprintf (buf2, " hits"); 400 sprintf (buf2, " hits");
446 found++; 401 found++;
447 } 402 }
450 sprintf (buf1, "missed %s", &op->name); 405 sprintf (buf1, "missed %s", &op->name);
451 sprintf (buf2, " misses"); 406 sprintf (buf2, " misses");
452 found++; 407 found++;
453 } 408 }
454 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 409 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
455 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 410 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
456 { 411 {
457 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 412 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
458 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 413 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
459 { 414 {
460 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 415 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
472 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 427 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
473 found++; 428 found++;
474 break; 429 break;
475 } 430 }
476 } 431 }
477 else if (hitter->type == PLAYER && IS_LIVE (op)) 432 else if (hitter->type == PLAYER && op->is_alive ())
478 { 433 {
479 if (USING_SKILL (hitter, SK_KARATE)) 434 if (USING_SKILL (hitter, SK_KARATE))
480 { 435 {
481 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 436 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
482 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 437 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
508 found++; 463 found++;
509 break; 464 break;
510 } 465 }
511 } 466 }
512 } 467 }
468
513 if (found) 469 if (found)
514 { 470 {
515 /* done */ 471 /* done */
516 } 472 }
517 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 473 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
518 { 474 {
519 sprintf (buf1, "hit"); /* just in case */ 475 sprintf (buf1, "hit"); /* just in case */
520 for (i = 0; i < MAXATTACKMESS; i++) 476 for (i = 0; i < MAXATTACKMESS; i++)
521 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 477 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
522 { 478 {
523 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 479 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
524 found++; 480 found++;
525 break; 481 break;
526 } 482 }
527 } 483 }
528 else if (type & AT_DRAIN && IS_LIVE (op)) 484 else if (type & AT_DRAIN && op->is_alive ())
529 { 485 {
530 /* drain is first, because some items have multiple attypes */ 486 /* drain is first, because some items have multiple attypes */
531 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 487 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
532 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 488 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
533 { 489 {
535 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 491 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
536 found++; 492 found++;
537 break; 493 break;
538 } 494 }
539 } 495 }
540 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 496 else if (type & AT_ELECTRICITY && op->is_alive ())
541 { 497 {
542 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 498 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
543 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 499 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
544 { 500 {
545 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 501 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
546 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 502 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
547 found++; 503 found++;
548 break; 504 break;
549 } 505 }
550 } 506 }
551 else if (type & AT_COLD && IS_LIVE (op)) 507 else if (type & AT_COLD && op->is_alive ())
552 { 508 {
553 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 509 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
554 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 510 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
555 { 511 {
556 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 512 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
568 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 524 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
569 found++; 525 found++;
570 break; 526 break;
571 } 527 }
572 } 528 }
573 else if (hitter->current_weapon != NULL) 529 else if (hitter->current_weapon)
574 { 530 {
575 int mtype; 531 int mtype;
576 532
577 switch (hitter->current_weapon->weapontype) 533 switch (hitter->current_weapon->weapontype)
578 { 534 {
579 case WEAP_HIT: 535 case WEAP_HIT:
580 mtype = ATM_BASIC; 536 mtype = ATM_BASIC;
581 break; 537 break;
582 case WEAP_SLASH: 538 case WEAP_SLASH:
583 mtype = ATM_SLASH; 539 mtype = ATM_SLASH;
584 break; 540 break;
585 case WEAP_PIERCE: 541 case WEAP_PIERCE:
586 mtype = ATM_PIERCE; 542 mtype = ATM_PIERCE;
587 break; 543 break;
588 case WEAP_CLEAVE: 544 case WEAP_CLEAVE:
589 mtype = ATM_CLEAVE; 545 mtype = ATM_CLEAVE;
590 break; 546 break;
591 case WEAP_SLICE: 547 case WEAP_SLICE:
592 mtype = ATM_SLICE; 548 mtype = ATM_SLICE;
593 break; 549 break;
594 case WEAP_STAB: 550 case WEAP_STAB:
595 mtype = ATM_STAB; 551 mtype = ATM_STAB;
596 break; 552 break;
597 case WEAP_WHIP: 553 case WEAP_WHIP:
598 mtype = ATM_WHIP; 554 mtype = ATM_WHIP;
599 break; 555 break;
600 case WEAP_CRUSH: 556 case WEAP_CRUSH:
601 mtype = ATM_CRUSH; 557 mtype = ATM_CRUSH;
602 break; 558 break;
603 case WEAP_BLUD: 559 case WEAP_BLUD:
604 mtype = ATM_BLUD; 560 mtype = ATM_BLUD;
605 break; 561 break;
606 default: 562 default:
607 mtype = ATM_BASIC; 563 mtype = ATM_BASIC;
608 break; 564 break;
609 } 565 }
566
610 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 567 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
611 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 568 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
612 { 569 {
613 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 570 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
614 strcpy (buf2, attack_mess[mtype][i].buf3); 571 strcpy (buf2, attack_mess[mtype][i].buf3);
633 strcpy (buf1, "hit"); 590 strcpy (buf1, "hit");
634 strcpy (buf2, " hits"); 591 strcpy (buf2, " hits");
635 } 592 }
636 593
637 /* bail out if a monster is casting spells */ 594 /* bail out if a monster is casting spells */
638 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 595 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
639 return; 596 return;
640 597
641 /* scale down magic considerably. */ 598 /* scale down magic considerably. */
642 if (type & AT_MAGIC && rndm (0, 5)) 599 if (type & AT_MAGIC && rndm (0, 5))
643 return; 600 return;
644 601
645 /* Did a player hurt another player? Inform both! */ 602 /* Did a player hurt another player? Inform both! */
646 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 603 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
647 { 604 {
648 if (get_owner (hitter) != NULL) 605 if (hitter->owner != NULL)
649 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 606 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
650 else 607 else
651 { 608 {
652 sprintf (buf, "%s%s you.", &hitter->name, buf2); 609 sprintf (buf, "%s%s you.", &hitter->name, buf2);
610
653 if (dam != 0) 611 if (dam != 0)
654 { 612 {
655 if (dam < 10) 613 if (dam < 10)
656 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 614 op->contr->play_sound (sound_find ("player_is_hit1"));
657 else if (dam < 20) 615 else if (dam < 20)
658 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 616 op->contr->play_sound (sound_find ("player_is_hit2"));
659 else 617 else
660 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 618 op->contr->play_sound (sound_find ("player_is_hit3"));
661 } 619 }
662 } 620 }
621
663 new_draw_info (NDI_BLACK, 0, op, buf); 622 new_draw_info (NDI_BLACK, 0, op, buf);
664 } /* end of player hitting player */ 623 } /* end of player hitting player */
665 624
666 if (hitter->type == PLAYER) 625 if (hitter->type == PLAYER)
667 { 626 {
668 sprintf (buf, "You %s.", buf1); 627 sprintf (buf, "You %s.", buf1);
628
669 if (dam != 0) 629 if (dam != 0)
670 { 630 {
671 if (dam < 10) 631 if (dam < 10)
672 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 632 op->play_sound (sound_find ("player_hits1"));
673 else if (dam < 20) 633 else if (dam < 20)
674 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 634 op->play_sound (sound_find ("player_hits2"));
675 else 635 else
676 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 636 op->play_sound (sound_find ("player_hits3"));
677 } 637 }
638
678 new_draw_info (NDI_BLACK, 0, hitter, buf); 639 new_draw_info (NDI_BLACK, 0, hitter, buf);
679 } 640 }
680 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 641 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
681 { 642 {
682 /* look for stacked spells and start reducing the message chances */ 643 /* look for stacked spells and start reducing the message chances */
683 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 644 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
684 { 645 {
685 i = 4; 646 i = 4;
686 map = hitter->map; 647 map = hitter->map;
687 if (out_of_map (map, hitter->x, hitter->y)) 648 if (out_of_map (map, hitter->x, hitter->y))
688 return; 649 return;
650
689 next = get_map_ob (map, hitter->x, hitter->y); 651 next = GET_MAP_OB (map, hitter->x, hitter->y);
690 if (next) 652 if (next)
691 while (next) 653 while (next)
692 { 654 {
693 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 655 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
694 i *= 3; 656 i *= 3;
657
695 tmp = next; 658 tmp = next;
696 next = tmp->above; 659 next = tmp->above;
697 } 660 }
661
698 if (i < 0) 662 if (i < 0)
699 return; 663 return;
664
700 if (rndm (0, i) != 0) 665 if (rndm (0, i) != 0)
701 return; 666 return;
702 } 667 }
703 else if (rndm (0, 5) != 0) 668 else if (rndm (0, 5) != 0)
704 return; 669 return;
670
705 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 671 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
706 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 672 op->play_sound (sound_find ("player_hits4"));
707 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 673 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
708 } 674 }
709} 675}
710
711 676
712static int 677static int
713get_attack_mode (object **target, object **hitter, int *simple_attack) 678get_attack_mode (object **target, object **hitter, int *simple_attack)
714{ 679{
715 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 680 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
716 { 681 {
717 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 682 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
718 return 1; 683 return 1;
719 } 684 }
720 if ((*target)->head) 685
721 *target = (*target)->head; 686 *target = (*target)->head_ ();
722 if ((*hitter)->head)
723 *hitter = (*hitter)->head; 687 *hitter = (*hitter)->head_ ();
688
689 if ((*target)->type == LOCKED_DOOR)
690 return 1; // locked doors cannot be hit
691
724 if ((*hitter)->env != NULL || (*target)->env != NULL) 692 if ((*hitter)->env || (*target)->env)
725 { 693 {
726 *simple_attack = 1; 694 *simple_attack = 1;
727 return 0; 695 return 0;
728 } 696 }
697
729 if (QUERY_FLAG (*target, FLAG_REMOVED) 698 if (QUERY_FLAG (*target, FLAG_REMOVED)
730 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 699 || QUERY_FLAG (*hitter, FLAG_REMOVED)
700 || !(*hitter)->map
701 || !on_same_map (*hitter, *target))
731 { 702 {
732 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 703 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
704 (*hitter)->debug_desc (), (*target)->debug_desc ());
733 return 1; 705 return 1;
734 } 706 }
707
735 *simple_attack = 0; 708 *simple_attack = 0;
736 return 0; 709 return 0;
737} 710}
738 711
739static int 712static int
740abort_attack (object *target, object *hitter, int simple_attack) 713abort_attack (object *target, object *hitter, int simple_attack)
741{ 714{
742
743/* Check if target and hitter are still in a relation similar to the one 715 /* Check if target and hitter are still in a relation similar to the one
744 * determined by get_attack_mode(). Returns true if the relation has changed. 716 * determined by get_attack_mode(). Returns true if the relation has changed.
745 */ 717 */
746 int new_mode; 718 int new_mode;
747 719
748 if (hitter->env == target || target->env == hitter) 720 if (hitter->env == target || target->env == hitter)
749 new_mode = 1; 721 new_mode = 1;
750 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 722 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
723 || hitter->map == NULL || !on_same_map (hitter, target))
751 return 1; 724 return 1;
752 else 725 else
753 new_mode = 0; 726 new_mode = 0;
727
754 return new_mode != simple_attack; 728 return new_mode != simple_attack;
755} 729}
756 730
731/* thrown_item_effect() - handles any special effects of thrown
732 * items (like attacking living creatures--a potion thrown at a
733 * monster).
734 */
735static void
757static void thrown_item_effect (object *, object *); 736thrown_item_effect (object *hitter, object *victim)
737{
738 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
739 {
740 /* May not need a switch for just 2 types, but this makes it
741 * easier for expansion.
742 */
743 switch (hitter->type)
744 {
745 case POTION:
746 /* should player get a save throw instead of checking magic protection? */
747 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
748 (void) apply_potion (victim, hitter);
749 break;
750
751 case POISON: /* poison drinks */
752 /* As with potions, should monster get a save? */
753 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
754 apply_poison (victim, hitter);
755 break;
756
757 /* Removed case statements that did nothing.
758 * food may be poisonous, but monster must be willing to eat it,
759 * so we don't handle it here.
760 * Containers should perhaps break open, but that code was disabled.
761 */
762 }
763 }
764}
765
766/* determine if the object is an 'aimed' missile */
767static int
768is_aimed_missile (object *op)
769{
770
771 /* I broke what used to be one big if into a few nested
772 * ones so that figuring out the logic is at least possible.
773 */
774 if (op && (op->move_type & MOVE_FLYING))
775 if (op->type == ARROW || op->type == THROWN_OBJ)
776 return 1;
777 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
778 return 1;
779
780 return 0;
781}
782/* adj_attackroll() - adjustments to attacks by various conditions */
783static int
784adj_attackroll (object *hitter, object *target)
785{
786 object *attacker = hitter;
787 int adjust = 0;
788
789 /* safety */
790 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
791 {
792 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
793 return 0;
794 }
795
796 /* aimed missiles use the owning object's sight */
797 if (is_aimed_missile (hitter))
798 {
799 if ((attacker = hitter->owner) == NULL)
800 attacker = hitter;
801 /* A player who saves but hasn't quit still could have objects
802 * owned by him - need to handle that case to avoid crashes.
803 */
804 if (QUERY_FLAG (attacker, FLAG_REMOVED))
805 attacker = hitter;
806 }
807 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
808 return 0;
809
810 /* determine the condtions under which we make an attack.
811 * Add more cases, as the need occurs. */
812
813 if (!can_see_enemy (attacker, target))
814 {
815 /* target is unseen */
816 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
817 adjust -= 10;
818 /* dark map penalty for the hitter (lacks infravision if we got here). */
819 else if (!stand_in_light (target))
820 adjust -= target->map->darklevel ();
821 }
822
823 if (QUERY_FLAG (attacker, FLAG_SCARED))
824 adjust -= 3;
825
826 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
827 adjust += 1;
828
829 if (QUERY_FLAG (target, FLAG_SCARED))
830 adjust += 1;
831
832 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
833 adjust -= 3;
834
835 /* if we attack at a different 'altitude' its harder */
836 if ((attacker->move_type & target->move_type) == 0)
837 adjust -= 2;
838
839#if 0
840 /* slower attacks are less likely to succeed. We should use a
841 * comparison between attacker/target speeds BUT, players have
842 * a generally faster speed, so this will wind up being a HUGE
843 * disadantage for the monsters! Too bad, because missiles which
844 * fly fast should have a better chance of hitting a slower target.
845 */
846 if (hitter->speed < target->speed)
847 adjust += ((float) hitter->speed - target->speed);
848#endif
849
850#if 0
851 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
852#endif
853
854 return adjust;
855}
758 856
759static int 857static int
760attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 858attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
761{ 859{
762 int simple_attack, roll, dam = 0; 860 int simple_attack, roll, dam = 0;
763 uint32 type; 861 uint32 type;
764 shstr op_name; 862 shstr op_name;
765 tag_t op_tag, hitter_tag;
766 863
767 if (get_attack_mode (&op, &hitter, &simple_attack)) 864 if (get_attack_mode (&op, &hitter, &simple_attack))
768 goto error; 865 goto error;
769 866
770 if (hitter->current_weapon) 867 if (hitter->current_weapon)
771 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 868 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
772 return RESULT_INT (0); 869 return RESULT_INT (0);
773 870
774 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 871 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
775 return RESULT_INT (0); 872 return RESULT_INT (0);
776
777 op_tag = op->count;
778 hitter_tag = hitter->count;
779 873
780 /* 874 /*
781 * A little check to make it more difficult to dance forward and back 875 * A little check to make it more difficult to dance forward and back
782 * to avoid ever being hit by monsters. 876 * to avoid ever being hit by monsters.
783 */ 877 */
784 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 878 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
785 { 879 {
786 /* Decrease speed BEFORE calling process_object. Otherwise, an 880 /* Decrease speed BEFORE calling process_object. Otherwise, an
787 * infinite loop occurs, with process_object calling move_monster, 881 * infinite loop occurs, with process_object calling move_monster,
788 * which then gets here again. By decreasing the speed before 882 * which then gets here again. By decreasing the speed before
789 * we call process_object, the 'if' statement above will fail. 883 * we call process_object, the 'if' statement above will fail.
790 */ 884 */
791 op->speed_left--; 885 --op->speed_left;
792 process_object (op); 886 process_object (op);
887
793 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 888 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
794 goto error; 889 goto error;
795 } 890 }
796 891
797 op_name = op->name; 892 op_name = op->name;
798 893
805 /* See if we hit the creature */ 900 /* See if we hit the creature */
806 if (roll == 20 || op->stats.ac >= base_wc - roll) 901 if (roll == 20 || op->stats.ac >= base_wc - roll)
807 { 902 {
808 int hitdam = base_dam; 903 int hitdam = base_dam;
809 904
810 if (settings.casting_time == TRUE)
811 {
812 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
813 {
814 hitter->casting_time = -1;
815 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
816 }
817 if ((op->casting_time > -1) && (hitdam > 0))
818 {
819 op->casting_time = -1;
820 if (op->type == PLAYER)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
823 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
824 }
825 }
826 }
827 if (!simple_attack) 905 if (!simple_attack)
828 { 906 {
829 /* If you hit something, the victim should *always* wake up. 907 /* If you hit something, the victim should *always* wake up.
830 * Before, invisible hitters could avoid doing this. 908 * Before, invisible hitters could avoid doing this.
831 * -b.t. */ 909 * -b.t. */
832 if (QUERY_FLAG (op, FLAG_SLEEP)) 910 if (QUERY_FLAG (op, FLAG_SLEEP))
833 CLEAR_FLAG (op, FLAG_SLEEP); 911 CLEAR_FLAG (op, FLAG_SLEEP);
834 912
835 /* If the victim can't see the attacker, it may alert others 913 /* If the victim can't see the attacker, it may alert others
836 * for help. */ 914 * for help. */
837 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 915 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
838 npc_call_help (op); 916 npc_call_help (op);
839 917
840 /* if you were hidden and hit by a creature, you are discovered */ 918 /* if you were hidden and hit by a creature, you are discovered */
841 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 919 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
842 { 920 {
843 make_visible (op); 921 make_visible (op);
922
844 if (op->type == PLAYER) 923 if (op->type == PLAYER)
845 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 924 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
846 } 925 }
847 926
848 /* thrown items (hitter) will have various effects 927 /* thrown items (hitter) will have various effects
849 * when they hit the victim. For things like thrown daggers, 928 * when they hit the victim. For things like thrown daggers,
850 * this sets 'hitter' to the actual dagger, and not the 929 * this sets 'hitter' to the actual dagger, and not the
851 * wrapper object. 930 * wrapper object.
852 */ 931 */
853 thrown_item_effect (hitter, op); 932 thrown_item_effect (hitter, op);
933
854 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 934 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
855 goto leave; 935 goto leave;
856 } 936 }
857 937
858 /* Need to do at least 1 damage, otherwise there is no point 938 /* Need to do at least 1 damage, otherwise there is no point
859 * to go further and it will cause FPE's below. 939 * to go further and it will cause FPE's below.
860 */ 940 */
861 if (hitdam <= 0) 941 if (hitdam <= 0)
862 hitdam = 1; 942 hitdam = 1;
863 943
864 type = hitter->attacktype; 944 type = hitter->attacktype;
945
946 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
947 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
948 * This check is important for the most simple monsters out there in the
949 * game content (maps, archs). For example orcs: They would have
950 * no attacktype at all.
951 *
952 * Some time in the future someone should just go into the game data
953 * and fix every monster out there ;-/ Until then we will kill some
954 * more trees in the african rain forests with this check.
955 */
865 if (!type) 956 if (!type)
866 type = AT_PHYSICAL; 957 type = AT_PHYSICAL;
958
867 /* Handle monsters that hit back */ 959 /* Handle monsters that hit back */
868 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 960 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869 { 961 {
870 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 962 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
871 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 963 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
964
872 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 965 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
966
873 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 967 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
874 goto leave; 968 goto leave;
875 } 969 }
876 970
877 /* In the new attack code, it should handle multiple attack 971 /* In the new attack code, it should handle multiple attack
878 * types in its area, so remove it from here. 972 * types in its area, so remove it from here.
879 */ 973 */
880 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 974 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
975
881 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 976 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
882 goto leave; 977 goto leave;
883 } /* end of if hitter hit op */ 978 } /* end of if hitter hit op */
884 /* if we missed, dam=0 */ 979 /* if we missed, dam=0 */
885 980
886 /*attack_message(dam, type, op, hitter); */ 981 /*attack_message(dam, type, op, hitter); */
896} 991}
897 992
898int 993int
899attack_ob (object *op, object *hitter) 994attack_ob (object *op, object *hitter)
900{ 995{
901
902 if (hitter->head)
903 hitter = hitter->head; 996 hitter = hitter->head_ ();
997
904 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 998 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
905} 999}
906 1000
907/* op is the arrow, tmp is what is stopping the arrow. 1001/* op is the arrow, tmp is what is stopping the arrow.
908 * 1002 *
917 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1011 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
918 * stick around. 1012 * stick around.
919 */ 1013 */
920 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1014 if (op->weight <= 5000 && tmp->stats.hp >= 0)
921 { 1015 {
922 if (tmp->head != NULL) 1016 tmp->head_ ()->insert (op);
923 tmp = tmp->head;
924
925 remove_ob (op);
926 op = insert_ob_in_ob (op, tmp);
927
928 if (tmp->type == PLAYER)
929 esrv_send_item (tmp, op);
930
931 return 1; 1017 return 1;
932 } 1018 }
933 else 1019 else
934 return 0; 1020 return 0;
935} 1021}
943object * 1029object *
944hit_with_arrow (object *op, object *victim) 1030hit_with_arrow (object *op, object *victim)
945{ 1031{
946 object *container, *hitter; 1032 object *container, *hitter;
947 int hit_something = 0; 1033 int hit_something = 0;
948 tag_t victim_tag, hitter_tag;
949 sint16 victim_x, victim_y;
950 1034
951 /* Disassemble missile */ 1035 /* Disassemble missile */
952 if (op->inv) 1036 if (op->inv)
953 { 1037 {
954 container = op; 1038 container = op;
955 hitter = op->inv; 1039 hitter = op->inv;
956 remove_ob (hitter);
957 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1040 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
958 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1041 /* Note that we now have an empty THROWN_OBJ on the map. Code that
959 * might be called until this THROWN_OBJ is either reassembled or 1042 * might be called until this THROWN_OBJ is either reassembled or
960 * removed at the end of this function must be able to deal with empty 1043 * removed at the end of this function must be able to deal with empty
961 * THROWN_OBJs. */ 1044 * THROWN_OBJs. */
962 } 1045 }
963 else 1046 else
964 { 1047 {
965 container = NULL; 1048 container = 0;
966 hitter = op; 1049 hitter = op;
967 } 1050 }
968 1051
969 /* Try to hit victim */ 1052 /* Try to hit victim */
970 victim_x = victim->x;
971 victim_y = victim->y;
972 victim_tag = victim->count;
973 hitter_tag = hitter->count;
974
975 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 1053 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
976 1054
977 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1055 /* Arrow attacks door, rune of summoning is triggered, demon is put on
978 * arrow, move_apply() calls this function, arrow sticks in demon, 1056 * arrow, move_apply() calls this function, arrow sticks in demon,
979 * attack_ob_simple() returns, and we've got an arrow that still exists 1057 * attack_ob_simple() returns, and we've got an arrow that still exists
980 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1058 * but is no longer on the map. Ugh. (Beware: Such things can happen at
981 * other places as well!) 1059 * other places as well!)
982 */ 1060 */
983 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 1061 if (hitter->destroyed () || hitter->env != NULL)
984 { 1062 {
985 if (container) 1063 if (container)
986 { 1064 container->destroy ();
987 remove_ob (container); 1065
988 free_object (container);
989 }
990 return NULL; 1066 return 0;
991 } 1067 }
992 1068
993 /* Missile hit victim */ 1069 /* Missile hit victim */
994 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1070 /* if the speed is > 10, then this is a fast moving arrow, we go straight
995 * through the target 1071 * through the target
996 */ 1072 */
997 if (hit_something && op->speed <= 10.0) 1073 if (hit_something && op->speed <= 10.0)
998 { 1074 {
999 /* Stop arrow */ 1075 /* Stop arrow */
1000 if (container == NULL) 1076 if (!container)
1001 { 1077 {
1002 hitter = fix_stopped_arrow (hitter); 1078 hitter = fix_stopped_arrow (hitter);
1003 if (hitter == NULL) 1079 if (!hitter)
1004 return NULL; 1080 return 0;
1005 } 1081 }
1006 else 1082 else
1007 { 1083 container->destroy ();
1008 remove_ob (container);
1009 free_object (container);
1010 }
1011 1084
1012 /* Try to stick arrow into victim */ 1085 /* Try to stick arrow into victim */
1013 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 1086 if (!victim->destroyed () && stick_arrow (hitter, victim))
1014 return NULL; 1087 return 0;
1015 1088
1016 /* Else try to put arrow on victim's map square 1089 /* Else try to put arrow on victim's map square
1017 * remove check for P_WALL here. If the arrow got to this 1090 * remove check for P_WALL here. If the arrow got to this
1018 * space, that is good enough - with the new movement code, 1091 * space, that is good enough - with the new movement code,
1019 * there is now the potential for lots of spaces where something 1092 * there is now the potential for lots of spaces where something
1020 * can fly over but not otherwise move over. What is the correct 1093 * can fly over but not otherwise move over. What is the correct
1021 * way to handle those otherwise? 1094 * way to handle those otherwise?
1022 */ 1095 */
1023 if (victim_x != hitter->x || victim_y != hitter->y) 1096 if (victim->x != hitter->x || victim->y != hitter->y)
1097 {
1098 if (victim->destroyed ())
1099 hitter->destroy ();
1100 else
1024 { 1101 {
1025 remove_ob (hitter); 1102 hitter->remove ();
1026 hitter->x = victim_x; 1103 hitter->x = victim->x;
1027 hitter->y = victim_y; 1104 hitter->y = victim->y;
1028 insert_ob_in_map (hitter, victim->map, hitter, 0); 1105 insert_ob_in_map (hitter, victim->map, hitter, 0);
1106 }
1029 } 1107 }
1030 else 1108 else
1031 {
1032 /* Else leave arrow where it is */ 1109 /* Else leave arrow where it is */
1033 merge_ob (hitter, NULL); 1110 merge_ob (hitter, NULL);
1034 } 1111
1035 return NULL; 1112 return 0;
1036 } 1113 }
1037 1114
1038 if (hit_something && op->speed >= 10.0) 1115 if (hit_something && op->speed >= 10.0)
1039 op->speed -= 1.0; 1116 op->speed -= 1.0;
1040 1117
1041 /* Missile missed victim - reassemble missile */ 1118 /* Missile missed victim - reassemble missile */
1042 if (container) 1119 if (container)
1043 { 1120 {
1044 remove_ob (hitter); 1121 hitter->remove ();
1045 insert_ob_in_ob (hitter, container); 1122 insert_ob_in_ob (hitter, container);
1046 } 1123 }
1124
1047 return op; 1125 return op;
1048} 1126}
1049 1127
1050 1128static void
1051void
1052tear_down_wall (object *op) 1129tear_down_wall (object *op)
1053{ 1130{
1054 int perc = 0;
1055
1056 if (!op->stats.maxhp) 1131 if (!op->stats.maxhp)
1057 {
1058 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1132 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1059 perc = 1; 1133 else if (!op->has_anim ())
1060 }
1061 else if (!GET_ANIM_ID (op))
1062 { 1134 {
1063 /* Object has been called - no animations, so remove it */ 1135 /* Object has been called - no animations, so remove it */
1064 if (op->stats.hp < 0) 1136 if (op->stats.hp < 0)
1137 op->destroy ();
1065 { 1138
1066 remove_ob (op); /* Should update LOS */
1067 free_object (op);
1068 /* Don't know why this is here - remove_ob should do it for us */
1069 /*update_position(m, x, y); */
1070 }
1071 return; /* no animations, so nothing more to do */ 1139 return; /* no animations, so nothing more to do */
1072 } 1140 }
1073 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1141
1074 if (perc >= (int) NUM_ANIMATIONS (op)) 1142 // we use frames 1..num-2 as intermediate frames, so
1075 perc = NUM_ANIMATIONS (op) - 1; 1143 // the last frame is used only when hp < 0.
1076 else if (perc < 1) 1144 int perc = clamp (
1077 perc = 1; 1145 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1078 SET_ANIMATION (op, perc); 1146 0, op->anim_frames () - 1
1147 );
1148
1149 op->set_anim_frame (perc);
1079 update_object (op, UP_OBJ_FACE); 1150 update_object (op, UP_OBJ_FACE);
1080 if (perc == NUM_ANIMATIONS (op) - 1) 1151
1152 if (op->stats.hp < 0)
1081 { /* Reached the last animation */ 1153 { /* Reached the last animation */
1082 if (op->face == blank_face) 1154 if (op->face == blank_face)
1083 {
1084 /* If the last face is blank, remove the ob */ 1155 /* If the last face is blank, remove the ob */
1085 remove_ob (op); /* Should update LOS */ 1156 op->destroy ();
1086 free_object (op);
1087
1088 /* remove_ob should call update_position for us */
1089 /*update_position(m, x, y); */
1090
1091 }
1092 else 1157 else
1093 { /* The last face was not blank, leave an image */ 1158 { /* The last face was not blank, leave an image */
1094 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1159 op->flag [FLAG_BLOCKSVIEW] = false;
1095 update_all_los (op->map, op->x, op->y); 1160 update_all_los (op->map, op->x, op->y);
1096 op->move_block = 0; 1161 op->move_block = 0;
1097 CLEAR_FLAG (op, FLAG_ALIVE); 1162 op->flag [FLAG_ALIVE] = false;
1098 } 1163 }
1099 } 1164 }
1100} 1165}
1101 1166
1102void 1167static void
1103scare_creature (object *target, object *hitter) 1168scare_creature (object *target, object *hitter)
1104{ 1169{
1105 object *owner = get_owner (hitter); 1170 target->flag [FLAG_SCARED] = true;
1106 1171
1107 if (!owner)
1108 owner = hitter;
1109
1110 SET_FLAG (target, FLAG_SCARED);
1111 if (!target->enemy) 1172 if (!target->enemy)
1112 target->enemy = owner; 1173 target->enemy = hitter->outer_owner ();
1113} 1174}
1114
1115
1116/* This returns the amount of damage hitter does to op with the
1117 * appropriate attacktype. Only 1 attacktype should be set at a time.
1118 * This doesn't damage the player, but returns how much it should
1119 * take. However, it will do other effects (paralyzation, slow, etc.)
1120 * Note - changed for PR code - we now pass the attack number and not
1121 * the attacktype. Makes it easier for the PR code. */
1122
1123int
1124hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1125{
1126
1127 int doesnt_slay = 1;
1128
1129 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1130 if (attacknum >= NROFATTACKS)
1131 {
1132 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1133 return 0;
1134 }
1135
1136 if (dam < 0)
1137 {
1138 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1139 return 0;
1140 }
1141
1142 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1143 * people can't mess with that or it otherwise get confused. */
1144 if (attacknum == ATNR_INTERNAL)
1145 return dam;
1146
1147 if (hitter->slaying)
1148 {
1149 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1150 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1151 {
1152 doesnt_slay = 0;
1153 dam *= 3;
1154 }
1155 }
1156
1157 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1158 if (op->resist[attacknum])
1159 {
1160 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1161 * in case 0>dam>1, we try to "simulate" a float value-effect */
1162 dam *= (100 - op->resist[attacknum]);
1163 if (dam >= 100)
1164 dam /= 100;
1165 else
1166 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1167 }
1168
1169 /* Special hack. By default, if immune to something, you
1170 * shouldn't need to worry. However, acid is an exception, since
1171 * it can still damage your items. Only include attacktypes if
1172 * special processing is needed */
1173
1174 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1175 return 0;
1176
1177 /* Keep this in order - makes things easier to find */
1178
1179 switch (attacknum)
1180 {
1181 case ATNR_PHYSICAL:
1182 /* here also check for diseases */
1183 check_physically_infect (op, hitter);
1184 break;
1185
1186 /* Don't need to do anything for:
1187 magic,
1188 fire,
1189 electricity,
1190 cold */
1191
1192 case ATNR_CONFUSION:
1193 case ATNR_POISON:
1194 case ATNR_SLOW:
1195 case ATNR_PARALYZE:
1196 case ATNR_FEAR:
1197 case ATNR_CANCELLATION:
1198 case ATNR_DEPLETE:
1199 case ATNR_BLIND:
1200 {
1201 /* chance for inflicting a special attack depends on the
1202 * difference between attacker's and defender's level
1203 */
1204 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1205
1206 /* First, only creatures/players with speed can be affected.
1207 * Second, just getting hit doesn't mean it always affects
1208 * you. Third, you still get a saving through against the
1209 * effect.
1210 */
1211 if (op->speed &&
1212 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1213 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1214 {
1215
1216 /* Player has been hit by something */
1217 if (attacknum == ATNR_CONFUSION)
1218 confuse_player (op, hitter, dam);
1219 else if (attacknum == ATNR_POISON)
1220 poison_player (op, hitter, dam);
1221 else if (attacknum == ATNR_SLOW)
1222 slow_player (op, hitter, dam);
1223 else if (attacknum == ATNR_PARALYZE)
1224 paralyze_player (op, hitter, dam);
1225 else if (attacknum == ATNR_FEAR)
1226 scare_creature (op, hitter);
1227 else if (attacknum == ATNR_CANCELLATION)
1228 cancellation (op);
1229 else if (attacknum == ATNR_DEPLETE)
1230 drain_stat (op);
1231 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1232 blind_player (op, hitter, dam);
1233 }
1234 dam = 0; /* These are all effects and don't do real damage */
1235 }
1236 break;
1237 case ATNR_ACID:
1238 {
1239 int flag = 0;
1240
1241 /* Items only get corroded if you're not on a battleground and
1242 * if your acid resistance is below 50%. */
1243 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1244 {
1245 object *tmp;
1246
1247 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1248 {
1249 if (tmp->invisible)
1250 continue;
1251 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1252 /* >= 10% acid res. on itmes will protect these */
1253 continue;
1254 if (!(tmp->material & M_IRON))
1255 continue;
1256 if (tmp->magic < -4) /* Let's stop at -5 */
1257 continue;
1258 if (tmp->type == RING ||
1259 /* removed boots and gloves from exclusion list in
1260 PR */
1261 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1262 continue; /* To avoid some strange effects */
1263
1264 /* High damage acid has better chance of corroding
1265 objects */
1266 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1267 {
1268 if (op->type == PLAYER)
1269 /* Make this more visible */
1270 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1271 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1272 flag = 1;
1273 tmp->magic--;
1274 if (op->type == PLAYER)
1275 esrv_send_item (op, tmp);
1276 }
1277 }
1278 if (flag)
1279 fix_player (op); /* Something was corroded */
1280 }
1281 }
1282 break;
1283 case ATNR_DRAIN:
1284 {
1285 /* rate is the proportion of exp drained. High rate means
1286 * not much is drained, low rate means a lot is drained.
1287 */
1288 int rate;
1289
1290 if (op->resist[ATNR_DRAIN] >= 0)
1291 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1292 else
1293 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1294
1295 if (op->stats.exp <= rate)
1296 {
1297 if (op->type == GOLEM)
1298 dam = 999; /* Its force is "sucked" away. 8) */
1299 else
1300 /* If we can't drain, lets try to do physical damage */
1301 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1302 }
1303 else
1304 {
1305 /* Randomly give the hitter some hp */
1306 if (hitter->stats.hp < hitter->stats.maxhp &&
1307 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1308 hitter->stats.hp++;
1309
1310 /* Can't do drains on battleground spaces.
1311 * Move the wiz check up here - before, the hitter wouldn't gain exp
1312 * exp, but the wiz would still lose exp! If drainee is a wiz,
1313 * nothing happens.
1314 * Try to credit the owner. We try to display player -> player drain
1315 * attacks, hence all the != PLAYER checks.
1316 */
1317 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1318 {
1319 object *owner = get_owner (hitter);
1320
1321 if (owner && owner != hitter)
1322 {
1323 if (op->type != PLAYER || owner->type != PLAYER)
1324 change_exp (owner, op->stats.exp / (rate * 2),
1325 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1326 }
1327 else if (op->type != PLAYER || hitter->type != PLAYER)
1328 {
1329 change_exp (hitter, op->stats.exp / (rate * 2),
1330 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1331 }
1332 change_exp (op, -op->stats.exp / rate, NULL, 0);
1333 }
1334 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1335 * drain attack, you won't know that you are actually sucking out EXP,
1336 * as the messages will say you missed
1337 */
1338 }
1339 }
1340 break;
1341 case ATNR_TURN_UNDEAD:
1342 {
1343 if (QUERY_FLAG (op, FLAG_UNDEAD))
1344 {
1345 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1346 object *god = find_god (determine_god (owner));
1347 int div = 1;
1348
1349 /* if undead are not an enemy of your god, you turn them
1350 * at half strength */
1351 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1352 div = 2;
1353 /* Give a bonus if you resist turn undead */
1354 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1355 scare_creature (op, owner);
1356 }
1357 else
1358 dam = 0; /* don't damage non undead - should we damage
1359 undead? */
1360 }
1361 break;
1362 case ATNR_DEATH:
1363 deathstrike_player (op, hitter, &dam);
1364 break;
1365 case ATNR_CHAOS:
1366 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1367 dam = 0;
1368 break;
1369 case ATNR_COUNTERSPELL:
1370 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1371 dam = 0;
1372 /* This should never happen. Counterspell is handled
1373 * seperately and filtered out. If this does happen,
1374 * Counterspell has no effect on anything but spells, so it
1375 * does no damage. */
1376 break;
1377 case ATNR_HOLYWORD:
1378 {
1379 /* This has already been handled by hit_player,
1380 * no need to check twice -- DAMN */
1381 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1382
1383 /* As with turn undead above, give a bonus on the saving throw */
1384 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1385 scare_creature (op, owner);
1386 }
1387 break;
1388 case ATNR_LIFE_STEALING:
1389 {
1390 int new_hp;
1391
1392 /* this is replacement to drain for players, instead of taking
1393 * exp it takes hp. It is geared for players, probably not
1394 * much use giving it to monsters
1395 *
1396 * life stealing doesn't do a lot of damage, but it gives the
1397 * damage it does do to the player. Given that,
1398 * it only does 1/10'th normal damage (hence the divide by
1399 * 1000).
1400 */
1401 /* You can't steal life from something undead */
1402 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1403 return 0;
1404 /* If drain protection is higher than life stealing, use that */
1405 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1406 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1407 else
1408 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1409 /* You die at -1 hp, not zero. */
1410 if (dam > (op->stats.hp + 1))
1411 dam = op->stats.hp + 1;
1412 new_hp = hitter->stats.hp + dam;
1413 if (new_hp > hitter->stats.maxhp)
1414 new_hp = hitter->stats.maxhp;
1415 if (new_hp > hitter->stats.hp)
1416 hitter->stats.hp = new_hp;
1417 }
1418 }
1419 return dam;
1420}
1421
1422 1175
1423/* GROS: This code comes from hit_player. It has been made external to 1176/* GROS: This code comes from hit_player. It has been made external to
1424 * allow script procedures to "kill" objects in a combat-like fashion. 1177 * allow script procedures to "kill" objects in a combat-like fashion.
1425 * It was initially used by (kill-object) developed for the Collector's 1178 * It was initially used by (kill-object) developed for the Collector's
1426 * Sword. Note that nothing has been changed from the original version 1179 * Sword. Note that nothing has been changed from the original version
1437 */ 1190 */
1438int 1191int
1439kill_object (object *op, int dam, object *hitter, int type) 1192kill_object (object *op, int dam, object *hitter, int type)
1440{ 1193{
1441 char buf[MAX_BUF]; 1194 char buf[MAX_BUF];
1442 const char *skill; 1195 shstr skill;
1443 int maxdam = 0; 1196 int maxdam = 0;
1444 int battleg = 0; /* true if op standing on battleground */ 1197 int battleg = 0; /* true if op standing on battleground */
1445 int pk = 0; /* true if op and what controls hitter are both players */ 1198 int pk = 0; /* true if op and what controls hitter are both players */
1446 object *owner = NULL; 1199 object *owner = 0;
1447 object *skop = NULL; 1200 object *skop = 0;
1448 1201
1449 if (op->stats.hp >= 0) 1202 if (op->stats.hp >= 0)
1450 return -1; 1203 return -1;
1451 1204
1452 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1205 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1461 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1462 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1215 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1463 1216
1464 if (op->type == DOOR) 1217 if (op->type == DOOR)
1465 { 1218 {
1466 op->speed = 0.1; 1219 op->set_speed (0.1f);
1467 update_ob_speed (op);
1468 op->speed_left = -0.05; 1220 op->speed_left = -0.05f;
1469 return maxdam; 1221 return maxdam;
1470 } 1222 }
1223
1471 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1224 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1472 { 1225 {
1473 remove_friendly_object (op); 1226 op->drop_and_destroy ();
1474 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1475 {
1476 op->owner->contr->ranges[range_golem] = NULL;
1477 op->owner->contr->golem_count = 0;
1478 }
1479
1480 remove_ob (op);
1481 free_object (op);
1482 return maxdam; 1227 return maxdam;
1483 } 1228 }
1484 1229
1485 /* Now lets start dealing with experience we get for killing something */ 1230 /* Now lets start dealing with experience we get for killing something */
1486 1231
1487 owner = get_owner (hitter); 1232 owner = hitter->outer_owner ();
1488 if (owner == NULL) 1233 if (!owner)
1489 owner = hitter; 1234 owner = hitter;
1490 1235
1491 /* is the victim (op) standing on battleground? */ 1236 /* is the victim (op) standing on battleground? */
1492 if (op_on_battleground (op, NULL, NULL)) 1237 if (op_on_battleground (op, NULL, NULL))
1493 battleg = 1; 1238 battleg = 1;
1497 pk = 1; 1242 pk = 1;
1498 1243
1499 /* Player killed something */ 1244 /* Player killed something */
1500 if (owner->type == PLAYER) 1245 if (owner->type == PLAYER)
1501 { 1246 {
1502 Log_Kill (owner->name,
1503 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1504
1505 /* Log players killing other players - makes it easier to detect 1247 /* Log players killing other players - makes it easier to detect
1506 * and filter out malicious player killers - that is why the 1248 * and filter out malicious player killers - that is why the
1507 * ip address is included. 1249 * ip address is included.
1508 */ 1250 */
1509 if (op->type == PLAYER && !battleg) 1251 if (op->type == PLAYER && !battleg)
1513 char buf[256]; 1255 char buf[256];
1514 1256
1515 tmv = localtime (&t); 1257 tmv = localtime (&t);
1516 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1258 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1517 1259
1518 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1260 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1519 } 1261 }
1520 1262
1521 /* try to filter some things out - basically, if you are 1263 /* try to filter some things out - basically, if you are
1522 * killing a level 1 creature and your level 20, you 1264 * killing a level 1 creature and your level 20, you
1523 * probably don't want to see that. 1265 * probably don't want to see that.
1524 */ 1266 */
1525 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1267 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1526 { 1268 {
1527 if (owner != hitter) 1269 if (owner != hitter)
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1270 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1530 }
1531 else 1271 else
1532 {
1533 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1272 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1534 } 1273
1535 /* Only play sounds for melee kills */ 1274 /* Only play sounds for melee kills */
1536 if (hitter->type == PLAYER) 1275 if (hitter->type == PLAYER)
1537 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1276 owner->play_sound (sound_find ("player_kills"));
1538 } 1277 }
1539 1278
1540 /* If a player kills another player, not on 1279 /* If a player kills another player, not on
1541 * battleground, the "killer" looses 1 luck. Since this is 1280 * battleground, the "killer" looses 1 luck. Since this is
1542 * not reversible, it's actually quite a pain IMHO. -AV 1281 * not reversible, it's actually quite a pain IMHO. -AV
1544 * player that the object belonged to - so if you killed another player 1283 * player that the object belonged to - so if you killed another player
1545 * with spells, pets, whatever, there was no penalty. 1284 * with spells, pets, whatever, there was no penalty.
1546 * Changed to make luck penalty configurable in settings. 1285 * Changed to make luck penalty configurable in settings.
1547 */ 1286 */
1548 if (op->type == PLAYER && owner != op && !battleg) 1287 if (op->type == PLAYER && owner != op && !battleg)
1549 change_luck (owner, -settings.pk_luck_penalty); 1288 owner->change_luck (-settings.pk_luck_penalty);
1550 1289
1551 /* This code below deals with finding the appropriate skill 1290 /* This code below deals with finding the appropriate skill
1552 * to credit exp to. This is a bit problematic - we should 1291 * to credit exp to. This is a bit problematic - we should
1553 * probably never really have to look at current_weapon->skill 1292 * probably never really have to look at current_weapon->skill
1554 */ 1293 */
1555 skill = NULL;
1556 if (hitter->skill && hitter->type != PLAYER) 1294 if (hitter->skill && hitter->type != PLAYER)
1557 skill = hitter->skill; 1295 skill = hitter->skill;
1558 else if (owner->chosen_skill) 1296 else if (owner->chosen_skill)
1559 { 1297 {
1560 skill = owner->chosen_skill->skill;
1561 skop = owner->chosen_skill; 1298 skop = owner->chosen_skill;
1299 skill = skop->skill;
1562 } 1300 }
1563 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1301 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1564 skill = owner->current_weapon->skill; 1302 skill = owner->current_weapon->skill;
1565 else 1303 else
1304 {
1566 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1305 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1306 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1307 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1308 skill = 0;
1309 }
1567 1310
1568 /* We have the skill we want to credit to - now find the object this goes 1311 /* We have the skill we want to credit to - now find the object this goes
1569 * to. Make sure skop is an actual skill, and not a skill tool! 1312 * to. Make sure skop is an actual skill, and not a skill tool!
1570 */ 1313 */
1571 if ((!skop || skop->type != SKILL) && skill) 1314 skop = owner->contr->find_skill (skill);
1572 {
1573 int i;
1574
1575 for (i = 0; i < NUM_SKILLS; i++)
1576 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1577 {
1578 skop = owner->contr->last_skill_ob[i];
1579 break;
1580 }
1581 }
1582 } /* Was it a player that hit somethign */ 1315 } /* Was it a player that hit somethign */
1583 else 1316 else
1584 {
1585 skill = NULL; 1317 skill = 0;
1586 }
1587 1318
1588 /* Pet (or spell) killed something. */
1589 if (owner != hitter)
1590 {
1591 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1592 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593 }
1594 else
1595 {
1596 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1597 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1598 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1599 }
1600 /* These may have been set in the player code section above */ 1319 /* These may have been set in the player code section above */
1601 if (!skop) 1320 if (!skop)
1602 skop = hitter->chosen_skill; 1321 skop = hitter->chosen_skill;
1322
1603 if (!skill && skop) 1323 if (!skill && skop)
1604 skill = skop->skill; 1324 skill = skop->skill;
1605 1325
1606 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1607
1608
1609 /* If you didn't kill yourself, and your not the wizard */ 1326 /* If you didn't kill yourself, and your not the wizard */
1610 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1327 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1611 { 1328 {
1612 int exp; 1329 int exp;
1613 1330
1614 /* Really don't give much experience for killing other players */ 1331 /* Really don't give much experience for killing other players */
1615 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1332 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1616 if (op->type == PLAYER)
1617 {
1618 if (battleg) 1333 if (battleg)
1334 {
1335 if (op->is_player ())
1619 { 1336 {
1620 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1337 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1621 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1338 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1622 } 1339 }
1623 else 1340
1341 exp = 0;
1342 }
1343 else if (op->is_player ())
1624 exp = op->stats.exp / 1000; 1344 exp = op->stats.exp / 1000;
1625 }
1626 else 1345 else
1627 exp = calc_skill_exp (owner, op, skop); 1346 exp = calc_skill_exp (owner, op, skop);
1628
1629 /* if op is standing on "battleground" (arena), no way to gain
1630 * exp by killing him
1631 */
1632 if (battleg)
1633 exp = 0;
1634 1347
1635 /* Don't know why this is set this way - doesn't make 1348 /* Don't know why this is set this way - doesn't make
1636 * sense to just divide everything by two for no reason. 1349 * sense to just divide everything by two for no reason.
1637 */ 1350 */
1638 1351
1639 if (!settings.simple_exp) 1352 if (!settings.simple_exp)
1640 exp = exp / 2; 1353 exp = exp / 2;
1641 1354
1642 if (owner->type != PLAYER || owner->contr->party == NULL) 1355 if (owner->type != PLAYER || owner->contr->party == NULL)
1643 {
1644 change_exp (owner, exp, skill, 0); 1356 change_exp (owner, exp, skill, 0);
1645 }
1646 else 1357 else
1647 { 1358 {
1648 int shares = 0, count = 0; 1359 int shares = 0, count = 0;
1649
1650 player *pl;
1651
1652 partylist *party = owner->contr->party; 1360 partylist *party = owner->contr->party;
1653 1361
1654#ifdef PARTY_KILL_LOG
1655 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1362 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1656#endif 1363
1657 for (pl = first_player; pl != NULL; pl = pl->next) 1364 for_all_players (pl)
1658 {
1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1365 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660 { 1366 {
1661 count++; 1367 count++;
1662 shares += (pl->ob->level + 4); 1368 shares += (pl->ob->level + 4);
1663 } 1369 }
1664 } 1370
1665 if (count == 1 || shares > exp) 1371 if (count == 1 || shares > exp || !shares)
1666 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1372 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1667 else 1373 else
1668 { 1374 {
1669 int share = exp / shares, given = 0, nexp; 1375 int share = exp / shares, given = 0, nexp;
1670 1376
1671 for (pl = first_player; pl != NULL; pl = pl->next) 1377 for_all_players (pl)
1672 {
1673 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1378 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1674 { 1379 {
1675 nexp = (pl->ob->level + 4) * share; 1380 nexp = (pl->ob->level + 4) * share;
1676 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1381 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1677 given += nexp; 1382 given += nexp;
1678 } 1383 }
1679 } 1384
1680 exp -= given; 1385 exp -= given;
1681 /* give any remainder to the player */ 1386 /* give any remainder to the player */
1682 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1387 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1683 } 1388 }
1684 } /* else part of a party */ 1389 } /* else part of a party */
1685
1686 } /* end if person didn't kill himself */ 1390 } /* end if person didn't kill himself */
1687 1391
1688 if (op->type != PLAYER) 1392 if (op->type != PLAYER)
1689 { 1393 {
1690 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1394 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1691 { 1395 {
1692 object *owner1 = get_owner (op); 1396 object *owner1 = op->owner;
1693 1397
1694 if (owner1 != NULL && owner1->type == PLAYER) 1398 if (owner1 && owner1->type == PLAYER)
1695 { 1399 {
1696 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1400 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1697 /* Maybe we should include the owner that killed this, maybe not */ 1401 /* Maybe we should include the owner that killed this, maybe not */
1698 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1699 } 1403 }
1700 1404
1701 remove_friendly_object (op); 1405 remove_friendly_object (op);
1702 } 1406 }
1703 1407
1704 remove_ob (op); 1408 op->drop_and_destroy ();
1705 free_object (op);
1706 } 1409 }
1707 /* Player has been killed! */
1708 else 1410 else
1709 { 1411 /* Player has been killed! */
1710 if (owner->type == PLAYER) 1412 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1711 {
1712 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1713 }
1714 else
1715 assign (op->contr->killer, hitter->name);
1716 }
1717 1413
1718 /* This was return -1 - that doesn't seem correct - if we return -1, process 1414 /* This was return -1 - that doesn't seem correct - if we return -1, process
1719 * continues in the calling function. 1415 * continues in the calling function.
1720 */ 1416 */
1721 return maxdam; 1417 return maxdam;
1722} 1418}
1723 1419
1724/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1420/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1725 * Returns 0 this is not friendly fire 1421 * Returns 0 this is not friendly fire
1726 */ 1422 */
1727
1728int 1423int
1729friendly_fire (object *op, object *hitter) 1424friendly_fire (object *op, object *hitter)
1730{ 1425{
1731 object *owner; 1426 object *owner;
1732 int friendlyfire; 1427 int friendlyfire;
1742 return 0; 1437 return 0;
1743 1438
1744 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1439 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1745 return 1; 1440 return 1;
1746 1441
1747 if ((owner = get_owner (hitter)) != NULL) 1442 if ((owner = hitter->owner) != NULL)
1748 { 1443 {
1749 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1444 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1750 friendlyfire = 2; 1445 friendlyfire = 2;
1751 } 1446 }
1752 1447
1753 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1448 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1754 friendlyfire = 0; 1449 friendlyfire = 0;
1755 } 1450 }
1451
1756 return friendlyfire; 1452 return friendlyfire;
1757} 1453}
1758
1759 1454
1760/* This isn't used just for players, but in fact most objects. 1455/* This isn't used just for players, but in fact most objects.
1761 * op is the object to be hit, dam is the amount of damage, hitter 1456 * op is the object to be hit, dam is the amount of damage, hitter
1762 * is what is hitting the object, type is the attacktype, and 1457 * is what is hitting the object, type is the attacktype, and
1763 * full_hit is set if monster area does not matter. 1458 * full_hit is set if monster area does not matter.
1764 * dam is base damage - protections/vulnerabilities/slaying matches can 1459 * dam is base damage - protections/vulnerabilities/slaying matches can
1765 * modify it. 1460 * modify it.
1766 */ 1461 */
1767
1768 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1462/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1769 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1463 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1770
1771int 1464int
1772hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1465hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1773{ 1466{
1774 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1467 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1775 int maxattacktype, attacknum; 1468 int maxattacktype, attacknum;
1776 int body_attack = op && op->head; /* Did we hit op's head? */ 1469 int body_attack = op && op->head; /* Did we hit op's head? */
1777 int simple_attack; 1470 int simple_attack;
1778 tag_t op_tag, hitter_tag;
1779 int rtn_kill = 0; 1471 int rtn_kill = 0;
1780 int friendlyfire; 1472 int friendlyfire;
1781 1473
1782 if (get_attack_mode (&op, &hitter, &simple_attack)) 1474 if (get_attack_mode (&op, &hitter, &simple_attack))
1783 return 0; 1475 return 0;
1784 1476
1785 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1477 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1786 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1478 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1787 return 0; 1479 return 0;
1788 1480
1789#ifdef PROHIBIT_PLAYERKILL 1481 // only allow pk for hostile players
1790 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1791 { 1483 {
1792 object *owner = get_owner (hitter); 1484 object *owner = hitter->owner;
1793 1485
1794 if (!owner) 1486 if (!owner)
1795 owner = hitter; 1487 owner = hitter;
1796 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1488
1797 { 1489 if (owner->type == PLAYER
1490 && (!op_on_battleground (op, 0, 0)
1491 && (op->contr->peaceful || owner->contr->peaceful))
1492 && op != owner)
1798 return 0; 1493 return 0;
1799 }
1800 } 1494 }
1801#endif
1802
1803 op_tag = op->count;
1804 hitter_tag = hitter->count;
1805 1495
1806 if (body_attack) 1496 if (body_attack)
1807 { 1497 {
1808 /* slow and paralyze must hit the head. But we don't want to just 1498 /* slow and paralyze must hit the head. But we don't want to just
1809 * return - we still need to process other attacks the spell still 1499 * return - we still need to process other attacks the spell still
1815 * attack so we don't cancel out things like magic bullet. 1505 * attack so we don't cancel out things like magic bullet.
1816 */ 1506 */
1817 if (type & (AT_PARALYZE | AT_SLOW)) 1507 if (type & (AT_PARALYZE | AT_SLOW))
1818 { 1508 {
1819 type &= ~(AT_PARALYZE | AT_SLOW); 1509 type &= ~(AT_PARALYZE | AT_SLOW);
1510
1820 if (!type || type == AT_MAGIC) 1511 if (!type || type == AT_MAGIC)
1821 return 0; 1512 return 0;
1822 } 1513 }
1823 } 1514 }
1824 1515
1825 if (!simple_attack && op->type == DOOR) 1516 if (!simple_attack && op->type == DOOR)
1826 { 1517 {
1827 object *tmp;
1828
1829 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1518 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1830 if (tmp->type == RUNE || tmp->type == TRAP) 1519 if (tmp->type == RUNE || tmp->type == TRAP)
1831 { 1520 {
1832 spring_trap (tmp, hitter); 1521 spring_trap (tmp, hitter);
1522
1833 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1523 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1834 return 0; 1524 return 0;
1525
1835 break; 1526 break;
1836 } 1527 }
1837 } 1528 }
1838 1529
1839 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1530 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1840 { 1531 {
1841 /* FIXME: If a player is killed by a rune in a door, the 1532 /* FIXME: If a player is killed by a rune in a door, the
1842 * was_destroyed() check above doesn't return, and might get here. 1533 * destroyed() check above doesn't return, and might get here.
1843 */ 1534 */
1535
1536 /* FIXME: This for example happens when a dead door is on a mover and
1537 gets it's speed_left raised on each mover-tick.
1538 Doors are removed in a kinda funny way by giving them speed and speed_left
1539 and waiting for that to run out.
1540 */
1844 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1541 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1845 return 0; 1542 return 0;
1846 } 1543 }
1847 1544
1848#ifdef ATTACK_DEBUG 1545#ifdef ATTACK_DEBUG
1849 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1546 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1855 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1552 * in case 0>dam>1, we try to "simulate" a float value-effect */
1856 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1553 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1857 if (dam >= 100) 1554 if (dam >= 100)
1858 dam /= 100; 1555 dam /= 100;
1859 else 1556 else
1860 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1557 dam = (dam > rndm (0, 99)) ? 1 : 0;
1861 } 1558 }
1862 1559
1863 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1560 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1864 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1561 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1865 */ 1562 */
1876 */ 1573 */
1877 if (type & AT_HOLYWORD) 1574 if (type & AT_HOLYWORD)
1878 { 1575 {
1879 object *god; 1576 object *god;
1880 1577
1881 if ((!hitter->slaying || 1578 if ((!hitter->slaying
1882 (!(op->race && strstr (hitter->slaying, op->race)) && 1579 || (!(op->race && hitter->slaying.contains (op->race))
1883 !(op->name && strstr (hitter->slaying, op->name)))) && 1580 && !(op->name && hitter->slaying.contains (op->name))))
1884 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1581 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1885 (hitter->title != NULL 1582 || (hitter->title
1886 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1583 && (god = find_god (determine_god (hitter))) != NULL
1584 && god->race.contains (shstr_undead))))
1887 return 0; 1585 return 0;
1888 } 1586 }
1889 1587
1890 maxattacktype = type; /* initialize this to something */ 1588 maxattacktype = type; /* initialise this to something */
1891 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1589 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1892 { 1590 {
1893 /* Magic isn't really a true attack type - it gets combined with other 1591 /* Magic isn't really a true attack type - it gets combined with other
1894 * attack types. As such, skip it over. However, if magic is 1592 * attack types. As such, skip it over. However, if magic is
1895 * the only attacktype in the group, then still attack with it 1593 * the only attacktype in the group, then still attack with it
1923 */ 1621 */
1924 friendlyfire = friendly_fire (op, hitter); 1622 friendlyfire = friendly_fire (op, hitter);
1925 if (friendlyfire && maxdam) 1623 if (friendlyfire && maxdam)
1926 { 1624 {
1927 maxdam = ((dam * settings.set_friendly_fire) / 100); 1625 maxdam = ((dam * settings.set_friendly_fire) / 100);
1928#ifndef COZY_SERVER
1929 maxdam++;
1930#endif
1931 1626
1932#ifdef ATTACK_DEBUG 1627#ifdef ATTACK_DEBUG
1933 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1628 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1934 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1629 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1935#endif 1630#endif
1936 } 1631 }
1937 1632
1938 if (!full_hit) 1633 if (!full_hit)
1939 { 1634 {
1940 archetype *at;
1941 int area; 1635 int area;
1942 int remainder; 1636 int remainder;
1943 1637
1944 area = 0; 1638 area = 0;
1945 for (at = op->arch; at != NULL; at = at->more) 1639
1640 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1946 area++; 1641 area++;
1642
1947 assert (area > 0); 1643 assert (area > 0);
1948 1644
1949 /* basically: maxdam /= area; we try to "simulate" a float 1645 /* basically: maxdam /= area; we try to "simulate" a float
1950 value-effect */ 1646 value-effect */
1951 remainder = 100 * (maxdam % area) / area; 1647 remainder = 100 * (maxdam % area) / area;
1952 maxdam /= area; 1648 maxdam /= area;
1953 if (RANDOM () % 100 < remainder) 1649 if (rndm (100) < remainder)
1954 maxdam++; 1650 maxdam++;
1955 } 1651 }
1956 1652
1957#ifdef ATTACK_DEBUG 1653#ifdef ATTACK_DEBUG
1958 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1654 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1959#endif 1655#endif
1960 1656
1961 if (get_owner (hitter)) 1657 // for now, only do this for active objects, otherwise they
1658 // keep a refcount for a long time and I see no usefulness
1659 // for an non-active objetc to know its enemy.
1660 if (op->active)
1661 if (hitter->owner)
1962 op->enemy = hitter->owner; 1662 op->enemy = hitter->owner;
1963 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1663 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1964 op->enemy = hitter; 1664 op->enemy = hitter;
1965 1665
1966 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1666 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1967 { 1667 {
1968 /* The unaggressives look after themselves 8) */ 1668 /* The unaggressives look after themselves 8) */
1969 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1669 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1991 1691
1992 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1692 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1993 { 1693 {
1994 if (maxdam) 1694 if (maxdam)
1995 tear_down_wall (op); 1695 tear_down_wall (op);
1696
1996 return maxdam; /* nothing more to do for wall */ 1697 return maxdam; /* nothing more to do for wall */
1997 } 1698 }
1998 1699
1999 /* See if the creature has been killed */ 1700 /* See if the creature has been killed */
2000 rtn_kill = kill_object (op, maxdam, hitter, type); 1701 rtn_kill = kill_object (op, maxdam, hitter, type);
2001 if (rtn_kill != -1) 1702 if (rtn_kill != -1)
2002 return rtn_kill; 1703 return rtn_kill;
2003
2004 1704
2005 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1705 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
2006 * that before if the player was immune to ghosthit, the monster 1706 * that before if the player was immune to ghosthit, the monster
2007 * remained - that is no longer the case. 1707 * remained - that is no longer the case.
2008 */ 1708 */
2009 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1709 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2010 { 1710 hitter->drop_and_destroy ();
2011 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2012 remove_friendly_object (hitter);
2013 remove_ob (hitter);
2014 free_object (hitter);
2015 }
2016 /* Lets handle creatures that are splitting now */ 1711 /* Lets handle creatures that are splitting now */
2017 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1712 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2018 { 1713 {
2019 int i; 1714 int i;
2020 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1715 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2021 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1716 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2022 object *owner = get_owner (op); 1717 object *owner = op->owner;
2023 1718
2024 if (!op->other_arch) 1719 if (!op->other_arch)
2025 { 1720 {
2026 LOG (llevError, "SPLITTING without other_arch error.\n"); 1721 LOG (llevError, "SPLITTING without other_arch error.\n");
2027 return maxdam; 1722 return maxdam;
2028 } 1723 }
1724
2029 remove_ob (op); 1725 op->remove ();
2030 for (i = 0; i < NROFNEWOBJS (op); i++) 1726
1727 for (i = 0; i < op->stats.food; i++)
2031 { /* This doesn't handle op->more yet */ 1728 { /* This doesn't handle op->more yet */
2032 object *tmp = arch_to_object (op->other_arch); 1729 object *tmp = arch_to_object (op->other_arch);
2033 int j; 1730 int j;
2034 1731
2035 tmp->stats.hp = op->stats.hp; 1732 tmp->stats.hp = op->stats.hp;
1733
2036 if (friendly) 1734 if (friendly)
2037 { 1735 {
2038 SET_FLAG (tmp, FLAG_FRIENDLY);
2039 add_friendly_object (tmp); 1736 add_friendly_object (tmp);
2040 tmp->attack_movement = PETMOVE; 1737 tmp->attack_movement = PETMOVE;
1738
2041 if (owner != NULL) 1739 if (owner)
2042 set_owner (tmp, owner); 1740 tmp->set_owner (owner);
2043 } 1741 }
1742
2044 if (unaggressive) 1743 if (unaggressive)
2045 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1744 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1745
2046 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1746 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1747
2047 if (j == -1) /* No spot to put this monster */ 1748 if (j == -1) /* No spot to put this monster */
2048 free_object (tmp); 1749 tmp->destroy ();
2049 else 1750 else
2050 { 1751 {
2051 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1752 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2052 insert_ob_in_map (tmp, op->map, NULL, 0); 1753 insert_ob_in_map (tmp, op->map, NULL, 0);
2053 } 1754 }
2054 } 1755 }
2055 if (friendly) 1756
2056 remove_friendly_object (op); 1757 op->destroy ();
2057 free_object (op);
2058 } 1758 }
2059 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1759 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2060 { 1760 hitter->drop_and_destroy ();
2061 remove_ob (hitter); 1761
2062 free_object (hitter);
2063 }
2064 return maxdam; 1762 return maxdam;
2065} 1763}
2066 1764
2067 1765static void
2068void
2069poison_player (object *op, object *hitter, int dam) 1766poison_player (object *op, object *hitter, int dam)
2070{ 1767{
2071 archetype *at = find_archetype ("poisoning"); 1768 archetype *at = archetype::find (shstr_poisoning);
2072 object *tmp = present_arch_in_ob (at, op); 1769 object *tmp = present_arch_in_ob (at, op);
2073 1770
2074 if (tmp == NULL) 1771 if (tmp == NULL)
2075 { 1772 {
2076 if ((tmp = arch_to_object (at)) == NULL) 1773 if ((tmp = arch_to_object (at)) == NULL)
2089 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1786 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2090 tmp->stats.dam += hitter->level / 2; 1787 tmp->stats.dam += hitter->level / 2;
2091 else 1788 else
2092 tmp->stats.dam = dam; 1789 tmp->stats.dam = dam;
2093 1790
2094 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1791 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2095 if (hitter->skill && hitter->skill != tmp->skill) 1792 if (hitter->skill && hitter->skill != tmp->skill)
2096 { 1793 {
2097 tmp->skill = hitter->skill; 1794 tmp->skill = hitter->skill;
2098 } 1795 }
2099 1796
2100 tmp->stats.food += dam; /* more damage, longer poisoning */ 1797 tmp->stats.food += dam; /* more damage, longer poisoning */
2101 1798
2102 if (op->type == PLAYER) 1799 if (op->type == PLAYER)
2103 { 1800 {
2104 /* player looses stats, maximum is -10 of each */ 1801 /* player looses stats, maximum is -10 of each */
2105 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1802 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2106 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1803 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2107 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1804 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2108 tmp->stats.Int = MAX (-dam / 7, -10); 1805 tmp->stats.Int = max (-(dam / 7 ), -10);
2109 SET_FLAG (tmp, FLAG_APPLIED); 1806 SET_FLAG (tmp, FLAG_APPLIED);
2110 fix_player (op); 1807 op->update_stats ();
2111 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1808 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1809 op->play_sound (tmp->sound);
2112 } 1810 }
1811
2113 if (hitter->type == PLAYER) 1812 if (hitter->type == PLAYER)
2114 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1813 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2115 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1814 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2116 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1815 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2117 } 1816 }
1817
2118 tmp->speed_left = 0; 1818 tmp->speed_left = 0;
2119 } 1819 }
2120 else 1820 else
2121 tmp->stats.food++; 1821 tmp->stats.food++;
2122} 1822}
2123 1823
2124void 1824static void
2125slow_player (object *op, object *hitter, int dam) 1825slow_player (object *op, object *hitter, int dam)
2126{ 1826{
2127 archetype *at = find_archetype ("slowness"); 1827 archetype *at = archetype::find (shstr_slowness);
2128 object *tmp; 1828 object *tmp;
2129 1829
2130 if (at == NULL) 1830 if (at == NULL)
2131 {
2132 LOG (llevError, "Can't find slowness archetype.\n"); 1831 LOG (llevError, "Can't find slowness archetype.\n");
2133 } 1832
2134 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1833 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2135 { 1834 {
2136 tmp = arch_to_object (at); 1835 tmp = arch_to_object (at);
2137 tmp = insert_ob_in_ob (tmp, op); 1836 tmp = insert_ob_in_ob (tmp, op);
2138 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1837 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2139 } 1838 }
2140 else 1839 else
2141 tmp->stats.food++; 1840 tmp->stats.food++;
1841
2142 SET_FLAG (tmp, FLAG_APPLIED); 1842 SET_FLAG (tmp, FLAG_APPLIED);
2143 tmp->speed_left = 0; 1843 tmp->speed_left = 0;
2144 fix_player (op); 1844 op->update_stats ();
2145} 1845}
2146 1846
2147void 1847void
2148confuse_player (object *op, object *hitter, int dam) 1848confuse_player (object *op, object *hitter, int dam)
2149{ 1849{
2150 object *tmp; 1850 object *tmp;
2151 int maxduration; 1851 int maxduration;
2152 1852
2153 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1853 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2154 if (!tmp) 1854 if (!tmp)
2155 { 1855 {
2156 tmp = get_archetype (FORCE_NAME); 1856 tmp = get_archetype (FORCE_NAME);
2157 tmp = insert_ob_in_ob (tmp, op); 1857 tmp = insert_ob_in_ob (tmp, op);
2158 } 1858 }
2160 /* Duration added per hit and max. duration of confusion both depend 1860 /* Duration added per hit and max. duration of confusion both depend
2161 * on the player's resistance 1861 * on the player's resistance
2162 */ 1862 */
2163 tmp->speed = 0.05; 1863 tmp->speed = 0.05;
2164 tmp->subtype = FORCE_CONFUSION; 1864 tmp->subtype = FORCE_CONFUSION;
2165 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1865 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2166 tmp->name = "confusion"; 1866 tmp->name = shstr_confusion;
2167 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1867 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1868
2168 if (tmp->duration > maxduration) 1869 if (tmp->duration > maxduration)
2169 tmp->duration = maxduration; 1870 tmp->duration = maxduration;
2170 1871
2171 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1872 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2172 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1873 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1874
2173 SET_FLAG (op, FLAG_CONFUSED); 1875 SET_FLAG (op, FLAG_CONFUSED);
2174} 1876}
2175 1877
2176void 1878void
2177blind_player (object *op, object *hitter, int dam) 1879blind_player (object *op, object *hitter, int dam)
2183 return; 1885 return;
2184 1886
2185 tmp = present_in_ob (BLINDNESS, op); 1887 tmp = present_in_ob (BLINDNESS, op);
2186 if (!tmp) 1888 if (!tmp)
2187 { 1889 {
2188 tmp = get_archetype ("blindness"); 1890 tmp = get_archetype (shstr_blindness);
2189 SET_FLAG (tmp, FLAG_BLIND); 1891 SET_FLAG (tmp, FLAG_BLIND);
2190 SET_FLAG (tmp, FLAG_APPLIED); 1892 SET_FLAG (tmp, FLAG_APPLIED);
2191 /* use floats so we don't lose too much precision due to rounding errors. 1893 /* use floats so we don't lose too much precision due to rounding errors.
2192 * speed is a float anyways. 1894 * speed is a float anyways.
2193 */ 1895 */
2194 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 1896 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2195 1897
2196 tmp = insert_ob_in_ob (tmp, op); 1898 tmp = insert_ob_in_ob (tmp, op);
2197 change_abil (op, tmp); /* Mostly to display any messages */ 1899 change_abil (op, tmp); /* Mostly to display any messages */
2198 fix_player (op); /* This takes care of some other stuff */ 1900 op->update_stats (); /* This takes care of some other stuff */
2199 1901
2200 if (hitter->owner) 1902 if (hitter->owner)
2201 owner = get_owner (hitter); 1903 owner = hitter->owner;
2202 else 1904 else
2203 owner = hitter; 1905 owner = hitter;
2204 1906
2205 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1907 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2206 } 1908 }
2210} 1912}
2211 1913
2212void 1914void
2213paralyze_player (object *op, object *hitter, int dam) 1915paralyze_player (object *op, object *hitter, int dam)
2214{ 1916{
2215 float effect, max;
2216
2217 /* object *tmp; */
2218
2219 /* This is strange stuff... someone knows for what this is 1917 /* This is strange stuff... someone knows for what this is
2220 * written? Well, i think this can and should be removed 1918 * written? Well, i think this can and should be removed
2221 */ 1919 */
2222 1920
2223 /* 1921 /*
2227 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1925 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2228 } 1926 }
2229 */ 1927 */
2230 1928
2231 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1929 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2232 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1930 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2233 1931
2234 if (effect == 0)
2235 return;
2236
2237 op->speed_left -= FABS (op->speed) * effect; 1932 op->speed_left -= fabs (op->speed) * effect;
2238 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1933 /* tmp->stats.food+=(signed short) effect/op->speed; */
2239 1934
2240 /* max number of ticks to be affected for. */ 1935 /* max number of ticks to be affected for. */
2241 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1936 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1937
2242 if (op->speed_left < -(FABS (op->speed) * max)) 1938 if (op->speed_left < -(fabs (op->speed) * max))
2243 op->speed_left = (float) -(FABS (op->speed) * max); 1939 op->speed_left = -(fabs (op->speed) * max);
2244 1940
2245/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1941/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
2246} 1942}
2247
2248 1943
2249/* Attempts to kill 'op'. hitter is the attack object, dam is 1944/* Attempts to kill 'op'. hitter is the attack object, dam is
2250 * the computed damaged. 1945 * the computed damaged.
2251 */ 1946 */
2252void 1947static void
2253deathstrike_player (object *op, object *hitter, int *dam) 1948deathstrike_player (object *op, object *hitter, int *dam)
2254{ 1949{
2255 /* The intention of a death attack is to kill outright things 1950 /* The intention of a death attack is to kill outright things
2256 ** that are a lot weaker than the attacker, have a chance of killing 1951 ** that are a lot weaker than the attacker, have a chance of killing
2257 ** things somewhat weaker than the caster, and no chance of 1952 ** things somewhat weaker than the caster, and no chance of
2261 ** field of the deathstriking object */ 1956 ** field of the deathstriking object */
2262 1957
2263 int atk_lev, def_lev, kill_lev; 1958 int atk_lev, def_lev, kill_lev;
2264 1959
2265 if (hitter->slaying) 1960 if (hitter->slaying)
2266 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1961 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1962 || (op->race && hitter->slaying.contains (op->race))))
2267 return; 1963 return;
2268 1964
2269 def_lev = op->level; 1965 def_lev = op->level;
2270 if (def_lev < 1) 1966 if (def_lev < 1)
2271 { 1967 {
2272 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1968 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2273 def_lev = 1; 1969 def_lev = 1;
2274 } 1970 }
1971
2275 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1972 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2276 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1973 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2277 atk_lev, def_lev); */ 1974 atk_lev, def_lev); */
2278 1975
2279 if (atk_lev >= def_lev) 1976 if (atk_lev >= def_lev)
2294 */ 1991 */
2295 *dam *= kill_lev / def_lev; 1992 *dam *= kill_lev / def_lev;
2296 } 1993 }
2297 } 1994 }
2298 else 1995 else
2299 {
2300 *dam = 0; /* no harm done */ 1996 *dam = 0; /* no harm done */
1997}
1998
1999/* This returns the amount of damage hitter does to op with the
2000 * appropriate attacktype. Only 1 attacktype should be set at a time.
2001 * This doesn't damage the player, but returns how much it should
2002 * take. However, it will do other effects (paralyzation, slow, etc.)
2003 * Note - changed for PR code - we now pass the attack number and not
2004 * the attacktype. Makes it easier for the PR code. */
2005int
2006hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2007{
2008 int doesnt_slay = 1;
2009
2010 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2011 if (attacknum >= NROFATTACKS)
2301 } 2012 {
2302} 2013 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2303 2014 return 0;
2304/* thrown_item_effect() - handles any special effects of thrown
2305 * items (like attacking living creatures--a potion thrown at a
2306 * monster).
2307 */
2308static void
2309thrown_item_effect (object *hitter, object *victim)
2310{
2311 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2312 { 2015 }
2313 /* May not need a switch for just 2 types, but this makes it 2016
2314 * easier for expansion. 2017 if (dam < 0)
2018 {
2019 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2020 dam, hitter->debug_desc (), op->debug_desc ());
2021 return 0;
2022 }
2023
2024 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2025 * people can't mess with that or it otherwise get confused. */
2026 if (attacknum == ATNR_INTERNAL)
2027 return dam;
2028
2029 if (hitter->slaying)
2030 {
2031 if ((op->race && hitter->slaying.contains (op->race))
2032 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2315 */ 2033 {
2316 switch (hitter->type) 2034 doesnt_slay = 0;
2035 dam *= 3;
2317 { 2036 }
2318 case POTION: 2037 }
2319 /* should player get a save throw instead of checking magic protection? */ 2038
2320 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2039 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2321 (void) apply_potion (victim, hitter); 2040 if (op->resist[attacknum])
2041 {
2042 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2043 * in case 0>dam>1, we try to "simulate" a float value-effect */
2044 dam *= (100 - op->resist[attacknum]);
2045 if (dam >= 100)
2046 dam /= 100;
2047 else
2048 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2049 }
2050
2051 /* Special hack. By default, if immune to something, you
2052 * shouldn't need to worry. However, acid is an exception, since
2053 * it can still damage your items. Only include attacktypes if
2054 * special processing is needed */
2055
2056 if (op->resist[attacknum] >= 100
2057 && doesnt_slay
2058 && attacknum != ATNR_ACID)
2059 return 0;
2060
2061 /* Keep this in order - makes things easier to find */
2062
2063 switch (attacknum)
2064 {
2065 case ATNR_PHYSICAL:
2066 /* here also check for diseases */
2067 check_physically_infect (op, hitter);
2322 break; 2068 break;
2323 2069
2324 case POISON: /* poison drinks */ 2070 /* Don't need to do anything for:
2325 /* As with potions, should monster get a save? */ 2071 magic,
2326 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2072 fire,
2327 apply_poison (victim, hitter); 2073 electricity,
2074 cold */
2075
2076 case ATNR_CONFUSION:
2077 case ATNR_POISON:
2078 case ATNR_SLOW:
2079 case ATNR_PARALYZE:
2080 case ATNR_FEAR:
2081 case ATNR_CANCELLATION:
2082 case ATNR_DEPLETE:
2083 case ATNR_BLIND:
2084 {
2085 /* chance for inflicting a special attack depends on the
2086 * difference between attacker's and defender's level
2087 */
2088 int level_diff = min (110, max (0, op->level - hitter->level));
2089
2090 /* First, only creatures/players with speed can be affected.
2091 * Second, just getting hit doesn't mean it always affects
2092 * you. Third, you still get a saving through against the
2093 * effect.
2094 */
2095 if (op->has_active_speed ()
2096 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2097 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2098 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2099 {
2100
2101 /* Player has been hit by something */
2102 if (attacknum == ATNR_CONFUSION)
2103 confuse_player (op, hitter, dam);
2104 else if (attacknum == ATNR_POISON)
2105 poison_player (op, hitter, dam);
2106 else if (attacknum == ATNR_SLOW)
2107 slow_player (op, hitter, dam);
2108 else if (attacknum == ATNR_PARALYZE)
2109 paralyze_player (op, hitter, dam);
2110 else if (attacknum == ATNR_FEAR)
2111 scare_creature (op, hitter);
2112 else if (attacknum == ATNR_CANCELLATION)
2113 cancellation (op);
2114 else if (attacknum == ATNR_DEPLETE)
2115 op->drain_stat ();
2116 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2117 blind_player (op, hitter, dam);
2118 }
2119
2120 dam = 0; /* These are all effects and don't do real damage */
2121 }
2328 break; 2122 break;
2329 2123
2330 /* Removed case statements that did nothing. 2124 case ATNR_ACID:
2331 * food may be poisonous, but monster must be willing to eat it, 2125 {
2332 * so we don't handle it here. 2126 int flag = 0;
2333 * Containers should perhaps break open, but that code was disabled. 2127
2128 /* Items only get corroded if you're not on a battleground and
2129 * if your acid resistance is below 50%. */
2130 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2131 {
2132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if (tmp->invisible)
2135 continue;
2136 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2137 /* >= 10% acid res. on items will protect these */
2138 continue;
2139 if (!(tmp->materials & M_IRON))
2140 continue;
2141 if (tmp->magic < -4) /* Let's stop at -5 */
2142 continue;
2143 if (tmp->type == RING
2144 /* removed boots and gloves from exclusion list in PR */
2145 || tmp->type == GIRDLE
2146 || tmp->type == AMULET
2147 || tmp->type == WAND
2148 || tmp->type == ROD
2149 || tmp->type == HORN)
2150 continue; /* To avoid some strange effects */
2151
2152 /* High damage acid has better chance of corroding
2153 objects */
2154 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2155 {
2156 flag = 1;
2157 tmp->magic--;
2158
2159 if (object *pl = tmp->visible_to ())
2160 {
2161 /* Make this more visible */
2162 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2163 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2164
2165 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2166 }
2167 }
2168 }
2169
2170 if (flag)
2171 op->update_stats (); /* Something was corroded */
2172 }
2173 }
2174 break;
2175
2176 case ATNR_DRAIN:
2177 {
2178 /* rate is the proportion of exp drained. High rate means
2179 * not much is drained, low rate means a lot is drained.
2180 */
2181 int rate;
2182
2183 if (op->resist[ATNR_DRAIN] >= 0)
2184 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2185 else
2186 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2187
2188 if (op->stats.exp <= rate)
2189 {
2190 if (op->type == GOLEM)
2191 dam = 999; /* Its force is "sucked" away. 8) */
2192 else
2193 /* If we can't drain, lets try to do physical damage */
2194 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2195 }
2196 else
2197 {
2198 /* Randomly give the hitter some hp */
2199 if (hitter->stats.hp < hitter->stats.maxhp &&
2200 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2201 hitter->stats.hp++;
2202
2203 /* Can't do drains on battleground spaces.
2204 * Move the wiz check up here - before, the hitter wouldn't gain exp
2205 * exp, but the wiz would still lose exp! If drainee is a wiz,
2206 * nothing happens.
2207 * Try to credit the owner. We try to display player -> player drain
2208 * attacks, hence all the != PLAYER checks.
2334 */ 2209 */
2210 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2211 {
2212 object *owner = hitter->owner;
2213
2214 if (owner && owner != hitter)
2215 {
2216 if (op->type != PLAYER || owner->type != PLAYER)
2217 change_exp (owner, op->stats.exp / (rate * 2),
2218 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2219 }
2220 else if (op->type != PLAYER || hitter->type != PLAYER)
2221 change_exp (hitter, op->stats.exp / (rate * 2),
2222 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2223
2224 change_exp (op, -op->stats.exp / rate, NULL, 0);
2225 }
2226
2227 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2228 * drain attack, you won't know that you are actually sucking out EXP,
2229 * as the messages will say you missed
2230 */
2231 }
2232 }
2233 break;
2234
2235 case ATNR_TURN_UNDEAD:
2335 } 2236 {
2336 } 2237 if (QUERY_FLAG (op, FLAG_UNDEAD))
2337} 2238 {
2239 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2240 object *god = find_god (determine_god (owner));
2241 int div = 1;
2338 2242
2339/* adj_attackroll() - adjustments to attacks by various conditions */ 2243 /* if undead are not an enemy of your god, you turn them
2244 * at half strength */
2245 if (!god || !god->slaying.contains (shstr_undead))
2246 div = 2;
2340 2247
2341int 2248 /* Give a bonus if you resist turn undead */
2342adj_attackroll (object *hitter, object *target) 2249 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2343{ 2250 scare_creature (op, owner);
2344 object *attacker = hitter; 2251 }
2345 int adjust = 0; 2252 else
2253 dam = 0; /* don't damage non undead - should we damage
2254 undead? */
2255 }
2256 break;
2346 2257
2347 /* safety */ 2258 case ATNR_DEATH:
2348 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2259 deathstrike_player (op, hitter, &dam);
2349 { 2260 break;
2350 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2351 return 0;
2352 }
2353 2261
2354 /* aimed missiles use the owning object's sight */ 2262 case ATNR_CHAOS:
2355 if (is_aimed_missile (hitter)) 2263 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2356 { 2264 dam = 0;
2357 if ((attacker = get_owner (hitter)) == NULL) 2265 break;
2358 attacker = hitter; 2266
2359 /* A player who saves but hasn't quit still could have objects 2267 case ATNR_COUNTERSPELL:
2360 * owned by him - need to handle that case to avoid crashes. 2268 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2269 dam = 0;
2270 /* This should never happen. Counterspell is handled
2271 * seperately and filtered out. If this does happen,
2272 * Counterspell has no effect on anything but spells, so it
2273 * does no damage. */
2274 break;
2275
2276 case ATNR_HOLYWORD:
2277 {
2278 /* This has already been handled by hit_player,
2279 * no need to check twice -- DAMN */
2280 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2281
2282 /* As with turn undead above, give a bonus on the saving throw */
2283 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2284 scare_creature (op, owner);
2285 }
2286 break;
2287
2288 case ATNR_LIFE_STEALING:
2289 {
2290 int new_hp;
2291
2292 /* this is replacement to drain for players, instead of taking
2293 * exp it takes hp. It is geared for players, probably not
2294 * much use giving it to monsters
2295 *
2296 * life stealing doesn't do a lot of damage, but it gives the
2297 * damage it does do to the player. Given that,
2298 * it only does 1/10'th normal damage (hence the divide by
2299 * 1000).
2361 */ 2300 */
2362 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2301 /* You can't steal life from something undead */
2363 attacker = hitter; 2302 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2364 }
2365 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2366 return 0;
2367
2368 /* determine the condtions under which we make an attack.
2369 * Add more cases, as the need occurs. */
2370
2371 if (!can_see_enemy (attacker, target))
2372 {
2373 /* target is unseen */
2374 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2375 adjust -= 10;
2376 /* dark map penalty for the hitter (lacks infravision if we got here). */
2377 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2378 adjust -= target->map->darkness;
2379 }
2380
2381 if (QUERY_FLAG (attacker, FLAG_SCARED))
2382 adjust -= 3;
2383
2384 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2385 adjust += 1;
2386
2387 if (QUERY_FLAG (target, FLAG_SCARED))
2388 adjust += 1;
2389
2390 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2391 adjust -= 3;
2392
2393 /* if we attack at a different 'altitude' its harder */
2394 if ((attacker->move_type & target->move_type) == 0)
2395 adjust -= 2;
2396
2397#if 0
2398 /* slower attacks are less likely to succeed. We should use a
2399 * comparison between attacker/target speeds BUT, players have
2400 * a generally faster speed, so this will wind up being a HUGE
2401 * disadantage for the monsters! Too bad, because missiles which
2402 * fly fast should have a better chance of hitting a slower target.
2403 */
2404 if (hitter->speed < target->speed)
2405 adjust += ((float) hitter->speed - target->speed);
2406#endif
2407
2408#if 0
2409 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2410#endif
2411
2412 return adjust;
2413}
2414
2415
2416/* determine if the object is an 'aimed' missile */
2417int
2418is_aimed_missile (object *op)
2419{
2420
2421 /* I broke what used to be one big if into a few nested
2422 * ones so that figuring out the logic is at least possible.
2423 */
2424 if (op && (op->move_type & MOVE_FLYING))
2425 {
2426 if (op->type == ARROW || op->type == THROWN_OBJ)
2427 return 1; 2303 return 0;
2428 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2304
2429 return 1; 2305 /* If drain protection is higher than life stealing, use that */
2306 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2307 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2308 else
2309 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2310
2311 /* You die at -1 hp, not zero. */
2312 if (dam > (op->stats.hp + 1))
2313 dam = op->stats.hp + 1;
2314
2315 new_hp = hitter->stats.hp + dam;
2316 if (new_hp > hitter->stats.maxhp)
2317 new_hp = hitter->stats.maxhp;
2318
2319 if (new_hp > hitter->stats.hp)
2320 hitter->stats.hp = new_hp;
2321 }
2430 } 2322 }
2323
2431 return 0; 2324 return dam;
2432} 2325}
2326

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines