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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.15 by root, Thu Sep 14 20:46:10 2006 UTC vs.
Revision 1.124 by root, Tue Nov 24 04:58:18 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, uint32_t type, object *originator)
92{ 47{
93 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
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 {
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) 52 if (mt == MATERIAL_NULL)
107 return TRUE; 53 return 1;
54
108 roll = rndm (1, 20); 55 int 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
113 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
114 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
115 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
116 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
117 */ 64 */
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)
124 return TRUE;
125 if (roll == 20)
126 return TRUE;
127 if (roll == 1)
128 return FALSE;
129 70
130 for (number = 0; number < NROFATTACKS; number++) 71 if (type == 0) return TRUE;
72
73 if (roll == 20) return TRUE;
74 if (roll == 1) return FALSE;
75
76 for_all_bits_sparse_32 (type, number)
131 { 77 {
132 i = 1 << number;
133 if (!(i & type))
134 continue;
135 attacks++; 78 attacks++;
79
136 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
137 saves++; 81 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++; 83 saves++;
140 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141 saves++; 85 saves++;
142 } 86 }
143 87
144 if (saves == attacks || attacks == 0) 88 if (saves == attacks || attacks == 0)
145 return TRUE; 89 return TRUE;
90
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 91 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 92 return FALSE;
93
148 return TRUE; 94 return TRUE;
95}
96
97/* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100void
101cancellation (object *op)
102{
103 if (op->invisible)
104 return;
105
106 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 CLEAR_FLAG (op, FLAG_DAMNED);
120 CLEAR_FLAG (op, FLAG_CURSED);
121 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
122 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
149} 127}
150 128
151/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 131 * calling cancellation, etc.)
154 */ 132 */
155
156void 133void
157save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
158{ 135{
159 if (!did_make_save_item (op, type, originator)) 136 if (!did_make_save_item (op, type, originator))
160 { 137 {
161 object *env = op->env; 138 object *env = op->env;
162 int x = op->x, y = op->y; 139 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 140 maptile *m = op->map;
164 141
165 op = stop_item (op); 142 op = stop_item (op);
166 if (op == NULL) 143 if (!op)
167 return; 144 return;
168 145
169 /* Hacked the following so that type LIGHTER will work. 146 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 147 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 148 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 149 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this 150 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn. 151 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 152 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 153 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 154 if (type & (AT_FIRE | AT_ELECTRICITY))
178 { 155 {
179 const char *arch = op->other_arch->name; 156 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
180 157 if (op->type == LAMP || op->type == TORCH)
181 op = decrease_ob_nr (op, 1);
182
183 if (op)
184 fix_stopped_item (op, m, originator);
185
186 if ((op = get_archetype (arch)) != NULL)
187 { 158 {
188 if (env) 159 apply_lamp (op, true); // turn on a lamp
160 return;
161 }
162 else if (op->flag [FLAG_IS_LIGHTABLE])
163 {
164 if (op->other_arch)
189 { 165 {
190 op->x = env->x, op->y = env->y; 166 const char *arch = op->other_arch->archname;
191 insert_ob_in_ob (op, env); 167
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 {
192 if (env->contr) 173 if (env)
193 esrv_send_item (env, op); 174 env->insert (op);
175 else
176 m->insert (op, x, y, originator);
177 }
194 } 178 }
179
195 else 180 return;
196 {
197 op->x = x, op->y = y;
198 insert_ob_in_map (op, m, originator, 0);
199 }
200 } 181 }
201
202 return;
203 } 182 }
204 183
205 if (type & AT_CANCELLATION) 184 if (type & AT_CANCELLATION)
206 { /* Cancellation. */ 185 { /* Cancellation. */
207 cancellation (op); 186 cancellation (op);
208 fix_stopped_item (op, m, originator); 187 fix_stopped_item (op, m, originator);
188
209 return; 189 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 } 190 }
234 191
235 if (type & (AT_FIRE | AT_ELECTRICITY)) 192 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env) 193 if (env)
237 { 194 {
238 op = get_archetype ("burnout"); 195 object *op = archetype::get (shstr_burnout);
239 op->x = env->x, op->y = env->y; 196 op->x = env->x, op->y = env->y;
240 insert_ob_in_ob (op, env); 197 env->insert (op);
241 } 198 }
242 else 199 else
243 replace_insert_ob_in_map ("burnout", originator); 200 replace_insert_ob_in_map (shstr_burnout, originator);
201
202 if (op->nrof > 1)
203 {
204 if (op->decrease (rndm (0, op->nrof - 1)))
205 fix_stopped_item (op, m, originator);
206 }
207 else
208 {
209 // drop everything to the ground, if possible
210 op->insert_at (originator);
211 op->drop_and_destroy ();
212 }
244 213
245 return; 214 return;
246 } 215 }
247 216
248 /* The value of 50 is arbitrary. */ 217 /* The value of 50 is arbitrary. */
249 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 218 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
250 { 219 {
251 object *tmp;
252 archetype *at = find_archetype ("icecube"); 220 archetype *at = archetype::find (shstr_icecube);
253 221
254 if (at == NULL) 222 if (at == NULL)
255 return; 223 return;
256 224
257 op = stop_item (op); 225 op = stop_item (op);
258 if (op == NULL) 226 if (op == NULL)
259 return; 227 return;
260 228
261 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 229 object *tmp = present_arch (at, op->map, op->x, op->y);
230 if (!tmp)
262 { 231 {
263 tmp = arch_to_object (at); 232 tmp = arch_to_object (at);
264 tmp->x = op->x, tmp->y = op->y; 233 tmp->x = op->x, tmp->y = op->y;
265 /* This was in the old (pre new movement code) - 234 /* This was in the old (pre new movement code) -
266 * icecubes have slow_move set to 1 - don't want 235 * icecubes have slow_move set to 1 - don't want
269 tmp->move_slow_penalty = 0; 238 tmp->move_slow_penalty = 0;
270 tmp->move_slow = 0; 239 tmp->move_slow = 0;
271 insert_ob_in_map (tmp, op->map, originator, 0); 240 insert_ob_in_map (tmp, op->map, originator, 0);
272 } 241 }
273 242
274 if (!QUERY_FLAG (op, FLAG_REMOVED)) 243 tmp->insert (op);
275 remove_ob (op);
276
277 insert_ob_in_ob (op, tmp);
278 return; 244 return;
279 } 245 }
280} 246}
281 247
282/* Object op is hitting the map. 248/* Object op is hitting the map.
283 * op is going in direction 'dir' 249 * op is going in direction 'dir'
284 * type is the attacktype of the object. 250 * type is the attacktype of the object.
285 * full_hit is set if monster area does not matter. 251 * full_hit is set if monster area does not matter.
286 * returns 1 if it hits something, 0 otherwise. 252 * returns 1 if it hits something, 0 otherwise.
287 */ 253 */
288
289int 254int
290hit_map (object *op, int dir, int type, int full_hit) 255hit_map (object *op, int dir, uint32_t type, int full_hit)
291{ 256{
292 object *tmp, *next;
293 mapstruct *map; 257 maptile *map;
294 sint16 x, y; 258 sint16 x, y;
295 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 259 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
296 260
297 tag_t op_tag, next_tag = 0;
298
299 if (QUERY_FLAG (op, FLAG_FREED)) 261 if (QUERY_FLAG (op, FLAG_FREED))
300 { 262 {
301 LOG (llevError, "BUG: hit_map(): free object\n"); 263 LOG (llevError, "BUG: hit_map(): free object\n");
302 return 0; 264 return 0;
303 } 265 }
304 266
305 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 267 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
306 { 268 {
307 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 269 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
308 return 0; 270 return 0;
309 } 271 }
310 272
311 if (!op->map) 273 if (!op->map)
312 { 274 {
315 } 277 }
316 278
317 if (op->head) 279 if (op->head)
318 op = op->head; 280 op = op->head;
319 281
320 op_tag = op->count; 282 mapxy pos (op);
283 pos.move (dir);
321 284
322 map = op->map; 285 if (!pos.normalise ())
323 x = op->x + freearr_x[dir]; 286 return 0;
324 y = op->y + freearr_y[dir];
325
326 int mflags = get_map_flags (map, &map, x, y, &x, &y);
327 287
328 // elmex: a safe map tile can't be hit! 288 // elmex: a safe map tile can't be hit!
329 // this should prevent most harmful effects on items and players there. 289 // this should prevent most harmful effects on items and players there.
330 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 290 mapspace &ms = pos.ms ();
291
292 if (ms.flags () & P_SAFE)
331 return 0; 293 return 0;
332 294
333 /* peterm: a few special cases for special attacktypes --counterspell 295 /* peterm: a few special cases for special attacktypes --counterspell
334 * must be out here because it strikes things which are not alive 296 * must be out here because it strikes things which are not alive
335 */ 297 */
336 298 if (type & (AT_COUNTERSPELL | AT_CHAOS))
299 {
337 if (type & AT_COUNTERSPELL) 300 if (type & AT_COUNTERSPELL)
338 { 301 {
339 counterspell (op, dir); /* see spell_effect.c */ 302 counterspell (op, dir); /* see spell_effect.c */
340 303
341 /* If the only attacktype is counterspell or magic, don't need 304 /* If the only attacktype is counterspell or magic, don't need
342 * to do any further processing. 305 * 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 */ 306 */
374 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 307 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
375 break; 308 return 0;
309
310 type &= ~AT_COUNTERSPELL;
311 }
312
313 if (type & AT_CHAOS)
376 } 314 {
315 shuffle_attack (op, 1); /* flag tells it to change the face */
316 update_object (op, UP_OBJ_FACE);
317 type &= ~AT_CHAOS;
318 }
319 }
377 320
321 /* There may still be objects that were above 'next', but there is no
322 * simple way to find out short of copying all object references and
323 * tags into a temporary array before we start processing the first
324 * object. That's why we just abort on destroy.
325 *
326 * This happens whenever attack spells (like fire) hit a pile
327 * of objects. This is not a bug - nor an error.
328 */
329 for (object *next = ms.bot; next && !next->destroyed (); )
330 {
378 tmp = next; 331 object *tmp = next;
379 next = tmp->above; 332 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 }
389 333
390 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 334 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
391 * For example, 'tmp' was put in an icecube. 335 * For example, 'tmp' was put in an icecube.
392 * This is one of the few cases where on_same_map should not be used. 336 * This is one of the few cases where on_same_map should not be used.
393 */ 337 */
394 if (tmp->map != map || tmp->x != x || tmp->y != y) 338 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
395 continue; 339 continue;
396 340
397 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 341 if (QUERY_FLAG (tmp, FLAG_ALIVE))
398 { 342 {
399 hit_player (tmp, op->stats.dam, op, type, full_hit); 343 hit_player (tmp, op->stats.dam, op, type, full_hit);
400 retflag |= 1; 344 retflag |= 1;
345
401 if (was_destroyed (op, op_tag)) 346 if (op->destroyed ())
402 break; 347 break;
403 } 348 }
404
405 /* Here we are potentially destroying an object. If the object has 349 /* 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 350 * 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 351 * that weak walls have is_alive set, which prevent objects from
408 * passing over/through them. We don't care what type of movement 352 * 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 353 * the wall blocks - if it blocks any type of movement, can't be
410 * destroyed right now. 354 * destroyed right now.
355 * Without the material check the server completely fails to work,
356 * objects detsroy themselves, floors get destroyed etc. etc.
411 */ 357 */
412 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 358 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
413 { 359 {
414 save_throw_object (tmp, type, op); 360 save_throw_object (tmp, type, op);
361
415 if (was_destroyed (op, op_tag)) 362 if (op->destroyed ())
416 break; 363 break;
417 } 364 }
418 } 365 }
419 366
420 return 0; 367 return 0;
421} 368}
422 369
423void 370static void
424attack_message (int dam, int type, object *op, object *hitter) 371attack_message (int dam, int type, object *op, object *hitter)
425{ 372{
426 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 373 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
427 int i, found = 0; 374 int i, found = 0;
428 mapstruct *map; 375 maptile *map;
429 object *next, *tmp; 376 object *next, *tmp;
430 377
431 /* put in a few special messages for some of the common attacktypes 378 /* put in a few special messages for some of the common attacktypes
432 * a player might have. For example, fire, electric, cold, etc 379 * a player might have. For example, fire, electric, cold, etc
433 * [garbled 20010919] 380 * [garbled 20010919]
434 */ 381 */
435
436 if (dam == 9998 && op->type == DOOR) 382 if (dam == 9998 && op->type == DOOR)
437 { 383 {
438 sprintf (buf1, "unlock %s", &op->name); 384 sprintf (buf1, "unlock %s", &op->name);
439 sprintf (buf2, " unlocks"); 385 sprintf (buf2, " unlocks");
440 found++; 386 found++;
441 } 387 }
442 if (dam < 0) 388 else if (dam < 0)
443 { 389 {
444 sprintf (buf1, "hit %s", &op->name); 390 sprintf (buf1, "hit %s", &op->name);
445 sprintf (buf2, " hits"); 391 sprintf (buf2, " hits");
446 found++; 392 found++;
447 } 393 }
450 sprintf (buf1, "missed %s", &op->name); 396 sprintf (buf1, "missed %s", &op->name);
451 sprintf (buf2, " misses"); 397 sprintf (buf2, " misses");
452 found++; 398 found++;
453 } 399 }
454 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 400 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
455 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 401 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
456 { 402 {
457 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 403 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) 404 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
459 { 405 {
460 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 406 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); 418 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
473 found++; 419 found++;
474 break; 420 break;
475 } 421 }
476 } 422 }
477 else if (hitter->type == PLAYER && IS_LIVE (op)) 423 else if (hitter->type == PLAYER && op->is_alive ())
478 { 424 {
479 if (USING_SKILL (hitter, SK_KARATE)) 425 if (USING_SKILL (hitter, SK_KARATE))
480 { 426 {
481 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 427 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) 428 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
508 found++; 454 found++;
509 break; 455 break;
510 } 456 }
511 } 457 }
512 } 458 }
459
513 if (found) 460 if (found)
514 { 461 {
515 /* done */ 462 /* done */
516 } 463 }
517 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 464 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
518 { 465 {
519 sprintf (buf1, "hit"); /* just in case */ 466 sprintf (buf1, "hit"); /* just in case */
520 for (i = 0; i < MAXATTACKMESS; i++) 467 for (i = 0; i < MAXATTACKMESS; i++)
521 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 468 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
522 { 469 {
523 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 470 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
524 found++; 471 found++;
525 break; 472 break;
526 } 473 }
527 } 474 }
528 else if (type & AT_DRAIN && IS_LIVE (op)) 475 else if (type & AT_DRAIN && op->is_alive ())
529 { 476 {
530 /* drain is first, because some items have multiple attypes */ 477 /* drain is first, because some items have multiple attypes */
531 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 478 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) 479 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
533 { 480 {
535 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 482 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
536 found++; 483 found++;
537 break; 484 break;
538 } 485 }
539 } 486 }
540 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 487 else if (type & AT_ELECTRICITY && op->is_alive ())
541 { 488 {
542 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 489 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) 490 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
544 { 491 {
545 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 492 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); 493 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
547 found++; 494 found++;
548 break; 495 break;
549 } 496 }
550 } 497 }
551 else if (type & AT_COLD && IS_LIVE (op)) 498 else if (type & AT_COLD && op->is_alive ())
552 { 499 {
553 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 500 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) 501 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
555 { 502 {
556 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 503 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); 515 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
569 found++; 516 found++;
570 break; 517 break;
571 } 518 }
572 } 519 }
573 else if (hitter->current_weapon != NULL) 520 else if (hitter->current_weapon)
574 { 521 {
575 int mtype; 522 int mtype;
576 523
577 switch (hitter->current_weapon->weapontype) 524 switch (hitter->current_weapon->weapontype)
578 { 525 {
579 case WEAP_HIT: 526 case WEAP_HIT:
580 mtype = ATM_BASIC; 527 mtype = ATM_BASIC;
581 break; 528 break;
582 case WEAP_SLASH: 529 case WEAP_SLASH:
583 mtype = ATM_SLASH; 530 mtype = ATM_SLASH;
584 break; 531 break;
585 case WEAP_PIERCE: 532 case WEAP_PIERCE:
586 mtype = ATM_PIERCE; 533 mtype = ATM_PIERCE;
587 break; 534 break;
588 case WEAP_CLEAVE: 535 case WEAP_CLEAVE:
589 mtype = ATM_CLEAVE; 536 mtype = ATM_CLEAVE;
590 break; 537 break;
591 case WEAP_SLICE: 538 case WEAP_SLICE:
592 mtype = ATM_SLICE; 539 mtype = ATM_SLICE;
593 break; 540 break;
594 case WEAP_STAB: 541 case WEAP_STAB:
595 mtype = ATM_STAB; 542 mtype = ATM_STAB;
596 break; 543 break;
597 case WEAP_WHIP: 544 case WEAP_WHIP:
598 mtype = ATM_WHIP; 545 mtype = ATM_WHIP;
599 break; 546 break;
600 case WEAP_CRUSH: 547 case WEAP_CRUSH:
601 mtype = ATM_CRUSH; 548 mtype = ATM_CRUSH;
602 break; 549 break;
603 case WEAP_BLUD: 550 case WEAP_BLUD:
604 mtype = ATM_BLUD; 551 mtype = ATM_BLUD;
605 break; 552 break;
606 default: 553 default:
607 mtype = ATM_BASIC; 554 mtype = ATM_BASIC;
608 break; 555 break;
609 } 556 }
557
610 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 558 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) 559 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
612 { 560 {
613 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 561 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); 562 strcpy (buf2, attack_mess[mtype][i].buf3);
633 strcpy (buf1, "hit"); 581 strcpy (buf1, "hit");
634 strcpy (buf2, " hits"); 582 strcpy (buf2, " hits");
635 } 583 }
636 584
637 /* bail out if a monster is casting spells */ 585 /* bail out if a monster is casting spells */
638 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 586 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
639 return; 587 return;
640 588
641 /* scale down magic considerably. */ 589 /* scale down magic considerably. */
642 if (type & AT_MAGIC && rndm (0, 5)) 590 if (type & AT_MAGIC && rndm (0, 5))
643 return; 591 return;
644 592
645 /* Did a player hurt another player? Inform both! */ 593 /* Did a player hurt another player? Inform both! */
646 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 594 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
647 { 595 {
648 if (get_owner (hitter) != NULL) 596 if (hitter->owner != NULL)
649 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 597 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
650 else 598 else
651 { 599 {
652 sprintf (buf, "%s%s you.", &hitter->name, buf2); 600 sprintf (buf, "%s%s you.", &hitter->name, buf2);
601
653 if (dam != 0) 602 if (dam != 0)
654 { 603 {
655 if (dam < 10) 604 if (dam < 10)
656 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit1"));
657 else if (dam < 20) 606 else if (dam < 20)
658 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit2"));
659 else 608 else
660 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 609 op->contr->play_sound (sound_find ("player_is_hit3"));
661 } 610 }
662 } 611 }
612
663 new_draw_info (NDI_BLACK, 0, op, buf); 613 new_draw_info (NDI_BLACK, 0, op, buf);
664 } /* end of player hitting player */ 614 } /* end of player hitting player */
665 615
666 if (hitter->type == PLAYER) 616 if (hitter->type == PLAYER)
667 { 617 {
668 sprintf (buf, "You %s.", buf1); 618 sprintf (buf, "You %s.", buf1);
619
669 if (dam != 0) 620 if (dam != 0)
670 { 621 {
671 if (dam < 10) 622 if (dam < 10)
672 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 623 op->play_sound (sound_find ("player_hits1"));
673 else if (dam < 20) 624 else if (dam < 20)
674 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 625 op->play_sound (sound_find ("player_hits2"));
675 else 626 else
676 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 627 op->play_sound (sound_find ("player_hits3"));
677 } 628 }
629
678 new_draw_info (NDI_BLACK, 0, hitter, buf); 630 new_draw_info (NDI_BLACK, 0, hitter, buf);
679 } 631 }
680 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 632 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
681 { 633 {
682 /* look for stacked spells and start reducing the message chances */ 634 /* 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)) 635 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
684 { 636 {
685 i = 4; 637 i = 4;
686 map = hitter->map; 638 map = hitter->map;
687 if (out_of_map (map, hitter->x, hitter->y)) 639 if (out_of_map (map, hitter->x, hitter->y))
688 return; 640 return;
641
689 next = get_map_ob (map, hitter->x, hitter->y); 642 next = GET_MAP_OB (map, hitter->x, hitter->y);
690 if (next) 643 if (next)
691 while (next) 644 while (next)
692 { 645 {
693 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 646 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
694 i *= 3; 647 i *= 3;
648
695 tmp = next; 649 tmp = next;
696 next = tmp->above; 650 next = tmp->above;
697 } 651 }
652
698 if (i < 0) 653 if (i < 0)
699 return; 654 return;
655
700 if (rndm (0, i) != 0) 656 if (rndm (0, i) != 0)
701 return; 657 return;
702 } 658 }
703 else if (rndm (0, 5) != 0) 659 else if (rndm (0, 5) != 0)
704 return; 660 return;
661
705 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 662 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
706 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 663 op->play_sound (sound_find ("player_hits4"));
707 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 664 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
708 } 665 }
709} 666}
710
711 667
712static int 668static int
713get_attack_mode (object **target, object **hitter, int *simple_attack) 669get_attack_mode (object **target, object **hitter, int *simple_attack)
714{ 670{
715 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 671 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
716 { 672 {
717 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 673 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
718 return 1; 674 return 1;
719 } 675 }
720 if ((*target)->head) 676
721 *target = (*target)->head; 677 *target = (*target)->head_ ();
722 if ((*hitter)->head)
723 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head_ ();
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
724 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
725 { 684 {
726 *simple_attack = 1; 685 *simple_attack = 1;
727 return 0; 686 return 0;
728 } 687 }
688
729 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
730 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 690 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691 || !(*hitter)->map
692 || !on_same_map (*hitter, *target))
731 { 693 {
732 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ());
733 return 1; 696 return 1;
734 } 697 }
698
735 *simple_attack = 0; 699 *simple_attack = 0;
736 return 0; 700 return 0;
737} 701}
738 702
739static int 703static int
740abort_attack (object *target, object *hitter, int simple_attack) 704abort_attack (object *target, object *hitter, int simple_attack)
741{ 705{
742
743/* Check if target and hitter are still in a relation similar to the one 706 /* 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. 707 * determined by get_attack_mode(). Returns true if the relation has changed.
745 */ 708 */
746 int new_mode; 709 int new_mode;
747 710
748 if (hitter->env == target || target->env == hitter) 711 if (hitter->env == target || target->env == hitter)
749 new_mode = 1; 712 new_mode = 1;
750 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 713 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
714 || hitter->map == NULL || !on_same_map (hitter, target))
751 return 1; 715 return 1;
752 else 716 else
753 new_mode = 0; 717 new_mode = 0;
718
754 return new_mode != simple_attack; 719 return new_mode != simple_attack;
755} 720}
756 721
722/* thrown_item_effect() - handles any special effects of thrown
723 * items (like attacking living creatures--a potion thrown at a
724 * monster).
725 */
726static void
757static void thrown_item_effect (object *, object *); 727thrown_item_effect (object *hitter, object *victim)
728{
729 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
730 {
731 /* May not need a switch for just 2 types, but this makes it
732 * easier for expansion.
733 */
734 switch (hitter->type)
735 {
736 case POTION:
737 /* should player get a save throw instead of checking magic protection? */
738 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
739 (void) apply_potion (victim, hitter);
740 break;
741
742 case POISON: /* poison drinks */
743 /* As with potions, should monster get a save? */
744 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
745 apply_poison (victim, hitter);
746 break;
747
748 /* Removed case statements that did nothing.
749 * food may be poisonous, but monster must be willing to eat it,
750 * so we don't handle it here.
751 * Containers should perhaps break open, but that code was disabled.
752 */
753 }
754 }
755}
756
757/* determine if the object is an 'aimed' missile */
758static int
759is_aimed_missile (object *op)
760{
761
762 /* I broke what used to be one big if into a few nested
763 * ones so that figuring out the logic is at least possible.
764 */
765 if (op && (op->move_type & MOVE_FLYING))
766 if (op->type == ARROW || op->type == THROWN_OBJ)
767 return 1;
768 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
769 return 1;
770
771 return 0;
772}
773/* adj_attackroll() - adjustments to attacks by various conditions */
774static int
775adj_attackroll (object *hitter, object *target)
776{
777 object *attacker = hitter;
778 int adjust = 0;
779
780 /* safety */
781 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
782 {
783 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
784 return 0;
785 }
786
787 /* aimed missiles use the owning object's sight */
788 if (is_aimed_missile (hitter))
789 {
790 if ((attacker = hitter->owner) == NULL)
791 attacker = hitter;
792 /* A player who saves but hasn't quit still could have objects
793 * owned by him - need to handle that case to avoid crashes.
794 */
795 if (QUERY_FLAG (attacker, FLAG_REMOVED))
796 attacker = hitter;
797 }
798 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
799 return 0;
800
801 /* determine the condtions under which we make an attack.
802 * Add more cases, as the need occurs. */
803
804 if (!can_see_enemy (attacker, target))
805 {
806 /* target is unseen */
807 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
808 adjust -= 10;
809 /* dark map penalty for the hitter (lacks infravision if we got here). */
810 else if (!stand_in_light (target))
811 adjust -= target->map->darklevel ();
812 }
813
814 if (QUERY_FLAG (attacker, FLAG_SCARED))
815 adjust -= 3;
816
817 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
818 adjust += 1;
819
820 if (QUERY_FLAG (target, FLAG_SCARED))
821 adjust += 1;
822
823 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
824 adjust -= 3;
825
826 /* if we attack at a different 'altitude' its harder */
827 if ((attacker->move_type & target->move_type) == 0)
828 adjust -= 2;
829
830#if 0
831 /* slower attacks are less likely to succeed. We should use a
832 * comparison between attacker/target speeds BUT, players have
833 * a generally faster speed, so this will wind up being a HUGE
834 * disadantage for the monsters! Too bad, because missiles which
835 * fly fast should have a better chance of hitting a slower target.
836 */
837 if (hitter->speed < target->speed)
838 adjust += ((float) hitter->speed - target->speed);
839#endif
840
841#if 0
842 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
843#endif
844
845 return adjust;
846}
758 847
759static int 848static int
760attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 849attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
761{ 850{
762 int simple_attack, roll, dam = 0; 851 int simple_attack, roll, dam = 0;
763 uint32 type; 852 uint32 type;
764 shstr op_name; 853 shstr op_name;
765 tag_t op_tag, hitter_tag;
766 854
767 if (get_attack_mode (&op, &hitter, &simple_attack)) 855 if (get_attack_mode (&op, &hitter, &simple_attack))
768 goto error; 856 goto error;
769 857
770 if (hitter->current_weapon) 858 if (hitter->current_weapon)
771 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 859 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
772 return RESULT_INT (0); 860 return RESULT_INT (0);
773 861
774 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 862 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
775 return RESULT_INT (0); 863 return RESULT_INT (0);
776
777 op_tag = op->count;
778 hitter_tag = hitter->count;
779 864
780 /* 865 /*
781 * A little check to make it more difficult to dance forward and back 866 * A little check to make it more difficult to dance forward and back
782 * to avoid ever being hit by monsters. 867 * to avoid ever being hit by monsters.
783 */ 868 */
784 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 869 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
785 { 870 {
786 /* Decrease speed BEFORE calling process_object. Otherwise, an 871 /* Decrease speed BEFORE calling process_object. Otherwise, an
787 * infinite loop occurs, with process_object calling move_monster, 872 * infinite loop occurs, with process_object calling move_monster,
788 * which then gets here again. By decreasing the speed before 873 * which then gets here again. By decreasing the speed before
789 * we call process_object, the 'if' statement above will fail. 874 * we call process_object, the 'if' statement above will fail.
790 */ 875 */
791 op->speed_left--; 876 --op->speed_left;
792 process_object (op); 877 process_object (op);
878
793 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 879 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
794 goto error; 880 goto error;
795 } 881 }
796 882
797 op_name = op->name; 883 op_name = op->name;
798 884
805 /* See if we hit the creature */ 891 /* See if we hit the creature */
806 if (roll == 20 || op->stats.ac >= base_wc - roll) 892 if (roll == 20 || op->stats.ac >= base_wc - roll)
807 { 893 {
808 int hitdam = base_dam; 894 int hitdam = base_dam;
809 895
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) 896 if (!simple_attack)
828 { 897 {
829 /* If you hit something, the victim should *always* wake up. 898 /* If you hit something, the victim should *always* wake up.
830 * Before, invisible hitters could avoid doing this. 899 * Before, invisible hitters could avoid doing this.
831 * -b.t. */ 900 * -b.t. */
832 if (QUERY_FLAG (op, FLAG_SLEEP)) 901 if (QUERY_FLAG (op, FLAG_SLEEP))
833 CLEAR_FLAG (op, FLAG_SLEEP); 902 CLEAR_FLAG (op, FLAG_SLEEP);
834 903
835 /* If the victim can't see the attacker, it may alert others 904 /* If the victim can't see the attacker, it may alert others
836 * for help. */ 905 * for help. */
837 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 906 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
838 npc_call_help (op); 907 npc_call_help (op);
839 908
840 /* if you were hidden and hit by a creature, you are discovered */ 909 /* if you were hidden and hit by a creature, you are discovered */
841 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 910 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
842 { 911 {
843 make_visible (op); 912 make_visible (op);
913
844 if (op->type == PLAYER) 914 if (op->type == PLAYER)
845 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 915 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
846 } 916 }
847 917
848 /* thrown items (hitter) will have various effects 918 /* thrown items (hitter) will have various effects
849 * when they hit the victim. For things like thrown daggers, 919 * when they hit the victim. For things like thrown daggers,
850 * this sets 'hitter' to the actual dagger, and not the 920 * this sets 'hitter' to the actual dagger, and not the
851 * wrapper object. 921 * wrapper object.
852 */ 922 */
853 thrown_item_effect (hitter, op); 923 thrown_item_effect (hitter, op);
924
854 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 925 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
855 goto leave; 926 goto leave;
856 } 927 }
857 928
858 /* Need to do at least 1 damage, otherwise there is no point 929 /* Need to do at least 1 damage, otherwise there is no point
859 * to go further and it will cause FPE's below. 930 * to go further and it will cause FPE's below.
860 */ 931 */
861 if (hitdam <= 0) 932 if (hitdam <= 0)
862 hitdam = 1; 933 hitdam = 1;
863 934
864 type = hitter->attacktype; 935 type = hitter->attacktype;
936
937 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
938 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
939 * This check is important for the most simple monsters out there in the
940 * game content (maps, archs). For example orcs: They would have
941 * no attacktype at all.
942 *
943 * Some time in the future someone should just go into the game data
944 * and fix every monster out there ;-/ Until then we will kill some
945 * more trees in the african rain forests with this check.
946 */
865 if (!type) 947 if (!type)
866 type = AT_PHYSICAL; 948 type = AT_PHYSICAL;
949
867 /* Handle monsters that hit back */ 950 /* Handle monsters that hit back */
868 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 951 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
869 { 952 {
870 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 953 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
871 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 954 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
955
872 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 956 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
957
873 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 958 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
874 goto leave; 959 goto leave;
875 } 960 }
876 961
877 /* In the new attack code, it should handle multiple attack 962 /* In the new attack code, it should handle multiple attack
878 * types in its area, so remove it from here. 963 * types in its area, so remove it from here.
879 */ 964 */
880 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 965 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
966
881 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))
882 goto leave; 968 goto leave;
883 } /* end of if hitter hit op */ 969 } /* end of if hitter hit op */
884 /* if we missed, dam=0 */ 970 /* if we missed, dam=0 */
885 971
886 /*attack_message(dam, type, op, hitter); */ 972 /*attack_message(dam, type, op, hitter); */
896} 982}
897 983
898int 984int
899attack_ob (object *op, object *hitter) 985attack_ob (object *op, object *hitter)
900{ 986{
901
902 if (hitter->head)
903 hitter = hitter->head; 987 hitter = hitter->head_ ();
988
904 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 989 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
905} 990}
906 991
907/* op is the arrow, tmp is what is stopping the arrow. 992/* op is the arrow, tmp is what is stopping the arrow.
908 * 993 *
917 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1002 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
918 * stick around. 1003 * stick around.
919 */ 1004 */
920 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1005 if (op->weight <= 5000 && tmp->stats.hp >= 0)
921 { 1006 {
922 if (tmp->head != NULL) 1007 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; 1008 return 1;
932 } 1009 }
933 else 1010 else
934 return 0; 1011 return 0;
935} 1012}
943object * 1020object *
944hit_with_arrow (object *op, object *victim) 1021hit_with_arrow (object *op, object *victim)
945{ 1022{
946 object *container, *hitter; 1023 object *container, *hitter;
947 int hit_something = 0; 1024 int hit_something = 0;
948 tag_t victim_tag, hitter_tag;
949 sint16 victim_x, victim_y;
950 1025
951 /* Disassemble missile */ 1026 /* Disassemble missile */
952 if (op->inv) 1027 if (op->inv)
953 { 1028 {
954 container = op; 1029 container = op;
955 hitter = op->inv; 1030 hitter = op->inv;
956 remove_ob (hitter);
957 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1031 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 1032 /* 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 1033 * 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 1034 * removed at the end of this function must be able to deal with empty
961 * THROWN_OBJs. */ 1035 * THROWN_OBJs. */
962 } 1036 }
963 else 1037 else
964 { 1038 {
965 container = NULL; 1039 container = 0;
966 hitter = op; 1040 hitter = op;
967 } 1041 }
968 1042
969 /* Try to hit victim */ 1043 /* 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); 1044 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
976 1045
977 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1046 /* Arrow attacks door, rune of summoning is triggered, demon is put on
978 * arrow, move_apply() calls this function, arrow sticks in demon, 1047 * arrow, move_apply() calls this function, arrow sticks in demon,
979 * attack_ob_simple() returns, and we've got an arrow that still exists 1048 * 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 1049 * but is no longer on the map. Ugh. (Beware: Such things can happen at
981 * other places as well!) 1050 * other places as well!)
982 */ 1051 */
983 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 1052 if (hitter->destroyed () || hitter->env != NULL)
984 { 1053 {
985 if (container) 1054 if (container)
986 { 1055 container->destroy ();
987 remove_ob (container); 1056
988 free_object (container);
989 }
990 return NULL; 1057 return 0;
991 } 1058 }
992 1059
993 /* Missile hit victim */ 1060 /* Missile hit victim */
994 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1061 /* if the speed is > 10, then this is a fast moving arrow, we go straight
995 * through the target 1062 * through the target
996 */ 1063 */
997 if (hit_something && op->speed <= 10.0) 1064 if (hit_something && op->speed <= 10.0)
998 { 1065 {
999 /* Stop arrow */ 1066 /* Stop arrow */
1000 if (container == NULL) 1067 if (!container)
1001 { 1068 {
1002 hitter = fix_stopped_arrow (hitter); 1069 hitter = fix_stopped_arrow (hitter);
1003 if (hitter == NULL) 1070 if (!hitter)
1004 return NULL; 1071 return 0;
1005 } 1072 }
1006 else 1073 else
1007 { 1074 container->destroy ();
1008 remove_ob (container);
1009 free_object (container);
1010 }
1011 1075
1012 /* Try to stick arrow into victim */ 1076 /* Try to stick arrow into victim */
1013 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 1077 if (!victim->destroyed () && stick_arrow (hitter, victim))
1014 return NULL; 1078 return 0;
1015 1079
1016 /* Else try to put arrow on victim's map square 1080 /* Else try to put arrow on victim's map square
1017 * remove check for P_WALL here. If the arrow got to this 1081 * remove check for P_WALL here. If the arrow got to this
1018 * space, that is good enough - with the new movement code, 1082 * space, that is good enough - with the new movement code,
1019 * there is now the potential for lots of spaces where something 1083 * there is now the potential for lots of spaces where something
1020 * can fly over but not otherwise move over. What is the correct 1084 * can fly over but not otherwise move over. What is the correct
1021 * way to handle those otherwise? 1085 * way to handle those otherwise?
1022 */ 1086 */
1023 if (victim_x != hitter->x || victim_y != hitter->y) 1087 if (victim->x != hitter->x || victim->y != hitter->y)
1088 {
1089 if (victim->destroyed ())
1090 hitter->destroy ();
1091 else
1024 { 1092 {
1025 remove_ob (hitter); 1093 hitter->remove ();
1026 hitter->x = victim_x; 1094 hitter->x = victim->x;
1027 hitter->y = victim_y; 1095 hitter->y = victim->y;
1028 insert_ob_in_map (hitter, victim->map, hitter, 0); 1096 insert_ob_in_map (hitter, victim->map, hitter, 0);
1097 }
1029 } 1098 }
1030 else 1099 else
1031 {
1032 /* Else leave arrow where it is */ 1100 /* Else leave arrow where it is */
1033 merge_ob (hitter, NULL); 1101 merge_ob (hitter, NULL);
1034 } 1102
1035 return NULL; 1103 return 0;
1036 } 1104 }
1037 1105
1038 if (hit_something && op->speed >= 10.0) 1106 if (hit_something && op->speed >= 10.0)
1039 op->speed -= 1.0; 1107 op->speed -= 1.0;
1040 1108
1041 /* Missile missed victim - reassemble missile */ 1109 /* Missile missed victim - reassemble missile */
1042 if (container) 1110 if (container)
1043 { 1111 {
1044 remove_ob (hitter); 1112 hitter->remove ();
1045 insert_ob_in_ob (hitter, container); 1113 insert_ob_in_ob (hitter, container);
1046 } 1114 }
1115
1047 return op; 1116 return op;
1048} 1117}
1049 1118
1050 1119static void
1051void
1052tear_down_wall (object *op) 1120tear_down_wall (object *op)
1053{ 1121{
1054 int perc = 0;
1055
1056 if (!op->stats.maxhp) 1122 if (!op->stats.maxhp)
1057 {
1058 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1123 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1059 perc = 1; 1124 else if (!op->has_anim ())
1060 }
1061 else if (!GET_ANIM_ID (op))
1062 { 1125 {
1063 /* Object has been called - no animations, so remove it */ 1126 /* Object has been called - no animations, so remove it */
1064 if (op->stats.hp < 0) 1127 if (op->stats.hp < 0)
1128 op->destroy ();
1065 { 1129
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 */ 1130 return; /* no animations, so nothing more to do */
1072 } 1131 }
1073 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1132
1074 if (perc >= (int) NUM_ANIMATIONS (op)) 1133 // we use frames 1..num-2 as intermediate frames, so
1075 perc = NUM_ANIMATIONS (op) - 1; 1134 // the last frame is used only when hp < 0.
1076 else if (perc < 1) 1135 int perc = clamp (
1077 perc = 1; 1136 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1078 SET_ANIMATION (op, perc); 1137 0, op->anim_frames () - 1
1138 );
1139
1140 op->set_anim_frame (perc);
1079 update_object (op, UP_OBJ_FACE); 1141 update_object (op, UP_OBJ_FACE);
1080 if (perc == NUM_ANIMATIONS (op) - 1) 1142
1143 if (op->stats.hp < 0)
1081 { /* Reached the last animation */ 1144 { /* Reached the last animation */
1082 if (op->face == blank_face) 1145 if (op->face == blank_face)
1083 {
1084 /* If the last face is blank, remove the ob */ 1146 /* If the last face is blank, remove the ob */
1085 remove_ob (op); /* Should update LOS */ 1147 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 1148 else
1093 { /* The last face was not blank, leave an image */ 1149 { /* The last face was not blank, leave an image */
1094 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1150 op->flag [FLAG_BLOCKSVIEW] = false;
1095 update_all_los (op->map, op->x, op->y); 1151 update_all_los (op->map, op->x, op->y);
1096 op->move_block = 0; 1152 op->move_block = 0;
1097 CLEAR_FLAG (op, FLAG_ALIVE); 1153 op->flag [FLAG_ALIVE] = false;
1098 } 1154 }
1099 } 1155 }
1100} 1156}
1101 1157
1102void 1158static void
1103scare_creature (object *target, object *hitter) 1159scare_creature (object *target, object *hitter)
1104{ 1160{
1105 object *owner = get_owner (hitter); 1161 target->flag [FLAG_SCARED] = true;
1106 1162
1107 if (!owner)
1108 owner = hitter;
1109
1110 SET_FLAG (target, FLAG_SCARED);
1111 if (!target->enemy) 1163 if (!target->enemy)
1112 target->enemy = owner; 1164 target->enemy = hitter->outer_owner ();
1113} 1165}
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 1166
1423/* GROS: This code comes from hit_player. It has been made external to 1167/* 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. 1168 * allow script procedures to "kill" objects in a combat-like fashion.
1425 * It was initially used by (kill-object) developed for the Collector's 1169 * It was initially used by (kill-object) developed for the Collector's
1426 * Sword. Note that nothing has been changed from the original version 1170 * Sword. Note that nothing has been changed from the original version
1437 */ 1181 */
1438int 1182int
1439kill_object (object *op, int dam, object *hitter, int type) 1183kill_object (object *op, int dam, object *hitter, int type)
1440{ 1184{
1441 char buf[MAX_BUF]; 1185 char buf[MAX_BUF];
1442 const char *skill; 1186 shstr skill;
1443 int maxdam = 0; 1187 int maxdam = 0;
1444 int battleg = 0; /* true if op standing on battleground */ 1188 int battleg = 0; /* true if op standing on battleground */
1445 int pk = 0; /* true if op and what controls hitter are both players */ 1189 int pk = 0; /* true if op and what controls hitter are both players */
1446 object *owner = NULL; 1190 object *owner = 0;
1447 object *skop = NULL; 1191 object *skop = 0;
1448 1192
1449 if (op->stats.hp >= 0) 1193 if (op->stats.hp >= 0)
1450 return -1; 1194 return -1;
1451 1195
1452 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1196 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1461 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1205 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1462 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1206 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1463 1207
1464 if (op->type == DOOR) 1208 if (op->type == DOOR)
1465 { 1209 {
1466 op->speed = 0.1; 1210 op->set_speed (0.1f);
1467 update_ob_speed (op);
1468 op->speed_left = -0.05; 1211 op->speed_left = -0.05f;
1469 return maxdam; 1212 return maxdam;
1470 } 1213 }
1214
1471 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1215 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1472 { 1216 {
1473 remove_friendly_object (op); 1217 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; 1218 return maxdam;
1483 } 1219 }
1484 1220
1485 /* Now lets start dealing with experience we get for killing something */ 1221 /* Now lets start dealing with experience we get for killing something */
1486 1222
1487 owner = get_owner (hitter); 1223 owner = hitter->outer_owner ();
1488 if (owner == NULL) 1224 if (!owner)
1489 owner = hitter; 1225 owner = hitter;
1490 1226
1491 /* is the victim (op) standing on battleground? */ 1227 /* is the victim (op) standing on battleground? */
1492 if (op_on_battleground (op, NULL, NULL)) 1228 if (op_on_battleground (op, NULL, NULL))
1493 battleg = 1; 1229 battleg = 1;
1497 pk = 1; 1233 pk = 1;
1498 1234
1499 /* Player killed something */ 1235 /* Player killed something */
1500 if (owner->type == PLAYER) 1236 if (owner->type == PLAYER)
1501 { 1237 {
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 1238 /* Log players killing other players - makes it easier to detect
1506 * and filter out malicious player killers - that is why the 1239 * and filter out malicious player killers - that is why the
1507 * ip address is included. 1240 * ip address is included.
1508 */ 1241 */
1509 if (op->type == PLAYER && !battleg) 1242 if (op->type == PLAYER && !battleg)
1513 char buf[256]; 1246 char buf[256];
1514 1247
1515 tmv = localtime (&t); 1248 tmv = localtime (&t);
1516 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1249 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1517 1250
1518 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1251 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1519 } 1252 }
1520 1253
1521 /* try to filter some things out - basically, if you are 1254 /* try to filter some things out - basically, if you are
1522 * killing a level 1 creature and your level 20, you 1255 * killing a level 1 creature and your level 20, you
1523 * probably don't want to see that. 1256 * probably don't want to see that.
1524 */ 1257 */
1525 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1258 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1526 { 1259 {
1527 if (owner != hitter) 1260 if (owner != hitter)
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1261 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1530 }
1531 else 1262 else
1532 {
1533 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1263 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1534 } 1264
1535 /* Only play sounds for melee kills */ 1265 /* Only play sounds for melee kills */
1536 if (hitter->type == PLAYER) 1266 if (hitter->type == PLAYER)
1537 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1267 owner->play_sound (sound_find ("player_kills"));
1538 } 1268 }
1539 1269
1540 /* If a player kills another player, not on 1270 /* If a player kills another player, not on
1541 * battleground, the "killer" looses 1 luck. Since this is 1271 * battleground, the "killer" looses 1 luck. Since this is
1542 * not reversible, it's actually quite a pain IMHO. -AV 1272 * not reversible, it's actually quite a pain IMHO. -AV
1544 * player that the object belonged to - so if you killed another player 1274 * player that the object belonged to - so if you killed another player
1545 * with spells, pets, whatever, there was no penalty. 1275 * with spells, pets, whatever, there was no penalty.
1546 * Changed to make luck penalty configurable in settings. 1276 * Changed to make luck penalty configurable in settings.
1547 */ 1277 */
1548 if (op->type == PLAYER && owner != op && !battleg) 1278 if (op->type == PLAYER && owner != op && !battleg)
1549 change_luck (owner, -settings.pk_luck_penalty); 1279 owner->change_luck (-settings.pk_luck_penalty);
1550 1280
1551 /* This code below deals with finding the appropriate skill 1281 /* This code below deals with finding the appropriate skill
1552 * to credit exp to. This is a bit problematic - we should 1282 * to credit exp to. This is a bit problematic - we should
1553 * probably never really have to look at current_weapon->skill 1283 * probably never really have to look at current_weapon->skill
1554 */ 1284 */
1555 skill = NULL;
1556 if (hitter->skill && hitter->type != PLAYER) 1285 if (hitter->skill && hitter->type != PLAYER)
1557 skill = hitter->skill; 1286 skill = hitter->skill;
1558 else if (owner->chosen_skill) 1287 else if (owner->chosen_skill)
1559 { 1288 {
1560 skill = owner->chosen_skill->skill;
1561 skop = owner->chosen_skill; 1289 skop = owner->chosen_skill;
1290 skill = skop->skill;
1562 } 1291 }
1563 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1292 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1564 skill = owner->current_weapon->skill; 1293 skill = owner->current_weapon->skill;
1565 else 1294 else
1295 {
1566 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1296 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1297 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1298 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1299 skill = 0;
1300 }
1567 1301
1568 /* We have the skill we want to credit to - now find the object this goes 1302 /* 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! 1303 * to. Make sure skop is an actual skill, and not a skill tool!
1570 */ 1304 */
1571 if ((!skop || skop->type != SKILL) && skill) 1305 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 */ 1306 } /* Was it a player that hit somethign */
1583 else 1307 else
1584 {
1585 skill = NULL; 1308 skill = 0;
1586 }
1587 1309
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 */ 1310 /* These may have been set in the player code section above */
1601 if (!skop) 1311 if (!skop)
1602 skop = hitter->chosen_skill; 1312 skop = hitter->chosen_skill;
1313
1603 if (!skill && skop) 1314 if (!skill && skop)
1604 skill = skop->skill; 1315 skill = skop->skill;
1605 1316
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 */ 1317 /* If you didn't kill yourself, and your not the wizard */
1610 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1318 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1611 { 1319 {
1612 int exp; 1320 int exp;
1613 1321
1614 /* Really don't give much experience for killing other players */ 1322 /* Really don't give much experience for killing other players */
1615 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1323 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1616 if (op->type == PLAYER)
1617 {
1618 if (battleg) 1324 if (battleg)
1325 {
1326 if (op->is_player ())
1619 { 1327 {
1620 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1328 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1621 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1329 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1622 } 1330 }
1623 else 1331
1332 exp = 0;
1333 }
1334 else if (op->is_player ())
1624 exp = op->stats.exp / 1000; 1335 exp = op->stats.exp / 1000;
1625 }
1626 else 1336 else
1627 exp = calc_skill_exp (owner, op, skop); 1337 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 1338
1635 /* Don't know why this is set this way - doesn't make 1339 /* Don't know why this is set this way - doesn't make
1636 * sense to just divide everything by two for no reason. 1340 * sense to just divide everything by two for no reason.
1637 */ 1341 */
1638 1342
1639 if (!settings.simple_exp) 1343 if (!settings.simple_exp)
1640 exp = exp / 2; 1344 exp = exp / 2;
1641 1345
1642 if (owner->type != PLAYER || owner->contr->party == NULL) 1346 if (owner->type != PLAYER || owner->contr->party == NULL)
1643 {
1644 change_exp (owner, exp, skill, 0); 1347 change_exp (owner, exp, skill, 0);
1645 }
1646 else 1348 else
1647 { 1349 {
1648 int shares = 0, count = 0; 1350 int shares = 0, count = 0;
1649
1650 player *pl;
1651
1652 partylist *party = owner->contr->party; 1351 partylist *party = owner->contr->party;
1653 1352
1654#ifdef PARTY_KILL_LOG
1655 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1353 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1656#endif 1354
1657 for (pl = first_player; pl != NULL; pl = pl->next) 1355 for_all_players (pl)
1658 {
1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1356 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660 { 1357 {
1661 count++; 1358 count++;
1662 shares += (pl->ob->level + 4); 1359 shares += (pl->ob->level + 4);
1663 } 1360 }
1664 } 1361
1665 if (count == 1 || shares > exp) 1362 if (count == 1 || shares > exp || !shares)
1666 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1363 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1667 else 1364 else
1668 { 1365 {
1669 int share = exp / shares, given = 0, nexp; 1366 int share = exp / shares, given = 0, nexp;
1670 1367
1671 for (pl = first_player; pl != NULL; pl = pl->next) 1368 for_all_players (pl)
1672 {
1673 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1369 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1674 { 1370 {
1675 nexp = (pl->ob->level + 4) * share; 1371 nexp = (pl->ob->level + 4) * share;
1676 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1372 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1677 given += nexp; 1373 given += nexp;
1678 } 1374 }
1679 } 1375
1680 exp -= given; 1376 exp -= given;
1681 /* give any remainder to the player */ 1377 /* give any remainder to the player */
1682 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1378 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1683 } 1379 }
1684 } /* else part of a party */ 1380 } /* else part of a party */
1685
1686 } /* end if person didn't kill himself */ 1381 } /* end if person didn't kill himself */
1687 1382
1688 if (op->type != PLAYER) 1383 if (op->type != PLAYER)
1689 { 1384 {
1690 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1385 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1691 { 1386 {
1692 object *owner1 = get_owner (op); 1387 object *owner1 = op->owner;
1693 1388
1694 if (owner1 != NULL && owner1->type == PLAYER) 1389 if (owner1 && owner1->type == PLAYER)
1695 { 1390 {
1696 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1391 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1697 /* Maybe we should include the owner that killed this, maybe not */ 1392 /* 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); 1393 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1699 } 1394 }
1700 1395
1701 remove_friendly_object (op); 1396 remove_friendly_object (op);
1702 } 1397 }
1703 1398
1704 remove_ob (op); 1399 op->drop_and_destroy ();
1705 free_object (op);
1706 } 1400 }
1707 /* Player has been killed! */
1708 else 1401 else
1709 { 1402 /* Player has been killed! */
1710 if (owner->type == PLAYER) 1403 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 1404
1718 /* This was return -1 - that doesn't seem correct - if we return -1, process 1405 /* This was return -1 - that doesn't seem correct - if we return -1, process
1719 * continues in the calling function. 1406 * continues in the calling function.
1720 */ 1407 */
1721 return maxdam; 1408 return maxdam;
1722} 1409}
1723 1410
1724/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1411/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1725 * Returns 0 this is not friendly fire 1412 * Returns 0 this is not friendly fire
1726 */ 1413 */
1727
1728int 1414int
1729friendly_fire (object *op, object *hitter) 1415friendly_fire (object *op, object *hitter)
1730{ 1416{
1731 object *owner; 1417 object *owner;
1732 int friendlyfire; 1418 int friendlyfire;
1742 return 0; 1428 return 0;
1743 1429
1744 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1430 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1745 return 1; 1431 return 1;
1746 1432
1747 if ((owner = get_owner (hitter)) != NULL) 1433 if ((owner = hitter->owner) != NULL)
1748 { 1434 {
1749 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1435 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1750 friendlyfire = 2; 1436 friendlyfire = 2;
1751 } 1437 }
1752 1438
1753 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1439 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1754 friendlyfire = 0; 1440 friendlyfire = 0;
1755 } 1441 }
1442
1756 return friendlyfire; 1443 return friendlyfire;
1757} 1444}
1758
1759 1445
1760/* This isn't used just for players, but in fact most objects. 1446/* 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 1447 * 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 1448 * is what is hitting the object, type is the attacktype, and
1763 * full_hit is set if monster area does not matter. 1449 * full_hit is set if monster area does not matter.
1764 * dam is base damage - protections/vulnerabilities/slaying matches can 1450 * dam is base damage - protections/vulnerabilities/slaying matches can
1765 * modify it. 1451 * modify it.
1766 */ 1452 */
1767
1768 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1453/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1769 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1454 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1770
1771int 1455int
1772hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1456hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1773{ 1457{
1774 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1458 int magic = type & AT_MAGIC;
1775 int maxattacktype, attacknum;
1776 int body_attack = op && op->head; /* Did we hit op's head? */ 1459 int body_attack = op && op->head; /* Did we hit op's head? */
1460 int maxdam = 0, ndam = 0, attacktype = 1;
1461 int maxattacktype;
1777 int simple_attack; 1462 int simple_attack;
1778 tag_t op_tag, hitter_tag;
1779 int rtn_kill = 0; 1463 int rtn_kill = 0;
1780 int friendlyfire; 1464 int friendlyfire;
1781 1465
1782 if (get_attack_mode (&op, &hitter, &simple_attack)) 1466 if (get_attack_mode (&op, &hitter, &simple_attack))
1783 return 0; 1467 return 0;
1784 1468
1785 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1469 /* 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)) 1470 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1787 return 0; 1471 return 0;
1788 1472
1789#ifdef PROHIBIT_PLAYERKILL 1473 // only allow pk for hostile players
1790 if (op->type == PLAYER) 1474 if (op->type == PLAYER)
1791 { 1475 {
1792 object *owner = get_owner (hitter); 1476 object *owner = hitter->owner;
1793 1477
1794 if (!owner) 1478 if (!owner)
1795 owner = hitter; 1479 owner = hitter;
1796 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1480
1797 { 1481 if (owner->type == PLAYER
1482 && (!op_on_battleground (op, 0, 0)
1483 && (op->contr->peaceful || owner->contr->peaceful))
1484 && op != owner)
1798 return 0; 1485 return 0;
1799 }
1800 } 1486 }
1801#endif
1802
1803 op_tag = op->count;
1804 hitter_tag = hitter->count;
1805 1487
1806 if (body_attack) 1488 if (body_attack)
1807 { 1489 {
1808 /* slow and paralyze must hit the head. But we don't want to just 1490 /* 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 1491 * return - we still need to process other attacks the spell still
1815 * attack so we don't cancel out things like magic bullet. 1497 * attack so we don't cancel out things like magic bullet.
1816 */ 1498 */
1817 if (type & (AT_PARALYZE | AT_SLOW)) 1499 if (type & (AT_PARALYZE | AT_SLOW))
1818 { 1500 {
1819 type &= ~(AT_PARALYZE | AT_SLOW); 1501 type &= ~(AT_PARALYZE | AT_SLOW);
1502
1820 if (!type || type == AT_MAGIC) 1503 if (!type || type == AT_MAGIC)
1821 return 0; 1504 return 0;
1822 } 1505 }
1823 } 1506 }
1824 1507
1825 if (!simple_attack && op->type == DOOR) 1508 if (!simple_attack && op->type == DOOR)
1826 { 1509 {
1827 object *tmp;
1828
1829 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1510 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1830 if (tmp->type == RUNE || tmp->type == TRAP) 1511 if (tmp->type == RUNE || tmp->type == TRAP)
1831 { 1512 {
1832 spring_trap (tmp, hitter); 1513 spring_trap (tmp, hitter);
1514
1833 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1515 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1834 return 0; 1516 return 0;
1517
1835 break; 1518 break;
1836 } 1519 }
1837 } 1520 }
1838 1521
1839 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1840 { 1523 {
1841 /* FIXME: If a player is killed by a rune in a door, the 1524 /* 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. 1525 * destroyed() check above doesn't return, and might get here.
1843 */ 1526 */
1527
1528 /* FIXME: This for example happens when a dead door is on a mover and
1529 gets it's speed_left raised on each mover-tick.
1530 Doors are removed in a kinda funny way by giving them speed and speed_left
1531 and waiting for that to run out.
1532 */
1844 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1533 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1845 return 0; 1534 return 0;
1846 } 1535 }
1847 1536
1848#ifdef ATTACK_DEBUG 1537#ifdef ATTACK_DEBUG
1849 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1538 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 */ 1544 * in case 0>dam>1, we try to "simulate" a float value-effect */
1856 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1545 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1857 if (dam >= 100) 1546 if (dam >= 100)
1858 dam /= 100; 1547 dam /= 100;
1859 else 1548 else
1860 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1549 dam = (dam > rndm (0, 99)) ? 1 : 0;
1861 } 1550 }
1862 1551
1863 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1552 /* 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 1553 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1865 */ 1554 */
1876 */ 1565 */
1877 if (type & AT_HOLYWORD) 1566 if (type & AT_HOLYWORD)
1878 { 1567 {
1879 object *god; 1568 object *god;
1880 1569
1881 if ((!hitter->slaying || 1570 if ((!hitter->slaying
1882 (!(op->race && strstr (hitter->slaying, op->race)) && 1571 || (!(op->race && hitter->slaying.contains (op->race))
1883 !(op->name && strstr (hitter->slaying, op->name)))) && 1572 && !(op->name && hitter->slaying.contains (op->name))))
1884 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1573 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1885 (hitter->title != NULL 1574 || (hitter->title
1886 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1575 && (god = find_god (determine_god (hitter))) != NULL
1576 && god->race.contains (shstr_undead))))
1887 return 0; 1577 return 0;
1888 } 1578 }
1889 1579
1890 maxattacktype = type; /* initialize this to something */ 1580 maxattacktype = type; /* initialise this to something */
1891 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1581 for_all_bits_sparse_32 (type, attacknum)
1892 { 1582 {
1583 uint32_t attacktype = 1 << attacknum;
1584
1893 /* Magic isn't really a true attack type - it gets combined with other 1585 /* 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 1586 * attack types. As such, skip it over. However, if magic is
1895 * the only attacktype in the group, then still attack with it 1587 * the only attacktype in the group, then still attack with it
1896 */ 1588 */
1897 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1589 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1900 /* Go through and hit the player with each attacktype, one by one. 1592 /* Go through and hit the player with each attacktype, one by one.
1901 * hit_player_attacktype only figures out the damage, doesn't inflict 1593 * hit_player_attacktype only figures out the damage, doesn't inflict
1902 * it. It will do the appropriate action for attacktypes with 1594 * it. It will do the appropriate action for attacktypes with
1903 * effects (slow, paralization, etc. 1595 * effects (slow, paralization, etc.
1904 */ 1596 */
1905 if (type & attacktype)
1906 {
1907 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1597 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1598
1908 /* the >= causes us to prefer messages from special attacks, if 1599 /* the >= causes us to prefer messages from special attacks, if
1909 * the damage is equal. 1600 * the damage is equal.
1910 */ 1601 */
1911 if (ndam >= maxdam) 1602 if (ndam >= maxdam)
1912 { 1603 {
1913 maxdam = ndam; 1604 maxdam = ndam;
1914 maxattacktype = 1 << attacknum; 1605 maxattacktype = 1 << attacknum;
1915 }
1916 } 1606 }
1917 } 1607 }
1918 1608
1919 /* if this is friendly fire then do a set % of damage only 1609 /* if this is friendly fire then do a set % of damage only
1920 * Note - put a check in to make sure this attack is actually 1610 * Note - put a check in to make sure this attack is actually
1923 */ 1613 */
1924 friendlyfire = friendly_fire (op, hitter); 1614 friendlyfire = friendly_fire (op, hitter);
1925 if (friendlyfire && maxdam) 1615 if (friendlyfire && maxdam)
1926 { 1616 {
1927 maxdam = ((dam * settings.set_friendly_fire) / 100); 1617 maxdam = ((dam * settings.set_friendly_fire) / 100);
1928#ifndef COZY_SERVER
1929 maxdam++;
1930#endif
1931 1618
1932#ifdef ATTACK_DEBUG 1619#ifdef ATTACK_DEBUG
1933 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1620 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1934 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1621 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1935#endif 1622#endif
1936 } 1623 }
1937 1624
1938 if (!full_hit) 1625 if (!full_hit)
1939 { 1626 {
1940 archetype *at;
1941 int area; 1627 int area;
1942 int remainder; 1628 int remainder;
1943 1629
1944 area = 0; 1630 area = 0;
1945 for (at = op->arch; at != NULL; at = at->more) 1631
1632 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1946 area++; 1633 area++;
1634
1947 assert (area > 0); 1635 assert (area > 0);
1948 1636
1949 /* basically: maxdam /= area; we try to "simulate" a float 1637 /* basically: maxdam /= area; we try to "simulate" a float
1950 value-effect */ 1638 value-effect */
1951 remainder = 100 * (maxdam % area) / area; 1639 remainder = 100 * (maxdam % area) / area;
1952 maxdam /= area; 1640 maxdam /= area;
1953 if (RANDOM () % 100 < remainder) 1641 if (rndm (100) < remainder)
1954 maxdam++; 1642 maxdam++;
1955 } 1643 }
1956 1644
1957#ifdef ATTACK_DEBUG 1645#ifdef ATTACK_DEBUG
1958 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1646 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1959#endif 1647#endif
1960 1648
1961 if (get_owner (hitter)) 1649 // for now, only do this for active objects, otherwise they
1650 // keep a refcount for a long time and I see no usefulness
1651 // for an non-active objetc to know its enemy.
1652 if (op->active)
1653 if (hitter->owner)
1962 op->enemy = hitter->owner; 1654 op->enemy = hitter->owner;
1963 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1655 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1964 op->enemy = hitter; 1656 op->enemy = hitter;
1965 1657
1966 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1658 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1967 { 1659 {
1968 /* The unaggressives look after themselves 8) */ 1660 /* The unaggressives look after themselves 8) */
1969 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1661 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1976 attack_message (maxdam, maxattacktype, op, hitter); 1668 attack_message (maxdam, maxattacktype, op, hitter);
1977 1669
1978 op->stats.hp -= maxdam; 1670 op->stats.hp -= maxdam;
1979 1671
1980 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1672 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1981 if ((op->stats.hp >= 0) && 1673 if (op->stats.hp >= 0
1982 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1674 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1983 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1675 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1984 { 1676 {
1985 1677
1986 if (QUERY_FLAG (op, FLAG_MONSTER)) 1678 if (QUERY_FLAG (op, FLAG_MONSTER))
1987 SET_FLAG (op, FLAG_RUN_AWAY); 1679 SET_FLAG (op, FLAG_RUN_AWAY);
1988 else 1680 else
1991 1683
1992 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1684 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1993 { 1685 {
1994 if (maxdam) 1686 if (maxdam)
1995 tear_down_wall (op); 1687 tear_down_wall (op);
1688
1996 return maxdam; /* nothing more to do for wall */ 1689 return maxdam; /* nothing more to do for wall */
1997 } 1690 }
1998 1691
1999 /* See if the creature has been killed */ 1692 /* See if the creature has been killed */
2000 rtn_kill = kill_object (op, maxdam, hitter, type); 1693 rtn_kill = kill_object (op, maxdam, hitter, type);
2001 if (rtn_kill != -1) 1694 if (rtn_kill != -1)
2002 return rtn_kill; 1695 return rtn_kill;
2003
2004 1696
2005 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1697 /* 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 1698 * that before if the player was immune to ghosthit, the monster
2007 * remained - that is no longer the case. 1699 * remained - that is no longer the case.
2008 */ 1700 */
2009 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1701 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
2010 { 1702 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 */ 1703 /* Lets handle creatures that are splitting now */
2017 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1704 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
2018 { 1705 {
2019 int i;
2020 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1706 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
2021 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1707 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
2022 object *owner = get_owner (op); 1708 object *owner = op->owner;
2023 1709
2024 if (!op->other_arch) 1710 if (!op->other_arch)
2025 { 1711 {
2026 LOG (llevError, "SPLITTING without other_arch error.\n"); 1712 LOG (llevError, "SPLITTING without other_arch error.\n");
2027 return maxdam; 1713 return maxdam;
2028 } 1714 }
1715
2029 remove_ob (op); 1716 op->remove ();
2030 for (i = 0; i < NROFNEWOBJS (op); i++) 1717
1718 for (int i = 0; i < op->stats.food; i++)
2031 { /* This doesn't handle op->more yet */ 1719 { /* This doesn't handle op->more yet */
2032 object *tmp = arch_to_object (op->other_arch); 1720 object *tmp = arch_to_object (op->other_arch);
2033 int j;
2034 1721
2035 tmp->stats.hp = op->stats.hp; 1722 tmp->stats.hp = op->stats.hp;
1723
2036 if (friendly) 1724 if (friendly)
2037 { 1725 {
2038 SET_FLAG (tmp, FLAG_FRIENDLY);
2039 add_friendly_object (tmp); 1726 add_friendly_object (tmp);
2040 tmp->attack_movement = PETMOVE; 1727 tmp->attack_movement = PETMOVE;
1728
2041 if (owner != NULL) 1729 if (owner)
2042 set_owner (tmp, owner); 1730 tmp->set_owner (owner);
2043 } 1731 }
1732
2044 if (unaggressive) 1733 if (unaggressive)
2045 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1734 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1735
2046 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1736 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1737
2047 if (j == -1) /* No spot to put this monster */ 1738 if (j == -1) /* No spot to put this monster */
2048 free_object (tmp); 1739 tmp->destroy ();
2049 else 1740 else
2050 { 1741 {
2051 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1742 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2052 insert_ob_in_map (tmp, op->map, NULL, 0); 1743 insert_ob_in_map (tmp, op->map, NULL, 0);
2053 } 1744 }
2054 } 1745 }
2055 if (friendly) 1746
2056 remove_friendly_object (op); 1747 op->destroy ();
2057 free_object (op);
2058 } 1748 }
2059 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1749 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2060 { 1750 hitter->drop_and_destroy ();
2061 remove_ob (hitter); 1751
2062 free_object (hitter);
2063 }
2064 return maxdam; 1752 return maxdam;
2065} 1753}
2066 1754
2067 1755static void
2068void
2069poison_player (object *op, object *hitter, int dam) 1756poison_player (object *op, object *hitter, int dam)
2070{ 1757{
2071 archetype *at = find_archetype ("poisoning"); 1758 archetype *at = archetype::find (shstr_poisoning);
2072 object *tmp = present_arch_in_ob (at, op); 1759 object *tmp = present_arch_in_ob (at, op);
2073 1760
2074 if (tmp == NULL) 1761 if (tmp == NULL)
2075 { 1762 {
2076 if ((tmp = arch_to_object (at)) == NULL) 1763 if ((tmp = arch_to_object (at)) == NULL)
2089 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1776 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2090 tmp->stats.dam += hitter->level / 2; 1777 tmp->stats.dam += hitter->level / 2;
2091 else 1778 else
2092 tmp->stats.dam = dam; 1779 tmp->stats.dam = dam;
2093 1780
2094 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1781 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2095 if (hitter->skill && hitter->skill != tmp->skill) 1782 if (hitter->skill && hitter->skill != tmp->skill)
2096 { 1783 {
2097 tmp->skill = hitter->skill; 1784 tmp->skill = hitter->skill;
2098 } 1785 }
2099 1786
2100 tmp->stats.food += dam; /* more damage, longer poisoning */ 1787 tmp->stats.food += dam; /* more damage, longer poisoning */
2101 1788
2102 if (op->type == PLAYER) 1789 if (op->type == PLAYER)
2103 { 1790 {
2104 /* player looses stats, maximum is -10 of each */ 1791 /* player looses stats, maximum is -10 of each */
2105 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1792 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2106 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1793 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2107 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1794 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2108 tmp->stats.Int = MAX (-dam / 7, -10); 1795 tmp->stats.Int = max (-(dam / 7 ), -10);
2109 SET_FLAG (tmp, FLAG_APPLIED); 1796 SET_FLAG (tmp, FLAG_APPLIED);
2110 fix_player (op); 1797 op->update_stats ();
2111 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1798 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1799 op->play_sound (tmp->sound);
2112 } 1800 }
1801
2113 if (hitter->type == PLAYER) 1802 if (hitter->type == PLAYER)
2114 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1803 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2115 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1804 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); 1805 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2117 } 1806 }
1807
2118 tmp->speed_left = 0; 1808 tmp->speed_left = 0;
2119 } 1809 }
2120 else 1810 else
2121 tmp->stats.food++; 1811 tmp->stats.food++;
2122} 1812}
2123 1813
2124void 1814static void
2125slow_player (object *op, object *hitter, int dam) 1815slow_player (object *op, object *hitter, int dam)
2126{ 1816{
2127 archetype *at = find_archetype ("slowness"); 1817 archetype *at = archetype::find (shstr_slowness);
2128 object *tmp; 1818 object *tmp;
2129 1819
2130 if (at == NULL) 1820 if (at == NULL)
2131 {
2132 LOG (llevError, "Can't find slowness archetype.\n"); 1821 LOG (llevError, "Can't find slowness archetype.\n");
2133 } 1822
2134 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1823 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2135 { 1824 {
2136 tmp = arch_to_object (at); 1825 tmp = arch_to_object (at);
2137 tmp = insert_ob_in_ob (tmp, op); 1826 tmp = insert_ob_in_ob (tmp, op);
2138 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1827 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2139 } 1828 }
2140 else 1829 else
2141 tmp->stats.food++; 1830 tmp->stats.food++;
1831
2142 SET_FLAG (tmp, FLAG_APPLIED); 1832 SET_FLAG (tmp, FLAG_APPLIED);
2143 tmp->speed_left = 0; 1833 tmp->speed_left = 0;
2144 fix_player (op); 1834 op->update_stats ();
2145} 1835}
2146 1836
2147void 1837void
2148confuse_player (object *op, object *hitter, int dam) 1838confuse_player (object *op, object *hitter, int dam)
2149{ 1839{
2150 object *tmp; 1840 object *tmp;
2151 int maxduration; 1841 int maxduration;
2152 1842
2153 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1843 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2154 if (!tmp) 1844 if (!tmp)
2155 { 1845 {
2156 tmp = get_archetype (FORCE_NAME); 1846 tmp = get_archetype (FORCE_NAME);
2157 tmp = insert_ob_in_ob (tmp, op); 1847 tmp = insert_ob_in_ob (tmp, op);
2158 } 1848 }
2160 /* Duration added per hit and max. duration of confusion both depend 1850 /* Duration added per hit and max. duration of confusion both depend
2161 * on the player's resistance 1851 * on the player's resistance
2162 */ 1852 */
2163 tmp->speed = 0.05; 1853 tmp->speed = 0.05;
2164 tmp->subtype = FORCE_CONFUSION; 1854 tmp->subtype = FORCE_CONFUSION;
2165 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1855 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2166 tmp->name = "confusion"; 1856 tmp->name = shstr_confusion;
2167 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1857 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1858
2168 if (tmp->duration > maxduration) 1859 if (tmp->duration > maxduration)
2169 tmp->duration = maxduration; 1860 tmp->duration = maxduration;
2170 1861
2171 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1862 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2172 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1863 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1864
2173 SET_FLAG (op, FLAG_CONFUSED); 1865 SET_FLAG (op, FLAG_CONFUSED);
2174} 1866}
2175 1867
2176void 1868void
2177blind_player (object *op, object *hitter, int dam) 1869blind_player (object *op, object *hitter, int dam)
2183 return; 1875 return;
2184 1876
2185 tmp = present_in_ob (BLINDNESS, op); 1877 tmp = present_in_ob (BLINDNESS, op);
2186 if (!tmp) 1878 if (!tmp)
2187 { 1879 {
2188 tmp = get_archetype ("blindness"); 1880 tmp = get_archetype (shstr_blindness);
2189 SET_FLAG (tmp, FLAG_BLIND); 1881 SET_FLAG (tmp, FLAG_BLIND);
2190 SET_FLAG (tmp, FLAG_APPLIED); 1882 SET_FLAG (tmp, FLAG_APPLIED);
2191 /* use floats so we don't lose too much precision due to rounding errors. 1883 /* use floats so we don't lose too much precision due to rounding errors.
2192 * speed is a float anyways. 1884 * speed is a float anyways.
2193 */ 1885 */
2194 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 1886 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2195 1887
2196 tmp = insert_ob_in_ob (tmp, op); 1888 tmp = insert_ob_in_ob (tmp, op);
2197 change_abil (op, tmp); /* Mostly to display any messages */ 1889 change_abil (op, tmp); /* Mostly to display any messages */
2198 fix_player (op); /* This takes care of some other stuff */ 1890 op->update_stats (); /* This takes care of some other stuff */
2199 1891
2200 if (hitter->owner) 1892 if (hitter->owner)
2201 owner = get_owner (hitter); 1893 owner = hitter->owner;
2202 else 1894 else
2203 owner = hitter; 1895 owner = hitter;
2204 1896
2205 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1897 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2206 } 1898 }
2210} 1902}
2211 1903
2212void 1904void
2213paralyze_player (object *op, object *hitter, int dam) 1905paralyze_player (object *op, object *hitter, int dam)
2214{ 1906{
2215 float effect, max;
2216
2217 /* object *tmp; */
2218
2219 /* This is strange stuff... someone knows for what this is 1907 /* This is strange stuff... someone knows for what this is
2220 * written? Well, i think this can and should be removed 1908 * written? Well, i think this can and should be removed
2221 */ 1909 */
2222 1910
2223 /* 1911 /*
2227 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1915 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2228 } 1916 }
2229 */ 1917 */
2230 1918
2231 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1919 /* 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; 1920 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2233 1921
2234 if (effect == 0)
2235 return;
2236
2237 op->speed_left -= FABS (op->speed) * effect; 1922 op->speed_left -= fabs (op->speed) * effect;
2238 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1923 /* tmp->stats.food+=(signed short) effect/op->speed; */
2239 1924
2240 /* max number of ticks to be affected for. */ 1925 /* max number of ticks to be affected for. */
2241 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1926 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1927
2242 if (op->speed_left < -(FABS (op->speed) * max)) 1928 if (op->speed_left < -(fabs (op->speed) * max))
2243 op->speed_left = (float) -(FABS (op->speed) * max); 1929 op->speed_left = -(fabs (op->speed) * max);
2244 1930
2245/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1931/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
2246} 1932}
2247
2248 1933
2249/* Attempts to kill 'op'. hitter is the attack object, dam is 1934/* Attempts to kill 'op'. hitter is the attack object, dam is
2250 * the computed damaged. 1935 * the computed damaged.
2251 */ 1936 */
2252void 1937static void
2253deathstrike_player (object *op, object *hitter, int *dam) 1938deathstrike_player (object *op, object *hitter, int *dam)
2254{ 1939{
2255 /* The intention of a death attack is to kill outright things 1940 /* 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 1941 ** that are a lot weaker than the attacker, have a chance of killing
2257 ** things somewhat weaker than the caster, and no chance of 1942 ** things somewhat weaker than the caster, and no chance of
2261 ** field of the deathstriking object */ 1946 ** field of the deathstriking object */
2262 1947
2263 int atk_lev, def_lev, kill_lev; 1948 int atk_lev, def_lev, kill_lev;
2264 1949
2265 if (hitter->slaying) 1950 if (hitter->slaying)
2266 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1951 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1952 || (op->race && hitter->slaying.contains (op->race))))
2267 return; 1953 return;
2268 1954
2269 def_lev = op->level; 1955 def_lev = op->level;
2270 if (def_lev < 1) 1956 if (def_lev < 1)
2271 { 1957 {
2272 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1958 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2273 def_lev = 1; 1959 def_lev = 1;
2274 } 1960 }
1961
2275 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1962 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2276 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1963 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2277 atk_lev, def_lev); */ 1964 atk_lev, def_lev); */
2278 1965
2279 if (atk_lev >= def_lev) 1966 if (atk_lev >= def_lev)
2294 */ 1981 */
2295 *dam *= kill_lev / def_lev; 1982 *dam *= kill_lev / def_lev;
2296 } 1983 }
2297 } 1984 }
2298 else 1985 else
2299 {
2300 *dam = 0; /* no harm done */ 1986 *dam = 0; /* no harm done */
1987}
1988
1989/* This returns the amount of damage hitter does to op with the
1990 * appropriate attacktype. Only 1 attacktype should be set at a time.
1991 * This doesn't damage the player, but returns how much it should
1992 * take. However, it will do other effects (paralyzation, slow, etc.)
1993 * Note - changed for PR code - we now pass the attack number and not
1994 * the attacktype. Makes it easier for the PR code. */
1995int
1996hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1997{
1998 int doesnt_slay = 1;
1999
2000 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2001 if (attacknum >= NROFATTACKS)
2301 } 2002 {
2302} 2003 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2303 2004 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 { 2005 }
2313 /* May not need a switch for just 2 types, but this makes it 2006
2314 * easier for expansion. 2007 if (dam < 0)
2008 {
2009 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2010 dam, hitter->debug_desc (), op->debug_desc ());
2011 return 0;
2012 }
2013
2014 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2015 * people can't mess with that or it otherwise get confused. */
2016 if (attacknum == ATNR_INTERNAL)
2017 return dam;
2018
2019 if (hitter->slaying)
2020 {
2021 if ((op->race && hitter->slaying.contains (op->race))
2022 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2315 */ 2023 {
2316 switch (hitter->type) 2024 doesnt_slay = 0;
2025 dam *= 3;
2317 { 2026 }
2318 case POTION: 2027 }
2319 /* should player get a save throw instead of checking magic protection? */ 2028
2320 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2029 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2321 (void) apply_potion (victim, hitter); 2030 if (op->resist[attacknum])
2031 {
2032 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2033 * in case 0>dam>1, we try to "simulate" a float value-effect */
2034 dam *= (100 - op->resist[attacknum]);
2035 if (dam >= 100)
2036 dam /= 100;
2037 else
2038 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2039 }
2040
2041 /* Special hack. By default, if immune to something, you
2042 * shouldn't need to worry. However, acid is an exception, since
2043 * it can still damage your items. Only include attacktypes if
2044 * special processing is needed */
2045
2046 if (op->resist[attacknum] >= 100
2047 && doesnt_slay
2048 && attacknum != ATNR_ACID)
2049 return 0;
2050
2051 /* Keep this in order - makes things easier to find */
2052
2053 switch (attacknum)
2054 {
2055 case ATNR_PHYSICAL:
2056 /* here also check for diseases */
2057 check_physically_infect (op, hitter);
2322 break; 2058 break;
2323 2059
2324 case POISON: /* poison drinks */ 2060 /* Don't need to do anything for:
2325 /* As with potions, should monster get a save? */ 2061 magic,
2326 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2062 fire,
2327 apply_poison (victim, hitter); 2063 electricity,
2064 cold */
2065
2066 case ATNR_CONFUSION:
2067 case ATNR_POISON:
2068 case ATNR_SLOW:
2069 case ATNR_PARALYZE:
2070 case ATNR_FEAR:
2071 case ATNR_CANCELLATION:
2072 case ATNR_DEPLETE:
2073 case ATNR_BLIND:
2074 {
2075 /* chance for inflicting a special attack depends on the
2076 * difference between attacker's and defender's level
2077 */
2078 int level_diff = min (110, max (0, op->level - hitter->level));
2079
2080 /* First, only creatures/players with speed can be affected.
2081 * Second, just getting hit doesn't mean it always affects
2082 * you. Third, you still get a saving through against the
2083 * effect.
2084 */
2085 if (op->has_active_speed ()
2086 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2087 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2088 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2089 {
2090
2091 /* Player has been hit by something */
2092 if (attacknum == ATNR_CONFUSION)
2093 confuse_player (op, hitter, dam);
2094 else if (attacknum == ATNR_POISON)
2095 poison_player (op, hitter, dam);
2096 else if (attacknum == ATNR_SLOW)
2097 slow_player (op, hitter, dam);
2098 else if (attacknum == ATNR_PARALYZE)
2099 paralyze_player (op, hitter, dam);
2100 else if (attacknum == ATNR_FEAR)
2101 scare_creature (op, hitter);
2102 else if (attacknum == ATNR_CANCELLATION)
2103 cancellation (op);
2104 else if (attacknum == ATNR_DEPLETE)
2105 op->drain_stat ();
2106 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2107 blind_player (op, hitter, dam);
2108 }
2109
2110 dam = 0; /* These are all effects and don't do real damage */
2111 }
2328 break; 2112 break;
2329 2113
2330 /* Removed case statements that did nothing. 2114 case ATNR_ACID:
2331 * food may be poisonous, but monster must be willing to eat it, 2115 {
2332 * so we don't handle it here. 2116 int flag = 0;
2333 * Containers should perhaps break open, but that code was disabled. 2117
2118 /* Items only get corroded if you're not on a battleground and
2119 * if your acid resistance is below 50%. */
2120 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2121 {
2122 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2123 {
2124 if (tmp->invisible)
2125 continue;
2126 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2127 /* >= 10% acid res. on items will protect these */
2128 continue;
2129 if (!(tmp->materials & M_IRON))
2130 continue;
2131 if (tmp->magic < -4) /* Let's stop at -5 */
2132 continue;
2133 if (tmp->type == RING
2134 /* removed boots and gloves from exclusion list in PR */
2135 || tmp->type == GIRDLE
2136 || tmp->type == AMULET
2137 || tmp->type == WAND
2138 || tmp->type == ROD
2139 || tmp->type == HORN)
2140 continue; /* To avoid some strange effects */
2141
2142 /* High damage acid has better chance of corroding
2143 objects */
2144 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2145 {
2146 flag = 1;
2147 tmp->magic--;
2148
2149 if (object *pl = tmp->visible_to ())
2150 {
2151 /* Make this more visible */
2152 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2153 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2154
2155 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2156 }
2157 }
2158 }
2159
2160 if (flag)
2161 op->update_stats (); /* Something was corroded */
2162 }
2163 }
2164 break;
2165
2166 case ATNR_DRAIN:
2167 {
2168 /* rate is the proportion of exp drained. High rate means
2169 * not much is drained, low rate means a lot is drained.
2170 */
2171 int rate;
2172
2173 if (op->resist[ATNR_DRAIN] >= 0)
2174 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2175 else
2176 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2177
2178 if (op->stats.exp <= rate)
2179 {
2180 if (op->type == GOLEM)
2181 dam = 999; /* Its force is "sucked" away. 8) */
2182 else
2183 /* If we can't drain, lets try to do physical damage */
2184 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2185 }
2186 else
2187 {
2188 /* Randomly give the hitter some hp */
2189 if (hitter->stats.hp < hitter->stats.maxhp &&
2190 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2191 hitter->stats.hp++;
2192
2193 /* Can't do drains on battleground spaces.
2194 * Move the wiz check up here - before, the hitter wouldn't gain exp
2195 * exp, but the wiz would still lose exp! If drainee is a wiz,
2196 * nothing happens.
2197 * Try to credit the owner. We try to display player -> player drain
2198 * attacks, hence all the != PLAYER checks.
2334 */ 2199 */
2200 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2201 {
2202 object *owner = hitter->owner;
2203
2204 if (owner && owner != hitter)
2205 {
2206 if (op->type != PLAYER || owner->type != PLAYER)
2207 change_exp (owner, op->stats.exp / (rate * 2),
2208 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2209 }
2210 else if (op->type != PLAYER || hitter->type != PLAYER)
2211 change_exp (hitter, op->stats.exp / (rate * 2),
2212 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2213
2214 change_exp (op, -op->stats.exp / rate, NULL, 0);
2215 }
2216
2217 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2218 * drain attack, you won't know that you are actually sucking out EXP,
2219 * as the messages will say you missed
2220 */
2221 }
2222 }
2223 break;
2224
2225 case ATNR_TURN_UNDEAD:
2335 } 2226 {
2336 } 2227 if (QUERY_FLAG (op, FLAG_UNDEAD))
2337} 2228 {
2229 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2230 object *god = find_god (determine_god (owner));
2231 int div = 1;
2338 2232
2339/* adj_attackroll() - adjustments to attacks by various conditions */ 2233 /* if undead are not an enemy of your god, you turn them
2234 * at half strength */
2235 if (!god || !god->slaying.contains (shstr_undead))
2236 div = 2;
2340 2237
2341int 2238 /* Give a bonus if you resist turn undead */
2342adj_attackroll (object *hitter, object *target) 2239 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2343{ 2240 scare_creature (op, owner);
2344 object *attacker = hitter; 2241 }
2345 int adjust = 0; 2242 else
2243 dam = 0; /* don't damage non undead - should we damage
2244 undead? */
2245 }
2246 break;
2346 2247
2347 /* safety */ 2248 case ATNR_DEATH:
2348 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2249 deathstrike_player (op, hitter, &dam);
2349 { 2250 break;
2350 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2351 return 0;
2352 }
2353 2251
2354 /* aimed missiles use the owning object's sight */ 2252 case ATNR_CHAOS:
2355 if (is_aimed_missile (hitter)) 2253 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2356 { 2254 dam = 0;
2357 if ((attacker = get_owner (hitter)) == NULL) 2255 break;
2358 attacker = hitter; 2256
2359 /* A player who saves but hasn't quit still could have objects 2257 case ATNR_COUNTERSPELL:
2360 * owned by him - need to handle that case to avoid crashes. 2258 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2259 dam = 0;
2260 /* This should never happen. Counterspell is handled
2261 * seperately and filtered out. If this does happen,
2262 * Counterspell has no effect on anything but spells, so it
2263 * does no damage. */
2264 break;
2265
2266 case ATNR_HOLYWORD:
2267 {
2268 /* This has already been handled by hit_player,
2269 * no need to check twice -- DAMN */
2270 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2271
2272 /* As with turn undead above, give a bonus on the saving throw */
2273 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2274 scare_creature (op, owner);
2275 }
2276 break;
2277
2278 case ATNR_LIFE_STEALING:
2279 {
2280 int new_hp;
2281
2282 /* this is replacement to drain for players, instead of taking
2283 * exp it takes hp. It is geared for players, probably not
2284 * much use giving it to monsters
2285 *
2286 * life stealing doesn't do a lot of damage, but it gives the
2287 * damage it does do to the player. Given that,
2288 * it only does 1/10'th normal damage (hence the divide by
2289 * 1000).
2361 */ 2290 */
2362 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2291 /* You can't steal life from something undead */
2363 attacker = hitter; 2292 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; 2293 return 0;
2428 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2294
2429 return 1; 2295 /* If drain protection is higher than life stealing, use that */
2296 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2297 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2298 else
2299 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2300
2301 /* You die at -1 hp, not zero. */
2302 if (dam > (op->stats.hp + 1))
2303 dam = op->stats.hp + 1;
2304
2305 new_hp = hitter->stats.hp + dam;
2306 if (new_hp > hitter->stats.maxhp)
2307 new_hp = hitter->stats.maxhp;
2308
2309 if (new_hp > hitter->stats.hp)
2310 hitter->stats.hp = new_hp;
2311 }
2430 } 2312 }
2313
2431 return 0; 2314 return dam;
2432} 2315}
2316

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