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

Comparing deliantra/server/server/attack.C (file contents):
Revision 1.15 by root, Thu Sep 14 20:46:10 2006 UTC vs.
Revision 1.136 by root, Sun Apr 11 00:34:06 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 (op->flag [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 op->clr_flag (FLAG_DAMNED);
120 op->clr_flag (FLAG_CURSED);
121 op->clr_flag (FLAG_KNOWN_MAGICAL);
122 op->clr_flag (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{
136 op = op->head_ ();
137
159 if (!did_make_save_item (op, type, originator)) 138 if (!did_make_save_item (op, type, originator))
160 { 139 {
161 object *env = op->env; 140 object *env = op->env;
162 int x = op->x, y = op->y; 141 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 142 maptile *m = op->map;
164 143
165 op = stop_item (op); 144 op = stop_item (op);
166 if (op == NULL) 145 if (!op)
167 return; 146 return;
168 147
169 /* Hacked the following so that type LIGHTER will work. 148 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 149 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 150 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 151 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this 152 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn. 153 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 154 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 155 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 156 if (type & (AT_FIRE | AT_ELECTRICITY))
178 { 157 {
179 const char *arch = op->other_arch->name; 158 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
180 159 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 { 160 {
188 if (env) 161 apply_lamp (op, true); // turn on a lamp
162 return;
163 }
164 else if (op->flag [FLAG_IS_LIGHTABLE])
165 {
166 if (op->other_arch)
189 { 167 {
190 op->x = env->x, op->y = env->y; 168 const char *arch = op->other_arch->archname;
191 insert_ob_in_ob (op, env); 169
170 if (op->decrease ())
171 fix_stopped_item (op, m, originator);
172
173 if ((op = archetype::get (arch)))
174 {
192 if (env->contr) 175 if (env)
193 esrv_send_item (env, op); 176 env->insert (op);
177 else
178 m->insert (op, x, y, originator);
179 }
194 } 180 }
181
195 else 182 return;
196 {
197 op->x = x, op->y = y;
198 insert_ob_in_map (op, m, originator, 0);
199 }
200 } 183 }
201
202 return;
203 } 184 }
204 185
205 if (type & AT_CANCELLATION) 186 if (type & AT_CANCELLATION)
206 { /* Cancellation. */ 187 { /* Cancellation. */
207 cancellation (op); 188 cancellation (op);
208 fix_stopped_item (op, m, originator); 189 fix_stopped_item (op, m, originator);
190
209 return; 191 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 } 192 }
234 193
235 if (type & (AT_FIRE | AT_ELECTRICITY)) 194 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env) 195 if (env)
237 { 196 {
238 op = get_archetype ("burnout"); 197 object *op = archetype::get (shstr_burnout);
239 op->x = env->x, op->y = env->y; 198 op->x = env->x, op->y = env->y;
240 insert_ob_in_ob (op, env); 199 env->insert (op);
241 } 200 }
242 else 201 else
243 replace_insert_ob_in_map ("burnout", originator); 202 replace_insert_ob_in_map (shstr_burnout, originator);
203
204 if (op->nrof > 1)
205 {
206 if (op->decrease (rndm (0, op->nrof - 1)))
207 fix_stopped_item (op, m, originator);
208 }
209 else
210 {
211 // drop everything to the ground, if possible
212 op->insert_at (originator);
213 op->drop_and_destroy ();
214 }
244 215
245 return; 216 return;
246 } 217 }
247 218
248 /* The value of 50 is arbitrary. */ 219 /* The value of 50 is arbitrary. */
249 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 220 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
250 { 221 {
251 object *tmp;
252 archetype *at = find_archetype ("icecube"); 222 archetype *at = archetype::find (shstr_icecube);
253 223
254 if (at == NULL) 224 if (at == NULL)
255 return; 225 return;
256 226
257 op = stop_item (op); 227 op = stop_item (op);
258 if (op == NULL) 228 if (op == NULL)
259 return; 229 return;
260 230
261 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 231 object *tmp = present_arch (at, op->map, op->x, op->y);
232 if (!tmp)
262 { 233 {
263 tmp = arch_to_object (at); 234 tmp = at->instance ();
264 tmp->x = op->x, tmp->y = op->y; 235 tmp->x = op->x, tmp->y = op->y;
265 /* This was in the old (pre new movement code) - 236 /* This was in the old (pre new movement code) -
266 * icecubes have slow_move set to 1 - don't want 237 * icecubes have slow_move set to 1 - don't want
267 * that for ones we create. 238 * that for ones we create.
268 */ 239 */
269 tmp->move_slow_penalty = 0; 240 tmp->move_slow_penalty = 0;
270 tmp->move_slow = 0; 241 tmp->move_slow = 0;
271 insert_ob_in_map (tmp, op->map, originator, 0); 242 insert_ob_in_map (tmp, op->map, originator, 0);
272 } 243 }
273 244
274 if (!QUERY_FLAG (op, FLAG_REMOVED)) 245 tmp->insert (op);
275 remove_ob (op);
276
277 insert_ob_in_ob (op, tmp);
278 return; 246 return;
279 } 247 }
280} 248}
281 249
282/* Object op is hitting the map. 250/* Object op is hitting the map.
283 * op is going in direction 'dir' 251 * op is going in direction 'dir'
284 * type is the attacktype of the object. 252 * type is the attacktype of the object.
285 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
286 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
287 */ 255 */
288
289int 256int
290hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, uint32_t type, int full_hit)
291{ 258{
292 object *tmp, *next;
293 mapstruct *map; 259 maptile *map;
294 sint16 x, y; 260 sint16 x, y;
295 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
296 262
297 tag_t op_tag, next_tag = 0; 263 if (op->flag [FLAG_FREED])
298
299 if (QUERY_FLAG (op, FLAG_FREED))
300 { 264 {
301 LOG (llevError, "BUG: hit_map(): free object\n"); 265 LOG (llevError, "BUG: hit_map(): free object\n");
302 return 0; 266 return 0;
303 } 267 }
304 268
305 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (op->flag [FLAG_REMOVED] || op->env != NULL)
306 { 270 {
307 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
308 return 0; 272 return 0;
309 } 273 }
310 274
311 if (!op->map) 275 if (!op->map)
312 { 276 {
315 } 279 }
316 280
317 if (op->head) 281 if (op->head)
318 op = op->head; 282 op = op->head;
319 283
320 op_tag = op->count; 284 mapxy pos (op);
285 pos.move (dir);
321 286
322 map = op->map; 287 if (!pos.normalise ())
323 x = op->x + freearr_x[dir]; 288 return 0;
324 y = op->y + freearr_y[dir];
325
326 int mflags = get_map_flags (map, &map, x, y, &x, &y);
327 289
328 // elmex: a safe map tile can't be hit! 290 // elmex: a safe map tile can't be hit!
329 // this should prevent most harmful effects on items and players there. 291 // this should prevent most harmful effects on items and players there.
330 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 292 mapspace &ms = pos.ms ();
293
294 if (ms.flags () & P_SAFE)
331 return 0; 295 return 0;
332 296
333 /* peterm: a few special cases for special attacktypes --counterspell 297 /* peterm: a few special cases for special attacktypes --counterspell
334 * must be out here because it strikes things which are not alive 298 * must be out here because it strikes things which are not alive
335 */ 299 */
336 300 if (type & (AT_COUNTERSPELL | AT_CHAOS))
301 {
337 if (type & AT_COUNTERSPELL) 302 if (type & AT_COUNTERSPELL)
338 { 303 {
339 counterspell (op, dir); /* see spell_effect.c */ 304 counterspell (op, dir); /* see spell_effect.c */
340 305
341 /* If the only attacktype is counterspell or magic, don't need 306 /* If the only attacktype is counterspell or magic, don't need
342 * to do any further processing. 307 * 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 */ 308 */
374 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 309 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
375 break; 310 return 0;
311
312 type &= ~AT_COUNTERSPELL;
313 }
314
315 if (type & AT_CHAOS)
376 } 316 {
317 shuffle_attack (op, 1); /* flag tells it to change the face */
318 update_object (op, UP_OBJ_FACE);
319 type &= ~AT_CHAOS;
320 }
321 }
377 322
323 /* There may still be objects that were above 'next', but there is no
324 * simple way to find out short of copying all object references and
325 * tags into a temporary array before we start processing the first
326 * object. That's why we just abort on destroy.
327 *
328 * This happens whenever attack spells (like fire) hit a pile
329 * of objects. This is not a bug - nor an error.
330 */
331 for (object *next = ms.bot; next && !next->destroyed (); )
332 {
378 tmp = next; 333 object *tmp = next;
379 next = tmp->above; 334 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 }
389 335
390 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 336 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
391 * For example, 'tmp' was put in an icecube. 337 * For example, 'tmp' was put in an icecube.
392 * This is one of the few cases where on_same_map should not be used. 338 * This is one of the few cases where on_same_map should not be used.
393 */ 339 */
394 if (tmp->map != map || tmp->x != x || tmp->y != y) 340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
395 continue; 341 continue;
396 342
397 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 343 if (tmp->flag [FLAG_ALIVE])
398 { 344 {
399 hit_player (tmp, op->stats.dam, op, type, full_hit); 345 hit_player (tmp, op->stats.dam, op, type, full_hit);
400 retflag |= 1; 346 retflag |= 1;
347
401 if (was_destroyed (op, op_tag)) 348 if (op->destroyed ())
402 break; 349 break;
403 } 350 }
404
405 /* Here we are potentially destroying an object. If the object has 351 /* 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 352 * 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 353 * that weak walls have is_alive set, which prevent objects from
408 * passing over/through them. We don't care what type of movement 354 * 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 355 * the wall blocks - if it blocks any type of movement, can't be
410 * destroyed right now. 356 * destroyed right now.
357 * Without the material check the server completely fails to work,
358 * objects detsroy themselves, floors get destroyed etc. etc.
411 */ 359 */
412 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 360 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
413 { 361 {
414 save_throw_object (tmp, type, op); 362 save_throw_object (tmp, type, op);
363
415 if (was_destroyed (op, op_tag)) 364 if (op->destroyed ())
416 break; 365 break;
417 } 366 }
418 } 367 }
419 368
420 return 0; 369 return 0;
421} 370}
422 371
423void 372static void
424attack_message (int dam, int type, object *op, object *hitter) 373attack_message (int dam, int type, object *op, object *hitter)
425{ 374{
426 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
427 int i, found = 0; 376 int i, found = 0;
428 mapstruct *map; 377 maptile *map;
429 object *next, *tmp; 378 object *next, *tmp;
430 379
431 /* put in a few special messages for some of the common attacktypes 380 /* put in a few special messages for some of the common attacktypes
432 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
433 * [garbled 20010919] 382 * [garbled 20010919]
434 */ 383 */
435
436 if (dam == 9998 && op->type == DOOR) 384 if (dam == 9998 && op->type == DOOR)
437 { 385 {
438 sprintf (buf1, "unlock %s", &op->name); 386 sprintf (buf1, "unlock %s", &op->name);
439 sprintf (buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
440 found++; 388 found++;
441 } 389 }
442 if (dam < 0) 390 else if (dam < 0)
443 { 391 {
444 sprintf (buf1, "hit %s", &op->name); 392 sprintf (buf1, "hit %s", &op->name);
445 sprintf (buf2, " hits"); 393 sprintf (buf2, " hits");
446 found++; 394 found++;
447 } 395 }
450 sprintf (buf1, "missed %s", &op->name); 398 sprintf (buf1, "missed %s", &op->name);
451 sprintf (buf2, " misses"); 399 sprintf (buf2, " misses");
452 found++; 400 found++;
453 } 401 }
454 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 402 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
455 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 403 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
456 { 404 {
457 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 405 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) 406 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
459 { 407 {
460 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 408 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); 420 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
473 found++; 421 found++;
474 break; 422 break;
475 } 423 }
476 } 424 }
477 else if (hitter->type == PLAYER && IS_LIVE (op)) 425 else if (hitter->type == PLAYER && op->is_alive ())
478 { 426 {
479 if (USING_SKILL (hitter, SK_KARATE)) 427 if (USING_SKILL (hitter, SK_KARATE))
480 { 428 {
481 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 429 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) 430 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
508 found++; 456 found++;
509 break; 457 break;
510 } 458 }
511 } 459 }
512 } 460 }
461
513 if (found) 462 if (found)
514 { 463 {
515 /* done */ 464 /* done */
516 } 465 }
517 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 466 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
518 { 467 {
519 sprintf (buf1, "hit"); /* just in case */ 468 sprintf (buf1, "hit"); /* just in case */
520 for (i = 0; i < MAXATTACKMESS; i++) 469 for (i = 0; i < MAXATTACKMESS; i++)
521 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 470 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
522 { 471 {
523 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 472 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
524 found++; 473 found++;
525 break; 474 break;
526 } 475 }
527 } 476 }
528 else if (type & AT_DRAIN && IS_LIVE (op)) 477 else if (type & AT_DRAIN && op->is_alive ())
529 { 478 {
530 /* drain is first, because some items have multiple attypes */ 479 /* drain is first, because some items have multiple attypes */
531 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 480 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) 481 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
533 { 482 {
535 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 484 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
536 found++; 485 found++;
537 break; 486 break;
538 } 487 }
539 } 488 }
540 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 489 else if (type & AT_ELECTRICITY && op->is_alive ())
541 { 490 {
542 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 491 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) 492 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
544 { 493 {
545 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 494 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); 495 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
547 found++; 496 found++;
548 break; 497 break;
549 } 498 }
550 } 499 }
551 else if (type & AT_COLD && IS_LIVE (op)) 500 else if (type & AT_COLD && op->is_alive ())
552 { 501 {
553 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 502 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) 503 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
555 { 504 {
556 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 505 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); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
569 found++; 518 found++;
570 break; 519 break;
571 } 520 }
572 } 521 }
573 else if (hitter->current_weapon != NULL) 522 else if (hitter->current_weapon)
574 { 523 {
575 int mtype; 524 int mtype;
576 525
577 switch (hitter->current_weapon->weapontype) 526 switch (hitter->current_weapon->weapontype)
578 { 527 {
579 case WEAP_HIT: 528 case WEAP_HIT: mtype = ATM_BASIC; break;
580 mtype = ATM_BASIC; 529 case WEAP_SLASH: mtype = ATM_SLASH; break;
581 break; 530 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
582 case WEAP_SLASH: 531 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
583 mtype = ATM_SLASH; 532 case WEAP_SLICE: mtype = ATM_SLICE; break;
584 break; 533 case WEAP_STAB: mtype = ATM_STAB; break;
585 case WEAP_PIERCE: 534 case WEAP_WHIP: mtype = ATM_WHIP; break;
586 mtype = ATM_PIERCE; 535 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
587 break; 536 case WEAP_BLUD: mtype = ATM_BLUD; break;
588 case WEAP_CLEAVE: 537 default: mtype = ATM_BASIC; break;
589 mtype = ATM_CLEAVE;
590 break;
591 case WEAP_SLICE:
592 mtype = ATM_SLICE;
593 break;
594 case WEAP_STAB:
595 mtype = ATM_STAB;
596 break;
597 case WEAP_WHIP:
598 mtype = ATM_WHIP;
599 break;
600 case WEAP_CRUSH:
601 mtype = ATM_CRUSH;
602 break;
603 case WEAP_BLUD:
604 mtype = ATM_BLUD;
605 break;
606 default:
607 mtype = ATM_BASIC;
608 break;
609 } 538 }
539
610 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 540 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) 541 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
612 { 542 {
613 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 543 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); 544 strcpy (buf2, attack_mess[mtype][i].buf3);
633 strcpy (buf1, "hit"); 563 strcpy (buf1, "hit");
634 strcpy (buf2, " hits"); 564 strcpy (buf2, " hits");
635 } 565 }
636 566
637 /* bail out if a monster is casting spells */ 567 /* bail out if a monster is casting spells */
638 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 568 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
639 return; 569 return;
640 570
641 /* scale down magic considerably. */ 571 /* scale down magic considerably. */
642 if (type & AT_MAGIC && rndm (0, 5)) 572 if (type & AT_MAGIC && rndm (0, 5))
643 return; 573 return;
644 574
645 /* Did a player hurt another player? Inform both! */ 575 /* Did a player hurt another player? Inform both! */
646 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 576 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
647 { 577 {
648 if (get_owner (hitter) != NULL) 578 if (hitter->owner != NULL)
649 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 579 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
650 else 580 else
651 { 581 {
652 sprintf (buf, "%s%s you.", &hitter->name, buf2); 582 sprintf (buf, "%s%s you.", &hitter->name, buf2);
583
653 if (dam != 0) 584 if (dam != 0)
654 { 585 {
655 if (dam < 10) 586 if (dam < 10)
656 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 587 op->contr->play_sound (sound_find ("player_is_hit1"));
657 else if (dam < 20) 588 else if (dam < 20)
658 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 589 op->contr->play_sound (sound_find ("player_is_hit2"));
659 else 590 else
660 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 591 op->contr->play_sound (sound_find ("player_is_hit3"));
661 } 592 }
662 } 593 }
594
663 new_draw_info (NDI_BLACK, 0, op, buf); 595 new_draw_info (NDI_BLACK, 0, op, buf);
664 } /* end of player hitting player */ 596 } /* end of player hitting player */
665 597
666 if (hitter->type == PLAYER) 598 if (hitter->type == PLAYER)
667 { 599 {
668 sprintf (buf, "You %s.", buf1); 600 sprintf (buf, "You %s.", buf1);
601
669 if (dam != 0) 602 if (dam != 0)
670 { 603 {
671 if (dam < 10) 604 if (dam < 10)
672 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 605 op->play_sound (sound_find ("player_hits1"));
673 else if (dam < 20) 606 else if (dam < 20)
674 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 607 op->play_sound (sound_find ("player_hits2"));
675 else 608 else
676 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 609 op->play_sound (sound_find ("player_hits3"));
677 } 610 }
611
678 new_draw_info (NDI_BLACK, 0, hitter, buf); 612 new_draw_info (NDI_BLACK, 0, hitter, buf);
679 } 613 }
680 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 614 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
681 { 615 {
682 /* look for stacked spells and start reducing the message chances */ 616 /* 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)) 617 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
684 { 618 {
685 i = 4; 619 i = 4;
686 map = hitter->map; 620 map = hitter->map;
687 if (out_of_map (map, hitter->x, hitter->y)) 621 if (out_of_map (map, hitter->x, hitter->y))
688 return; 622 return;
623
689 next = get_map_ob (map, hitter->x, hitter->y); 624 next = GET_MAP_OB (map, hitter->x, hitter->y);
690 if (next) 625 if (next)
691 while (next) 626 while (next)
692 { 627 {
693 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 628 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
694 i *= 3; 629 i *= 3;
630
695 tmp = next; 631 tmp = next;
696 next = tmp->above; 632 next = tmp->above;
697 } 633 }
634
698 if (i < 0) 635 if (i < 0)
699 return; 636 return;
637
700 if (rndm (0, i) != 0) 638 if (rndm (0, i) != 0)
701 return; 639 return;
702 } 640 }
703 else if (rndm (0, 5) != 0) 641 else if (rndm (0, 5) != 0)
704 return; 642 return;
643
705 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 644 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
706 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 645 op->play_sound (sound_find ("player_hits4"));
707 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 646 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
708 } 647 }
709} 648}
710
711 649
712static int 650static int
713get_attack_mode (object **target, object **hitter, int *simple_attack) 651get_attack_mode (object **target, object **hitter, int *simple_attack)
714{ 652{
715 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 653 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
716 { 654 {
717 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 655 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
718 return 1; 656 return 1;
719 } 657 }
720 if ((*target)->head) 658
721 *target = (*target)->head; 659 *target = (*target)->head_ ();
722 if ((*hitter)->head)
723 *hitter = (*hitter)->head; 660 *hitter = (*hitter)->head_ ();
661
662 if ((*target)->type == LOCKED_DOOR)
663 return 1; // locked doors cannot be hit
664
724 if ((*hitter)->env != NULL || (*target)->env != NULL) 665 if ((*hitter)->env || (*target)->env)
725 { 666 {
726 *simple_attack = 1; 667 *simple_attack = 1;
727 return 0; 668 return 0;
728 } 669 }
729 if (QUERY_FLAG (*target, FLAG_REMOVED) 670
730 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 671 if ((*target)->flag [FLAG_REMOVED]
672 || (*hitter)->flag [FLAG_REMOVED]
673 || !(*hitter)->map
674 || !on_same_map (*hitter, *target))
731 { 675 {
732 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 676 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
677 (*hitter)->debug_desc (), (*target)->debug_desc ());
733 return 1; 678 return 1;
734 } 679 }
680
735 *simple_attack = 0; 681 *simple_attack = 0;
736 return 0; 682 return 0;
737} 683}
738 684
739static int 685static int
740abort_attack (object *target, object *hitter, int simple_attack) 686abort_attack (object *target, object *hitter, int simple_attack)
741{ 687{
742
743/* Check if target and hitter are still in a relation similar to the one 688 /* 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. 689 * determined by get_attack_mode(). Returns true if the relation has changed.
745 */ 690 */
746 int new_mode; 691 int new_mode;
747 692
748 if (hitter->env == target || target->env == hitter) 693 if (hitter->env == target || target->env == hitter)
749 new_mode = 1; 694 new_mode = 1;
750 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 695 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
696 || hitter->map == NULL || !on_same_map (hitter, target))
751 return 1; 697 return 1;
752 else 698 else
753 new_mode = 0; 699 new_mode = 0;
700
754 return new_mode != simple_attack; 701 return new_mode != simple_attack;
755} 702}
756 703
704/* thrown_item_effect() - handles any special effects of thrown
705 * items (like attacking living creatures--a potion thrown at a
706 * monster).
707 */
708static void
757static void thrown_item_effect (object *, object *); 709thrown_item_effect (object *hitter, object *victim)
710{
711 if (!hitter->flag [FLAG_ALIVE])
712 {
713 /* May not need a switch for just 2 types, but this makes it
714 * easier for expansion.
715 */
716 switch (hitter->type)
717 {
718 case POTION:
719 /* should player get a save throw instead of checking magic protection? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
721 apply_potion (victim, hitter);
722 break;
723
724 case POISON: /* poison drinks */
725 /* As with potions, should monster get a save? */
726 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
727 apply_poison (victim, hitter);
728 break;
729
730 /* Removed case statements that did nothing.
731 * food may be poisonous, but monster must be willing to eat it,
732 * so we don't handle it here.
733 * Containers should perhaps break open, but that code was disabled.
734 */
735 }
736 }
737}
738
739/* determine if the object is an 'aimed' missile */
740static int
741is_aimed_missile (object *op)
742{
743 /* I broke what used to be one big if into a few nested
744 * ones so that figuring out the logic is at least possible.
745 */
746 if (op && (op->move_type & MOVE_FLYING))
747 if (op->type == ARROW || op->type == THROWN_OBJ)
748 return 1;
749 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
750 return 1;
751
752 return 0;
753}
754/* adj_attackroll() - adjustments to attacks by various conditions */
755static int
756adj_attackroll (object *hitter, object *target)
757{
758 object *attacker = hitter;
759 int adjust = 0;
760
761 /* safety */
762 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
763 {
764 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
765 return 0;
766 }
767
768 /* aimed missiles use the owning object's sight */
769 if (is_aimed_missile (hitter))
770 {
771 if ((attacker = hitter->owner) == NULL)
772 attacker = hitter;
773 /* A player who saves but hasn't quit still could have objects
774 * owned by him - need to handle that case to avoid crashes.
775 */
776 if (attacker->flag [FLAG_REMOVED])
777 attacker = hitter;
778 }
779 else if (!hitter->flag [FLAG_ALIVE])
780 return 0;
781
782 /* determine the condtions under which we make an attack.
783 * Add more cases, as the need occurs. */
784
785 if (!can_see_enemy (attacker, target))
786 {
787 /* target is unseen */
788 if (target->invisible || attacker->flag [FLAG_BLIND])
789 adjust -= 10;
790 /* dark map penalty for the hitter (lacks infravision if we got here). */
791 else if (!stand_in_light (target))
792 adjust -= target->map->darklevel ();
793 }
794
795 if (attacker->flag [FLAG_SCARED])
796 adjust -= 3;
797
798 if (target->flag [FLAG_UNAGGRESSIVE])
799 adjust += 1;
800
801 if (target->flag [FLAG_SCARED])
802 adjust += 1;
803
804 if (attacker->flag [FLAG_CONFUSED])
805 adjust -= 3;
806
807 /* if we attack at a different 'altitude' its harder */
808 if ((attacker->move_type & target->move_type) == 0)
809 adjust -= 2;
810
811#if 0
812 /* slower attacks are less likely to succeed. We should use a
813 * comparison between attacker/target speeds BUT, players have
814 * a generally faster speed, so this will wind up being a HUGE
815 * disadantage for the monsters! Too bad, because missiles which
816 * fly fast should have a better chance of hitting a slower target.
817 */
818 if (hitter->speed < target->speed)
819 adjust += ((float) hitter->speed - target->speed);
820#endif
821
822#if 0
823 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
824#endif
825
826 return adjust;
827}
758 828
759static int 829static int
760attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 830attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
761{ 831{
762 int simple_attack, roll, dam = 0; 832 int simple_attack, roll, dam = 0;
763 uint32 type; 833 uint32 type;
764 shstr op_name; 834 shstr op_name;
765 tag_t op_tag, hitter_tag;
766 835
767 if (get_attack_mode (&op, &hitter, &simple_attack)) 836 if (get_attack_mode (&op, &hitter, &simple_attack))
768 goto error; 837 goto error;
769 838
770 if (hitter->current_weapon) 839 if (hitter->current_weapon)
771 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 840 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
772 return RESULT_INT (0); 841 return RESULT_INT (0);
773 842
774 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 843 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
775 return RESULT_INT (0); 844 return RESULT_INT (0);
776
777 op_tag = op->count;
778 hitter_tag = hitter->count;
779 845
780 /* 846 /*
781 * A little check to make it more difficult to dance forward and back 847 * A little check to make it more difficult to dance forward and back
782 * to avoid ever being hit by monsters. 848 * to avoid ever being hit by monsters.
783 */ 849 */
784 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 850 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
785 { 851 {
786 /* Decrease speed BEFORE calling process_object. Otherwise, an 852 /* Decrease speed BEFORE calling process_object. Otherwise, an
787 * infinite loop occurs, with process_object calling move_monster, 853 * infinite loop occurs, with process_object calling move_monster,
788 * which then gets here again. By decreasing the speed before 854 * which then gets here again. By decreasing the speed before
789 * we call process_object, the 'if' statement above will fail. 855 * we call process_object, the 'if' statement above will fail.
790 */ 856 */
791 op->speed_left--; 857 --op->speed_left;
792 process_object (op); 858 process_object (op);
859
793 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 860 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
794 goto error; 861 goto error;
795 } 862 }
796 863
797 op_name = op->name; 864 op_name = op->name;
798 865
805 /* See if we hit the creature */ 872 /* See if we hit the creature */
806 if (roll == 20 || op->stats.ac >= base_wc - roll) 873 if (roll == 20 || op->stats.ac >= base_wc - roll)
807 { 874 {
808 int hitdam = base_dam; 875 int hitdam = base_dam;
809 876
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) 877 if (!simple_attack)
828 { 878 {
829 /* If you hit something, the victim should *always* wake up. 879 /* If you hit something, the victim should *always* wake up.
830 * Before, invisible hitters could avoid doing this. 880 * Before, invisible hitters could avoid doing this.
831 * -b.t. */ 881 * -b.t. */
832 if (QUERY_FLAG (op, FLAG_SLEEP)) 882 if (op->flag [FLAG_SLEEP])
833 CLEAR_FLAG (op, FLAG_SLEEP); 883 op->clr_flag (FLAG_SLEEP);
834 884
835 /* If the victim can't see the attacker, it may alert others 885 /* If the victim can't see the attacker, it may alert others
836 * for help. */ 886 * for help. */
837 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 887 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
838 npc_call_help (op); 888 npc_call_help (op);
839 889
840 /* if you were hidden and hit by a creature, you are discovered */ 890 /* if you were hidden and hit by a creature, you are discovered */
841 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 891 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
842 { 892 {
843 make_visible (op); 893 make_visible (op);
894
844 if (op->type == PLAYER) 895 if (op->type == PLAYER)
845 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 896 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
846 } 897 }
847 898
848 /* thrown items (hitter) will have various effects 899 /* thrown items (hitter) will have various effects
849 * when they hit the victim. For things like thrown daggers, 900 * when they hit the victim. For things like thrown daggers,
850 * this sets 'hitter' to the actual dagger, and not the 901 * this sets 'hitter' to the actual dagger, and not the
851 * wrapper object. 902 * wrapper object.
852 */ 903 */
853 thrown_item_effect (hitter, op); 904 thrown_item_effect (hitter, op);
905
854 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 906 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
855 goto leave; 907 goto leave;
856 } 908 }
857 909
858 /* Need to do at least 1 damage, otherwise there is no point 910 /* Need to do at least 1 damage, otherwise there is no point
859 * to go further and it will cause FPE's below. 911 * to go further and it will cause FPE's below.
860 */ 912 */
861 if (hitdam <= 0) 913 if (hitdam <= 0)
862 hitdam = 1; 914 hitdam = 1;
863 915
864 type = hitter->attacktype; 916 type = hitter->attacktype;
917
918 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
919 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
920 * This check is important for the most simple monsters out there in the
921 * game content (maps, archs). For example orcs: They would have
922 * no attacktype at all.
923 *
924 * Some time in the future someone should just go into the game data
925 * and fix every monster out there ;-/ Until then we will kill some
926 * more trees in the african rain forests with this check.
927 */
865 if (!type) 928 if (!type)
866 type = AT_PHYSICAL; 929 type = AT_PHYSICAL;
930
867 /* Handle monsters that hit back */ 931 /* Handle monsters that hit back */
868 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 932 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
869 { 933 {
870 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 934 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
871 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 935 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
936
872 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 937 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
938
873 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 939 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
874 goto leave; 940 goto leave;
875 } 941 }
876 942
877 /* In the new attack code, it should handle multiple attack 943 /* In the new attack code, it should handle multiple attack
878 * types in its area, so remove it from here. 944 * types in its area, so remove it from here.
879 */ 945 */
880 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 946 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
947
881 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 948 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
882 goto leave; 949 goto leave;
883 } /* end of if hitter hit op */ 950 } /* end of if hitter hit op */
884 /* if we missed, dam=0 */ 951 /* if we missed, dam=0 */
885 952
886 /*attack_message(dam, type, op, hitter); */ 953 /*attack_message(dam, type, op, hitter); */
896} 963}
897 964
898int 965int
899attack_ob (object *op, object *hitter) 966attack_ob (object *op, object *hitter)
900{ 967{
901
902 if (hitter->head)
903 hitter = hitter->head; 968 hitter = hitter->head_ ();
969
904 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 970 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
905} 971}
906 972
907/* op is the arrow, tmp is what is stopping the arrow. 973/* op is the arrow, tmp is what is stopping the arrow.
908 * 974 *
917 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 983 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
918 * stick around. 984 * stick around.
919 */ 985 */
920 if (op->weight <= 5000 && tmp->stats.hp >= 0) 986 if (op->weight <= 5000 && tmp->stats.hp >= 0)
921 { 987 {
922 if (tmp->head != NULL) 988 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; 989 return 1;
932 } 990 }
933 else 991 else
934 return 0; 992 return 0;
935} 993}
943object * 1001object *
944hit_with_arrow (object *op, object *victim) 1002hit_with_arrow (object *op, object *victim)
945{ 1003{
946 object *container, *hitter; 1004 object *container, *hitter;
947 int hit_something = 0; 1005 int hit_something = 0;
948 tag_t victim_tag, hitter_tag;
949 sint16 victim_x, victim_y;
950 1006
951 /* Disassemble missile */ 1007 /* Disassemble missile */
952 if (op->inv) 1008 if (op->inv)
953 { 1009 {
954 container = op; 1010 container = op;
955 hitter = op->inv; 1011 hitter = op->inv;
956 remove_ob (hitter);
957 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1012 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 1013 /* 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 1014 * 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 1015 * removed at the end of this function must be able to deal with empty
961 * THROWN_OBJs. */ 1016 * THROWN_OBJs. */
962 } 1017 }
963 else 1018 else
964 { 1019 {
965 container = NULL; 1020 container = 0;
966 hitter = op; 1021 hitter = op;
967 } 1022 }
968 1023
969 /* Try to hit victim */ 1024 /* 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); 1025 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
976 1026
977 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1027 /* Arrow attacks door, rune of summoning is triggered, demon is put on
978 * arrow, move_apply() calls this function, arrow sticks in demon, 1028 * arrow, move_apply() calls this function, arrow sticks in demon,
979 * attack_ob_simple() returns, and we've got an arrow that still exists 1029 * 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 1030 * but is no longer on the map. Ugh. (Beware: Such things can happen at
981 * other places as well!) 1031 * other places as well!)
982 */ 1032 */
983 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 1033 if (hitter->destroyed () || hitter->env != NULL)
984 { 1034 {
985 if (container) 1035 if (container)
986 { 1036 container->destroy ();
987 remove_ob (container); 1037
988 free_object (container);
989 }
990 return NULL; 1038 return 0;
991 } 1039 }
992 1040
993 /* Missile hit victim */ 1041 /* Missile hit victim */
994 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1042 /* if the speed is > 10, then this is a fast moving arrow, we go straight
995 * through the target 1043 * through the target
996 */ 1044 */
997 if (hit_something && op->speed <= 10.0) 1045 if (hit_something && op->speed <= 10.0)
998 { 1046 {
999 /* Stop arrow */ 1047 /* Stop arrow */
1000 if (container == NULL) 1048 if (!container)
1001 { 1049 {
1002 hitter = fix_stopped_arrow (hitter); 1050 hitter = fix_stopped_arrow (hitter);
1003 if (hitter == NULL) 1051 if (!hitter)
1004 return NULL; 1052 return 0;
1005 } 1053 }
1006 else 1054 else
1007 { 1055 container->destroy ();
1008 remove_ob (container);
1009 free_object (container);
1010 }
1011 1056
1012 /* Try to stick arrow into victim */ 1057 /* Try to stick arrow into victim */
1013 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 1058 if (!victim->destroyed () && stick_arrow (hitter, victim))
1014 return NULL; 1059 return 0;
1015 1060
1016 /* Else try to put arrow on victim's map square 1061 /* Else try to put arrow on victim's map square
1017 * remove check for P_WALL here. If the arrow got to this 1062 * remove check for P_WALL here. If the arrow got to this
1018 * space, that is good enough - with the new movement code, 1063 * space, that is good enough - with the new movement code,
1019 * there is now the potential for lots of spaces where something 1064 * there is now the potential for lots of spaces where something
1020 * can fly over but not otherwise move over. What is the correct 1065 * can fly over but not otherwise move over. What is the correct
1021 * way to handle those otherwise? 1066 * way to handle those otherwise?
1022 */ 1067 */
1023 if (victim_x != hitter->x || victim_y != hitter->y) 1068 if (victim->x != hitter->x || victim->y != hitter->y)
1069 {
1070 if (victim->destroyed ())
1071 hitter->destroy ();
1072 else
1024 { 1073 {
1025 remove_ob (hitter); 1074 hitter->remove ();
1026 hitter->x = victim_x; 1075 hitter->x = victim->x;
1027 hitter->y = victim_y; 1076 hitter->y = victim->y;
1028 insert_ob_in_map (hitter, victim->map, hitter, 0); 1077 insert_ob_in_map (hitter, victim->map, hitter, 0);
1078 }
1029 } 1079 }
1030 else 1080 else
1031 {
1032 /* Else leave arrow where it is */ 1081 /* Else leave arrow where it is */
1033 merge_ob (hitter, NULL); 1082 merge_ob (hitter, NULL);
1034 } 1083
1035 return NULL; 1084 return 0;
1036 } 1085 }
1037 1086
1038 if (hit_something && op->speed >= 10.0) 1087 if (hit_something && op->speed >= 10.0)
1039 op->speed -= 1.0; 1088 op->speed -= 1.0;
1040 1089
1041 /* Missile missed victim - reassemble missile */ 1090 /* Missile missed victim - reassemble missile */
1042 if (container) 1091 if (container)
1043 { 1092 {
1044 remove_ob (hitter); 1093 hitter->remove ();
1045 insert_ob_in_ob (hitter, container); 1094 insert_ob_in_ob (hitter, container);
1046 } 1095 }
1096
1047 return op; 1097 return op;
1048} 1098}
1049 1099
1050 1100static void
1051void
1052tear_down_wall (object *op) 1101tear_down_wall (object *op)
1053{ 1102{
1054 int perc = 0;
1055
1056 if (!op->stats.maxhp) 1103 if (!op->stats.maxhp)
1057 {
1058 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1104 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1059 perc = 1; 1105 else if (!op->has_anim ())
1060 }
1061 else if (!GET_ANIM_ID (op))
1062 { 1106 {
1063 /* Object has been called - no animations, so remove it */ 1107 /* Object has been called - no animations, so remove it */
1064 if (op->stats.hp < 0) 1108 if (op->stats.hp < 0)
1109 op->destroy ();
1065 { 1110
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 */ 1111 return; /* no animations, so nothing more to do */
1072 } 1112 }
1073 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1113
1074 if (perc >= (int) NUM_ANIMATIONS (op)) 1114 // we use frames 1..num-2 as intermediate frames, so
1075 perc = NUM_ANIMATIONS (op) - 1; 1115 // the last frame is used only when hp < 0.
1076 else if (perc < 1) 1116 int perc = clamp (
1077 perc = 1; 1117 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1078 SET_ANIMATION (op, perc); 1118 0, op->anim_frames () - 1
1119 );
1120
1121 op->set_anim_frame (perc);
1079 update_object (op, UP_OBJ_FACE); 1122 update_object (op, UP_OBJ_FACE);
1080 if (perc == NUM_ANIMATIONS (op) - 1) 1123
1124 if (op->stats.hp < 0)
1081 { /* Reached the last animation */ 1125 { /* Reached the last animation */
1082 if (op->face == blank_face) 1126 if (op->face == blank_face)
1083 {
1084 /* If the last face is blank, remove the ob */ 1127 /* If the last face is blank, remove the ob */
1085 remove_ob (op); /* Should update LOS */ 1128 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 1129 else
1093 { /* The last face was not blank, leave an image */ 1130 { /* The last face was not blank, leave an image */
1094 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1131 op->flag [FLAG_BLOCKSVIEW] = false;
1095 update_all_los (op->map, op->x, op->y); 1132 update_all_los (op->map, op->x, op->y);
1096 op->move_block = 0; 1133 op->move_block = 0;
1097 CLEAR_FLAG (op, FLAG_ALIVE); 1134 op->flag [FLAG_ALIVE] = false;
1098 } 1135 }
1099 } 1136 }
1100} 1137}
1101 1138
1102void 1139static void
1103scare_creature (object *target, object *hitter) 1140scare_creature (object *target, object *hitter)
1104{ 1141{
1105 object *owner = get_owner (hitter); 1142 target->flag [FLAG_SCARED] = true;
1106 1143
1107 if (!owner)
1108 owner = hitter;
1109
1110 SET_FLAG (target, FLAG_SCARED);
1111 if (!target->enemy) 1144 if (!target->enemy)
1112 target->enemy = owner; 1145 target->enemy = hitter->outer_owner ();
1113} 1146}
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 1147
1423/* GROS: This code comes from hit_player. It has been made external to 1148/* 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. 1149 * allow script procedures to "kill" objects in a combat-like fashion.
1425 * It was initially used by (kill-object) developed for the Collector's 1150 * It was initially used by (kill-object) developed for the Collector's
1426 * Sword. Note that nothing has been changed from the original version 1151 * Sword. Note that nothing has been changed from the original version
1437 */ 1162 */
1438int 1163int
1439kill_object (object *op, int dam, object *hitter, int type) 1164kill_object (object *op, int dam, object *hitter, int type)
1440{ 1165{
1441 char buf[MAX_BUF]; 1166 char buf[MAX_BUF];
1442 const char *skill; 1167 shstr skill;
1443 int maxdam = 0; 1168 int maxdam = 0;
1444 int battleg = 0; /* true if op standing on battleground */ 1169 int battleg = 0; /* true if op standing on battleground */
1445 int pk = 0; /* true if op and what controls hitter are both players */ 1170 int pk = 0; /* true if op and what controls hitter are both players */
1446 object *owner = NULL; 1171 object *owner = 0;
1447 object *skop = NULL; 1172 object *skop = 0;
1448 1173
1449 if (op->stats.hp >= 0) 1174 if (op->stats.hp >= 0)
1450 return -1; 1175 return -1;
1451 1176
1452 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1177 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1456 * this creature. The function(s) that call us have already 1181 * this creature. The function(s) that call us have already
1457 * adjusted the creatures HP total, so that is negative. 1182 * adjusted the creatures HP total, so that is negative.
1458 */ 1183 */
1459 maxdam = dam + op->stats.hp + 1; 1184 maxdam = dam + op->stats.hp + 1;
1460 1185
1461 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1186 if (op->flag [FLAG_BLOCKSVIEW])
1462 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1187 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1463 1188
1464 if (op->type == DOOR) 1189 if (op->type == DOOR)
1465 { 1190 {
1466 op->speed = 0.1; 1191 op->set_speed (0.1f);
1467 update_ob_speed (op);
1468 op->speed_left = -0.05; 1192 op->speed_left = -0.05f;
1469 return maxdam; 1193 return maxdam;
1470 } 1194 }
1195
1471 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1196 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1472 { 1197 {
1473 remove_friendly_object (op); 1198 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; 1199 return maxdam;
1483 } 1200 }
1484 1201
1485 /* Now lets start dealing with experience we get for killing something */ 1202 /* Now lets start dealing with experience we get for killing something */
1486 1203
1487 owner = get_owner (hitter); 1204 owner = hitter->outer_owner ();
1488 if (owner == NULL) 1205 if (!owner)
1489 owner = hitter; 1206 owner = hitter;
1490 1207
1491 /* is the victim (op) standing on battleground? */ 1208 /* is the victim (op) standing on battleground? */
1492 if (op_on_battleground (op, NULL, NULL)) 1209 if (op_on_battleground (op, NULL, NULL))
1493 battleg = 1; 1210 battleg = 1;
1497 pk = 1; 1214 pk = 1;
1498 1215
1499 /* Player killed something */ 1216 /* Player killed something */
1500 if (owner->type == PLAYER) 1217 if (owner->type == PLAYER)
1501 { 1218 {
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 1219 /* Log players killing other players - makes it easier to detect
1506 * and filter out malicious player killers - that is why the 1220 * and filter out malicious player killers - that is why the
1507 * ip address is included. 1221 * ip address is included.
1508 */ 1222 */
1509 if (op->type == PLAYER && !battleg) 1223 if (op->type == PLAYER && !battleg)
1513 char buf[256]; 1227 char buf[256];
1514 1228
1515 tmv = localtime (&t); 1229 tmv = localtime (&t);
1516 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1230 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1517 1231
1518 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1232 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1519 } 1233 }
1520 1234
1521 /* try to filter some things out - basically, if you are 1235 /* try to filter some things out - basically, if you are
1522 * killing a level 1 creature and your level 20, you 1236 * killing a level 1 creature and your level 20, you
1523 * probably don't want to see that. 1237 * probably don't want to see that.
1524 */ 1238 */
1525 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1239 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1526 { 1240 {
1527 if (owner != hitter) 1241 if (owner != hitter)
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1242 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1530 }
1531 else 1243 else
1532 {
1533 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1244 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1534 } 1245
1535 /* Only play sounds for melee kills */ 1246 /* Only play sounds for melee kills */
1536 if (hitter->type == PLAYER) 1247 if (hitter->type == PLAYER)
1537 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1248 owner->play_sound (sound_find ("player_kills"));
1538 } 1249 }
1539 1250
1540 /* If a player kills another player, not on 1251 /* If a player kills another player, not on
1541 * battleground, the "killer" looses 1 luck. Since this is 1252 * battleground, the "killer" looses 1 luck. Since this is
1542 * not reversible, it's actually quite a pain IMHO. -AV 1253 * not reversible, it's actually quite a pain IMHO. -AV
1544 * player that the object belonged to - so if you killed another player 1255 * player that the object belonged to - so if you killed another player
1545 * with spells, pets, whatever, there was no penalty. 1256 * with spells, pets, whatever, there was no penalty.
1546 * Changed to make luck penalty configurable in settings. 1257 * Changed to make luck penalty configurable in settings.
1547 */ 1258 */
1548 if (op->type == PLAYER && owner != op && !battleg) 1259 if (op->type == PLAYER && owner != op && !battleg)
1549 change_luck (owner, -settings.pk_luck_penalty); 1260 owner->change_luck (-settings.pk_luck_penalty);
1550 1261
1551 /* This code below deals with finding the appropriate skill 1262 /* This code below deals with finding the appropriate skill
1552 * to credit exp to. This is a bit problematic - we should 1263 * to credit exp to. This is a bit problematic - we should
1553 * probably never really have to look at current_weapon->skill 1264 * probably never really have to look at current_weapon->skill
1554 */ 1265 */
1555 skill = NULL;
1556 if (hitter->skill && hitter->type != PLAYER) 1266 if (hitter->skill && hitter->type != PLAYER)
1557 skill = hitter->skill; 1267 skill = hitter->skill;
1558 else if (owner->chosen_skill) 1268 else if (owner->chosen_skill)
1559 { 1269 {
1560 skill = owner->chosen_skill->skill;
1561 skop = owner->chosen_skill; 1270 skop = owner->chosen_skill;
1271 skill = skop->skill;
1562 } 1272 }
1563 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1273 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1564 skill = owner->current_weapon->skill; 1274 skill = owner->current_weapon->skill;
1565 else 1275 else
1276 {
1277 LOG (llevError | logBacktrace,
1566 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1278 "BUG: kill_object - unable to find skill that killed monster\n"
1279 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1280 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1281 skill = 0;
1282 }
1567 1283
1568 /* We have the skill we want to credit to - now find the object this goes 1284 /* 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! 1285 * to. Make sure skop is an actual skill, and not a skill tool!
1570 */
1571 if ((!skop || skop->type != SKILL) && skill)
1572 { 1286 */
1573 int i; 1287 skop = owner->contr->find_skill (skill);
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 */ 1288 } /* Was it a player that hit somethign */
1583 else 1289 else
1584 {
1585 skill = NULL; 1290 skill = 0;
1586 }
1587 1291
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 */ 1292 /* These may have been set in the player code section above */
1601 if (!skop) 1293 if (!skop)
1602 skop = hitter->chosen_skill; 1294 skop = hitter->chosen_skill;
1295
1603 if (!skill && skop) 1296 if (!skill && skop)
1604 skill = skop->skill; 1297 skill = skop->skill;
1605 1298
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 */ 1299 /* If you didn't kill yourself, and your not the wizard */
1610 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1300 if (owner != op && !op->flag [FLAG_WIZ])
1611 { 1301 {
1612 int exp; 1302 int exp;
1613 1303
1614 /* Really don't give much experience for killing other players */ 1304 /* Really don't give much experience for killing other players */
1615 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1305 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1616 if (op->type == PLAYER)
1617 {
1618 if (battleg) 1306 if (battleg)
1307 {
1308 if (op->is_player ())
1619 { 1309 {
1620 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1310 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1621 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1311 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1622 } 1312 }
1623 else 1313
1314 exp = 0;
1315 }
1316 else if (op->is_player ())
1624 exp = op->stats.exp / 1000; 1317 exp = op->stats.exp / 1000;
1625 }
1626 else 1318 else
1627 exp = calc_skill_exp (owner, op, skop); 1319 exp = calc_skill_exp (owner, op, skop);
1628 1320
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
1635 /* Don't know why this is set this way - doesn't make 1321 /* Don't know why this is set this way - doesn't make
1636 * sense to just divide everything by two for no reason. 1322 * sense to just divide everything by two for no reason.
1637 */ 1323 */
1638 1324
1639 if (!settings.simple_exp) 1325 if (!settings.simple_exp)
1640 exp = exp / 2; 1326 exp = exp / 2;
1641 1327
1642 if (owner->type != PLAYER || owner->contr->party == NULL) 1328 if (owner->type != PLAYER || owner->contr->party == NULL)
1643 {
1644 change_exp (owner, exp, skill, 0); 1329 change_exp (owner, exp, skill, 0);
1645 }
1646 else 1330 else
1647 { 1331 {
1648 int shares = 0, count = 0; 1332 int shares = 0, count = 0;
1649
1650 player *pl;
1651
1652 partylist *party = owner->contr->party; 1333 partylist *party = owner->contr->party;
1653 1334
1654#ifdef PARTY_KILL_LOG
1655 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1335 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1656#endif 1336
1657 for (pl = first_player; pl != NULL; pl = pl->next) 1337 for_all_players (pl)
1658 {
1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1338 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660 { 1339 {
1661 count++; 1340 count++;
1662 shares += (pl->ob->level + 4); 1341 shares += (pl->ob->level + 4);
1663 } 1342 }
1664 } 1343
1665 if (count == 1 || shares > exp) 1344 if (count == 1 || shares > exp || !shares)
1666 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1345 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1667 else 1346 else
1668 { 1347 {
1669 int share = exp / shares, given = 0, nexp; 1348 int share = exp / shares, given = 0, nexp;
1670 1349
1671 for (pl = first_player; pl != NULL; pl = pl->next) 1350 for_all_players (pl)
1672 {
1673 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1351 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1674 { 1352 {
1675 nexp = (pl->ob->level + 4) * share; 1353 nexp = (pl->ob->level + 4) * share;
1676 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1354 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1677 given += nexp; 1355 given += nexp;
1678 } 1356 }
1679 } 1357
1680 exp -= given; 1358 exp -= given;
1681 /* give any remainder to the player */ 1359 /* give any remainder to the player */
1682 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1360 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1683 } 1361 }
1684 } /* else part of a party */ 1362 } /* else part of a party */
1685
1686 } /* end if person didn't kill himself */ 1363 } /* end if person didn't kill himself */
1687 1364
1688 if (op->type != PLAYER) 1365 if (op->type != PLAYER)
1689 { 1366 {
1690 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1367 if (op->flag [FLAG_FRIENDLY])
1691 { 1368 {
1692 object *owner1 = get_owner (op); 1369 object *owner1 = op->owner;
1693 1370
1694 if (owner1 != NULL && owner1->type == PLAYER) 1371 if (owner1 && owner1->type == PLAYER)
1695 { 1372 {
1696 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1373 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1697 /* Maybe we should include the owner that killed this, maybe not */ 1374 /* 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); 1375 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1699 } 1376 }
1700 1377
1701 remove_friendly_object (op); 1378 remove_friendly_object (op);
1702 } 1379 }
1703 1380
1704 remove_ob (op); 1381 op->drop_and_destroy ();
1705 free_object (op);
1706 } 1382 }
1707 /* Player has been killed! */
1708 else 1383 else
1709 { 1384 /* Player has been killed! */
1710 if (owner->type == PLAYER) 1385 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 1386
1718 /* This was return -1 - that doesn't seem correct - if we return -1, process 1387 /* This was return -1 - that doesn't seem correct - if we return -1, process
1719 * continues in the calling function. 1388 * continues in the calling function.
1720 */ 1389 */
1721 return maxdam; 1390 return maxdam;
1722} 1391}
1723 1392
1724/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1393/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1725 * Returns 0 this is not friendly fire 1394 * Returns 0 this is not friendly fire
1726 */ 1395 */
1727
1728int 1396int
1729friendly_fire (object *op, object *hitter) 1397friendly_fire (object *op, object *hitter)
1730{ 1398{
1731 object *owner; 1399 object *owner;
1732 int friendlyfire; 1400 int friendlyfire;
1742 return 0; 1410 return 0;
1743 1411
1744 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1412 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1745 return 1; 1413 return 1;
1746 1414
1747 if ((owner = get_owner (hitter)) != NULL) 1415 if ((owner = hitter->owner) != NULL)
1748 { 1416 {
1749 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1417 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1750 friendlyfire = 2; 1418 friendlyfire = 2;
1751 } 1419 }
1752 1420
1753 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1421 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1754 friendlyfire = 0; 1422 friendlyfire = 0;
1755 } 1423 }
1424
1756 return friendlyfire; 1425 return friendlyfire;
1757} 1426}
1758
1759 1427
1760/* This isn't used just for players, but in fact most objects. 1428/* 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 1429 * 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 1430 * is what is hitting the object, type is the attacktype, and
1763 * full_hit is set if monster area does not matter. 1431 * full_hit is set if monster area does not matter.
1764 * dam is base damage - protections/vulnerabilities/slaying matches can 1432 * dam is base damage - protections/vulnerabilities/slaying matches can
1765 * modify it. 1433 * modify it.
1766 */ 1434 */
1767
1768 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1435/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1769 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1436 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1770
1771int 1437int
1772hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1438hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1773{ 1439{
1774 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1440 int magic = type & AT_MAGIC;
1775 int maxattacktype, attacknum;
1776 int body_attack = op && op->head; /* Did we hit op's head? */ 1441 int body_attack = op && op->head; /* Did we hit op's head? */
1442 int maxdam = 0, ndam = 0, attacktype = 1;
1443 int maxattacktype;
1777 int simple_attack; 1444 int simple_attack;
1778 tag_t op_tag, hitter_tag;
1779 int rtn_kill = 0; 1445 int rtn_kill = 0;
1780 int friendlyfire; 1446 int friendlyfire;
1781 1447
1782 if (get_attack_mode (&op, &hitter, &simple_attack)) 1448 if (get_attack_mode (&op, &hitter, &simple_attack))
1783 return 0; 1449 return 0;
1784 1450
1785 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1451 /* 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)) 1452 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1787 return 0; 1453 return 0;
1788 1454
1789#ifdef PROHIBIT_PLAYERKILL 1455 // only allow pk for hostile players
1790 if (op->type == PLAYER) 1456 if (op->type == PLAYER)
1791 { 1457 {
1792 object *owner = get_owner (hitter); 1458 object *owner = hitter->owner;
1793 1459
1794 if (!owner) 1460 if (!owner)
1795 owner = hitter; 1461 owner = hitter;
1796 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1462
1797 { 1463 if (owner->type == PLAYER
1464 && (!op_on_battleground (op, 0, 0)
1465 && (op->contr->peaceful || owner->contr->peaceful))
1466 && op != owner)
1798 return 0; 1467 return 0;
1799 }
1800 } 1468 }
1801#endif
1802
1803 op_tag = op->count;
1804 hitter_tag = hitter->count;
1805 1469
1806 if (body_attack) 1470 if (body_attack)
1807 { 1471 {
1808 /* slow and paralyze must hit the head. But we don't want to just 1472 /* 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 1473 * return - we still need to process other attacks the spell still
1815 * attack so we don't cancel out things like magic bullet. 1479 * attack so we don't cancel out things like magic bullet.
1816 */ 1480 */
1817 if (type & (AT_PARALYZE | AT_SLOW)) 1481 if (type & (AT_PARALYZE | AT_SLOW))
1818 { 1482 {
1819 type &= ~(AT_PARALYZE | AT_SLOW); 1483 type &= ~(AT_PARALYZE | AT_SLOW);
1484
1820 if (!type || type == AT_MAGIC) 1485 if (!type || type == AT_MAGIC)
1821 return 0; 1486 return 0;
1822 } 1487 }
1823 } 1488 }
1824 1489
1825 if (!simple_attack && op->type == DOOR) 1490 if (!simple_attack && op->type == DOOR)
1826 { 1491 {
1827 object *tmp;
1828
1829 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1492 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1830 if (tmp->type == RUNE || tmp->type == TRAP) 1493 if (tmp->type == RUNE || tmp->type == TRAP)
1831 { 1494 {
1832 spring_trap (tmp, hitter); 1495 spring_trap (tmp, hitter);
1496
1833 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1497 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1834 return 0; 1498 return 0;
1499
1835 break; 1500 break;
1836 } 1501 }
1837 } 1502 }
1838 1503
1839 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1504 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1840 { 1505 {
1841 /* FIXME: If a player is killed by a rune in a door, the 1506 /* 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. 1507 * destroyed() check above doesn't return, and might get here.
1508 */
1509
1510 /* FIXME: This for example happens when a dead door is on a mover and
1511 gets it's speed_left raised on each mover-tick.
1512 Doors are removed in a kinda funny way by giving them speed and speed_left
1513 and waiting for that to run out.
1843 */ 1514 */
1844 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1515 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1845 return 0; 1516 return 0;
1846 } 1517 }
1847 1518
1848#ifdef ATTACK_DEBUG 1519#ifdef ATTACK_DEBUG
1849 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1520 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 */ 1526 * in case 0>dam>1, we try to "simulate" a float value-effect */
1856 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1527 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1857 if (dam >= 100) 1528 if (dam >= 100)
1858 dam /= 100; 1529 dam /= 100;
1859 else 1530 else
1860 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1531 dam = (dam > rndm (0, 99)) ? 1 : 0;
1861 } 1532 }
1862 1533
1863 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1534 /* 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 1535 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1865 */ 1536 */
1876 */ 1547 */
1877 if (type & AT_HOLYWORD) 1548 if (type & AT_HOLYWORD)
1878 { 1549 {
1879 object *god; 1550 object *god;
1880 1551
1881 if ((!hitter->slaying || 1552 if ((!hitter->slaying
1882 (!(op->race && strstr (hitter->slaying, op->race)) && 1553 || (!(op->race && hitter->slaying.contains (op->race))
1883 !(op->name && strstr (hitter->slaying, op->name)))) && 1554 && !(op->name && hitter->slaying.contains (op->name))))
1884 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1555 && (!op->flag [FLAG_UNDEAD]
1885 (hitter->title != NULL 1556 || (hitter->title
1886 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1557 && (god = find_god (determine_god (hitter))) != NULL
1558 && god->race.contains (shstr_undead))))
1887 return 0; 1559 return 0;
1888 } 1560 }
1889 1561
1890 maxattacktype = type; /* initialize this to something */ 1562 maxattacktype = type; /* initialise this to something */
1891 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1563 for_all_bits_sparse_32 (type, attacknum)
1892 { 1564 {
1565 uint32_t attacktype = 1 << attacknum;
1566
1893 /* Magic isn't really a true attack type - it gets combined with other 1567 /* 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 1568 * attack types. As such, skip it over. However, if magic is
1895 * the only attacktype in the group, then still attack with it 1569 * the only attacktype in the group, then still attack with it
1896 */ 1570 */
1897 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1571 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1900 /* Go through and hit the player with each attacktype, one by one. 1574 /* Go through and hit the player with each attacktype, one by one.
1901 * hit_player_attacktype only figures out the damage, doesn't inflict 1575 * hit_player_attacktype only figures out the damage, doesn't inflict
1902 * it. It will do the appropriate action for attacktypes with 1576 * it. It will do the appropriate action for attacktypes with
1903 * effects (slow, paralization, etc. 1577 * effects (slow, paralization, etc.
1904 */ 1578 */
1905 if (type & attacktype)
1906 {
1907 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1579 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1580
1908 /* the >= causes us to prefer messages from special attacks, if 1581 /* the >= causes us to prefer messages from special attacks, if
1909 * the damage is equal. 1582 * the damage is equal.
1910 */ 1583 */
1911 if (ndam >= maxdam) 1584 if (ndam >= maxdam)
1912 { 1585 {
1913 maxdam = ndam; 1586 maxdam = ndam;
1914 maxattacktype = 1 << attacknum; 1587 maxattacktype = 1 << attacknum;
1915 }
1916 } 1588 }
1917 } 1589 }
1918 1590
1919 /* if this is friendly fire then do a set % of damage only 1591 /* 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 1592 * Note - put a check in to make sure this attack is actually
1923 */ 1595 */
1924 friendlyfire = friendly_fire (op, hitter); 1596 friendlyfire = friendly_fire (op, hitter);
1925 if (friendlyfire && maxdam) 1597 if (friendlyfire && maxdam)
1926 { 1598 {
1927 maxdam = ((dam * settings.set_friendly_fire) / 100); 1599 maxdam = ((dam * settings.set_friendly_fire) / 100);
1928#ifndef COZY_SERVER
1929 maxdam++;
1930#endif
1931 1600
1932#ifdef ATTACK_DEBUG 1601#ifdef ATTACK_DEBUG
1933 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1602 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1934 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1603 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1935#endif 1604#endif
1936 } 1605 }
1937 1606
1938 if (!full_hit) 1607 if (!full_hit)
1939 { 1608 {
1940 archetype *at;
1941 int area; 1609 int area;
1942 int remainder; 1610 int remainder;
1943 1611
1944 area = 0; 1612 area = 0;
1945 for (at = op->arch; at != NULL; at = at->more) 1613
1614 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1946 area++; 1615 area++;
1616
1947 assert (area > 0); 1617 assert (area > 0);
1948 1618
1949 /* basically: maxdam /= area; we try to "simulate" a float 1619 /* basically: maxdam /= area; we try to "simulate" a float
1950 value-effect */ 1620 value-effect */
1951 remainder = 100 * (maxdam % area) / area; 1621 remainder = 100 * (maxdam % area) / area;
1952 maxdam /= area; 1622 maxdam /= area;
1953 if (RANDOM () % 100 < remainder) 1623 if (rndm (100) < remainder)
1954 maxdam++; 1624 maxdam++;
1955 } 1625 }
1956 1626
1957#ifdef ATTACK_DEBUG 1627#ifdef ATTACK_DEBUG
1958 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1628 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1959#endif 1629#endif
1960 1630
1961 if (get_owner (hitter)) 1631 // for now, only do this for active objects, otherwise they
1632 // keep a refcount for a long time and I see no usefulness
1633 // for an non-active objetc to know its enemy.
1634 if (op->active)
1635 if (hitter->owner)
1962 op->enemy = hitter->owner; 1636 op->enemy = hitter->owner;
1963 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1637 else if (hitter->flag [FLAG_ALIVE])
1964 op->enemy = hitter; 1638 op->enemy = hitter;
1965 1639
1966 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1640 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1967 { 1641 {
1968 /* The unaggressives look after themselves 8) */ 1642 /* The unaggressives look after themselves 8) */
1969 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1643 op->clr_flag (FLAG_UNAGGRESSIVE);
1970 npc_call_help (op); 1644 npc_call_help (op);
1971 } 1645 }
1972 1646
1973 if (magic && did_make_save (op, op->level, 0)) 1647 if (magic && did_make_save (op, op->level, 0))
1974 maxdam = maxdam / 2; 1648 maxdam = maxdam / 2;
1976 attack_message (maxdam, maxattacktype, op, hitter); 1650 attack_message (maxdam, maxattacktype, op, hitter);
1977 1651
1978 op->stats.hp -= maxdam; 1652 op->stats.hp -= maxdam;
1979 1653
1980 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1654 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1981 if ((op->stats.hp >= 0) && 1655 if (op->stats.hp >= 0
1982 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1656 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1983 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1657 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1984 { 1658 {
1985 1659
1986 if (QUERY_FLAG (op, FLAG_MONSTER)) 1660 if (op->flag [FLAG_MONSTER])
1987 SET_FLAG (op, FLAG_RUN_AWAY); 1661 op->set_flag (FLAG_RUN_AWAY);
1988 else 1662 else
1989 scare_creature (op, hitter); 1663 scare_creature (op, hitter);
1990 } 1664 }
1991 1665
1992 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1666 if (op->flag [FLAG_TEAR_DOWN])
1993 { 1667 {
1994 if (maxdam) 1668 if (maxdam)
1995 tear_down_wall (op); 1669 tear_down_wall (op);
1670
1996 return maxdam; /* nothing more to do for wall */ 1671 return maxdam; /* nothing more to do for wall */
1997 } 1672 }
1998 1673
1999 /* See if the creature has been killed */ 1674 /* See if the creature has been killed */
2000 rtn_kill = kill_object (op, maxdam, hitter, type); 1675 rtn_kill = kill_object (op, maxdam, hitter, type);
2001 if (rtn_kill != -1) 1676 if (rtn_kill != -1)
2002 return rtn_kill; 1677 return rtn_kill;
2003 1678
2004
2005 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1679 /* 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 1680 * that before if the player was immune to ghosthit, the monster
2007 * remained - that is no longer the case. 1681 * remained - that is no longer the case.
2008 */ 1682 */
2009 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1683 if (hitter->flag [FLAG_ONE_HIT])
2010 { 1684 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 */ 1685 /* Lets handle creatures that are splitting now */
2017 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1686 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
2018 { 1687 {
2019 int i;
2020 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1688 int friendly = op->flag [FLAG_FRIENDLY];
2021 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1689 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
2022 object *owner = get_owner (op); 1690 object *owner = op->owner;
2023 1691
2024 if (!op->other_arch) 1692 if (!op->other_arch)
2025 { 1693 {
2026 LOG (llevError, "SPLITTING without other_arch error.\n"); 1694 LOG (llevError, "SPLITTING without other_arch error.\n");
2027 return maxdam; 1695 return maxdam;
2028 } 1696 }
1697
2029 remove_ob (op); 1698 op->remove ();
2030 for (i = 0; i < NROFNEWOBJS (op); i++) 1699
1700 for (int i = 0; i < op->stats.food; i++)
2031 { /* This doesn't handle op->more yet */ 1701 { /* This doesn't handle op->more yet */
2032 object *tmp = arch_to_object (op->other_arch); 1702 object *tmp = op->other_arch->instance ();
2033 int j;
2034 1703
2035 tmp->stats.hp = op->stats.hp; 1704 tmp->stats.hp = op->stats.hp;
1705
2036 if (friendly) 1706 if (friendly)
2037 { 1707 {
2038 SET_FLAG (tmp, FLAG_FRIENDLY);
2039 add_friendly_object (tmp); 1708 add_friendly_object (tmp);
2040 tmp->attack_movement = PETMOVE; 1709 tmp->attack_movement = PETMOVE;
1710
2041 if (owner != NULL) 1711 if (owner)
2042 set_owner (tmp, owner); 1712 tmp->set_owner (owner);
2043 } 1713 }
1714
2044 if (unaggressive) 1715 if (unaggressive)
2045 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1716 tmp->set_flag (FLAG_UNAGGRESSIVE);
1717
2046 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1718 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1719
2047 if (j == -1) /* No spot to put this monster */ 1720 if (j == -1) /* No spot to put this monster */
2048 free_object (tmp); 1721 tmp->destroy ();
2049 else 1722 else
2050 { 1723 {
2051 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1724 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2052 insert_ob_in_map (tmp, op->map, NULL, 0); 1725 insert_ob_in_map (tmp, op->map, NULL, 0);
2053 } 1726 }
2054 } 1727 }
2055 if (friendly) 1728
2056 remove_friendly_object (op); 1729 op->destroy ();
2057 free_object (op);
2058 } 1730 }
2059 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1731 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2060 { 1732 hitter->drop_and_destroy ();
2061 remove_ob (hitter); 1733
2062 free_object (hitter);
2063 }
2064 return maxdam; 1734 return maxdam;
2065} 1735}
2066 1736
2067 1737static void
2068void
2069poison_player (object *op, object *hitter, int dam) 1738poison_player (object *op, object *hitter, int dam)
2070{ 1739{
2071 archetype *at = find_archetype ("poisoning"); 1740 archetype *at = archetype::find (shstr_poisoning);
2072 object *tmp = present_arch_in_ob (at, op); 1741 object *tmp = present_arch_in_ob (at, op);
2073 1742
2074 if (tmp == NULL) 1743 if (tmp == NULL)
2075 { 1744 {
2076 if ((tmp = arch_to_object (at)) == NULL) 1745 tmp = insert_ob_in_ob (at->instance (), op);
2077 LOG (llevError, "Failed to clone arch poisoning.\n"); 1746 /* peterm: give poisoning some teeth. It should
1747 * be able to kill things better than it does:
1748 * damage should be dependent something--I choose to
1749 * do this: if it's a monster, the damage from the
1750 * poisoning goes as the level of the monster/2.
1751 * If anything else, goes as damage.
1752 */
1753
1754 if (hitter->flag [FLAG_ALIVE])
1755 tmp->stats.dam += hitter->level / 2;
2078 else 1756 else
2079 {
2080 tmp = insert_ob_in_ob (tmp, op);
2081 /* peterm: give poisoning some teeth. It should
2082 * be able to kill things better than it does:
2083 * damage should be dependent something--I choose to
2084 * do this: if it's a monster, the damage from the
2085 * poisoning goes as the level of the monster/2.
2086 * If anything else, goes as damage.
2087 */
2088
2089 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2090 tmp->stats.dam += hitter->level / 2;
2091 else
2092 tmp->stats.dam = dam; 1757 tmp->stats.dam = dam;
2093 1758
2094 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1759 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2095 if (hitter->skill && hitter->skill != tmp->skill) 1760 if (hitter->skill && hitter->skill != tmp->skill)
2096 {
2097 tmp->skill = hitter->skill; 1761 tmp->skill = hitter->skill;
2098 }
2099 1762
2100 tmp->stats.food += dam; /* more damage, longer poisoning */ 1763 tmp->stats.food += dam; /* more damage, longer poisoning */
2101 1764
2102 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
2103 { 1766 {
2104 /* player looses stats, maximum is -10 of each */ 1767 /* player looses stats, maximum is -10 of each */
2105 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1768 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2106 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1769 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2107 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1770 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2108 tmp->stats.Int = MAX (-dam / 7, -10); 1771 tmp->stats.Int = max (-(dam / 7 ), -10);
2109 SET_FLAG (tmp, FLAG_APPLIED); 1772 tmp->set_flag (FLAG_APPLIED);
2110 fix_player (op); 1773 op->update_stats ();
2111 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1774 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1775 op->play_sound (tmp->sound);
2112 } 1776 }
1777
2113 if (hitter->type == PLAYER) 1778 if (hitter->type == PLAYER)
2114 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1779 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2115 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1780 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); 1781 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2117 } 1782
2118 tmp->speed_left = 0; 1783 tmp->speed_left = 0;
2119 } 1784 }
2120 else 1785 else
2121 tmp->stats.food++; 1786 tmp->stats.food++;
2122} 1787}
2123 1788
2124void 1789static void
2125slow_player (object *op, object *hitter, int dam) 1790slow_player (object *op, object *hitter, int dam)
2126{ 1791{
2127 archetype *at = find_archetype ("slowness"); 1792 archetype *at = archetype::find (shstr_slowness);
2128 object *tmp; 1793 object *tmp;
2129 1794
2130 if (at == NULL) 1795 if (at == NULL)
2131 {
2132 LOG (llevError, "Can't find slowness archetype.\n"); 1796 LOG (llevError, "Can't find slowness archetype.\n");
2133 } 1797
2134 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1798 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2135 { 1799 {
2136 tmp = arch_to_object (at); 1800 tmp = at->instance ();
2137 tmp = insert_ob_in_ob (tmp, op); 1801 tmp = insert_ob_in_ob (tmp, op);
2138 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2139 } 1803 }
2140 else 1804 else
2141 tmp->stats.food++; 1805 tmp->stats.food++;
2142 SET_FLAG (tmp, FLAG_APPLIED); 1806
1807 tmp->set_flag (FLAG_APPLIED);
2143 tmp->speed_left = 0; 1808 tmp->speed_left = 0;
2144 fix_player (op); 1809 op->update_stats ();
2145} 1810}
2146 1811
2147void 1812void
2148confuse_player (object *op, object *hitter, int dam) 1813confuse_player (object *op, object *hitter, int dam)
2149{ 1814{
2150 object *tmp; 1815 object *tmp;
2151 int maxduration; 1816 int maxduration;
2152 1817
2153 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1818 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2154 if (!tmp) 1819 if (!tmp)
2155 { 1820 {
2156 tmp = get_archetype (FORCE_NAME); 1821 tmp = get_archetype (FORCE_NAME);
2157 tmp = insert_ob_in_ob (tmp, op); 1822 tmp = insert_ob_in_ob (tmp, op);
2158 } 1823 }
2160 /* Duration added per hit and max. duration of confusion both depend 1825 /* Duration added per hit and max. duration of confusion both depend
2161 * on the player's resistance 1826 * on the player's resistance
2162 */ 1827 */
2163 tmp->speed = 0.05; 1828 tmp->speed = 0.05;
2164 tmp->subtype = FORCE_CONFUSION; 1829 tmp->subtype = FORCE_CONFUSION;
2165 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1830 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2166 tmp->name = "confusion"; 1831 tmp->name = shstr_confusion;
2167 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1832 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1833
2168 if (tmp->duration > maxduration) 1834 if (tmp->duration > maxduration)
2169 tmp->duration = maxduration; 1835 tmp->duration = maxduration;
2170 1836
2171 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1837 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2172 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1838 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2173 SET_FLAG (op, FLAG_CONFUSED); 1839
1840 op->set_flag (FLAG_CONFUSED);
2174} 1841}
2175 1842
2176void 1843void
2177blind_player (object *op, object *hitter, int dam) 1844blind_player (object *op, object *hitter, int dam)
2178{ 1845{
2183 return; 1850 return;
2184 1851
2185 tmp = present_in_ob (BLINDNESS, op); 1852 tmp = present_in_ob (BLINDNESS, op);
2186 if (!tmp) 1853 if (!tmp)
2187 { 1854 {
2188 tmp = get_archetype ("blindness"); 1855 tmp = get_archetype (shstr_blindness);
2189 SET_FLAG (tmp, FLAG_BLIND); 1856 tmp->set_flag (FLAG_BLIND);
2190 SET_FLAG (tmp, FLAG_APPLIED); 1857 tmp->set_flag (FLAG_APPLIED);
2191 /* use floats so we don't lose too much precision due to rounding errors. 1858 /* use floats so we don't lose too much precision due to rounding errors.
2192 * speed is a float anyways. 1859 * speed is a float anyways.
2193 */ 1860 */
2194 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 1861 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2195 1862
2196 tmp = insert_ob_in_ob (tmp, op); 1863 tmp = insert_ob_in_ob (tmp, op);
2197 change_abil (op, tmp); /* Mostly to display any messages */ 1864 change_abil (op, tmp); /* Mostly to display any messages */
2198 fix_player (op); /* This takes care of some other stuff */ 1865 op->update_stats (); /* This takes care of some other stuff */
2199 1866
2200 if (hitter->owner) 1867 if (hitter->owner)
2201 owner = get_owner (hitter); 1868 owner = hitter->owner;
2202 else 1869 else
2203 owner = hitter; 1870 owner = hitter;
2204 1871
2205 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1872 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2206 } 1873 }
2210} 1877}
2211 1878
2212void 1879void
2213paralyze_player (object *op, object *hitter, int dam) 1880paralyze_player (object *op, object *hitter, int dam)
2214{ 1881{
2215 float effect, max;
2216
2217 /* object *tmp; */
2218
2219 /* This is strange stuff... someone knows for what this is 1882 /* This is strange stuff... someone knows for what this is
2220 * written? Well, i think this can and should be removed 1883 * written? Well, i think this can and should be removed
2221 */ 1884 */
2222 1885
2223 /* 1886 /*
2227 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1890 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2228 } 1891 }
2229 */ 1892 */
2230 1893
2231 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1894 /* 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; 1895 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2233 1896
2234 if (effect == 0)
2235 return;
2236
2237 op->speed_left -= FABS (op->speed) * effect; 1897 op->speed_left -= op->speed * effect;
2238 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1898 /* tmp->stats.food+=(signed short) effect/op->speed; */
2239 1899
2240 /* max number of ticks to be affected for. */ 1900 /* max number of ticks to be affected for. */
2241 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1901 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1902
2242 if (op->speed_left < -(FABS (op->speed) * max)) 1903 max_it (op->speed_left, -op->speed * max);
2243 op->speed_left = (float) -(FABS (op->speed) * max);
2244 1904
2245/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1905/* tmp->stats.food = (signed short) (max / op->speed); */
2246} 1906}
2247
2248 1907
2249/* Attempts to kill 'op'. hitter is the attack object, dam is 1908/* Attempts to kill 'op'. hitter is the attack object, dam is
2250 * the computed damaged. 1909 * the computed damaged.
2251 */ 1910 */
2252void 1911static void
2253deathstrike_player (object *op, object *hitter, int *dam) 1912deathstrike_player (object *op, object *hitter, int *dam)
2254{ 1913{
2255 /* The intention of a death attack is to kill outright things 1914 /* 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 1915 ** that are a lot weaker than the attacker, have a chance of killing
2257 ** things somewhat weaker than the caster, and no chance of 1916 ** things somewhat weaker than the caster, and no chance of
2261 ** field of the deathstriking object */ 1920 ** field of the deathstriking object */
2262 1921
2263 int atk_lev, def_lev, kill_lev; 1922 int atk_lev, def_lev, kill_lev;
2264 1923
2265 if (hitter->slaying) 1924 if (hitter->slaying)
2266 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1925 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1926 || (op->race && hitter->slaying.contains (op->race))))
2267 return; 1927 return;
2268 1928
2269 def_lev = op->level; 1929 def_lev = op->level;
2270 if (def_lev < 1) 1930 if (def_lev < 1)
2271 { 1931 {
2272 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1932 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2273 def_lev = 1; 1933 def_lev = 1;
2274 } 1934 }
1935
2275 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1936 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2276 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1937 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2277 atk_lev, def_lev); */ 1938 atk_lev, def_lev); */
2278 1939
2279 if (atk_lev >= def_lev) 1940 if (atk_lev >= def_lev)
2294 */ 1955 */
2295 *dam *= kill_lev / def_lev; 1956 *dam *= kill_lev / def_lev;
2296 } 1957 }
2297 } 1958 }
2298 else 1959 else
2299 {
2300 *dam = 0; /* no harm done */ 1960 *dam = 0; /* no harm done */
1961}
1962
1963/* This returns the amount of damage hitter does to op with the
1964 * appropriate attacktype. Only 1 attacktype should be set at a time.
1965 * This doesn't damage the player, but returns how much it should
1966 * take. However, it will do other effects (paralyzation, slow, etc.)
1967 * Note - changed for PR code - we now pass the attack number and not
1968 * the attacktype. Makes it easier for the PR code. */
1969int
1970hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1971{
1972 int doesnt_slay = 1;
1973
1974 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1975 if (attacknum >= NROFATTACKS)
2301 } 1976 {
2302} 1977 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2303 1978 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 { 1979 }
2313 /* May not need a switch for just 2 types, but this makes it 1980
2314 * easier for expansion. 1981 if (dam < 0)
1982 {
1983 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1984 dam, hitter->debug_desc (), op->debug_desc ());
1985 return 0;
1986 }
1987
1988 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1989 * people can't mess with that or it otherwise get confused. */
1990 if (attacknum == ATNR_INTERNAL)
1991 return dam;
1992
1993 if (hitter->slaying)
1994 {
1995 if ((op->race && hitter->slaying.contains (op->race))
1996 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2315 */ 1997 {
2316 switch (hitter->type) 1998 doesnt_slay = 0;
1999 dam *= 3;
2317 { 2000 }
2318 case POTION: 2001 }
2319 /* should player get a save throw instead of checking magic protection? */ 2002
2320 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2003 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2321 (void) apply_potion (victim, hitter); 2004 if (op->resist[attacknum])
2005 {
2006 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2007 * in case 0>dam>1, we try to "simulate" a float value-effect */
2008 dam *= (100 - op->resist[attacknum]);
2009 if (dam >= 100)
2010 dam /= 100;
2011 else
2012 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2013 }
2014
2015 /* Special hack. By default, if immune to something, you
2016 * shouldn't need to worry. However, acid is an exception, since
2017 * it can still damage your items. Only include attacktypes if
2018 * special processing is needed */
2019
2020 if (op->resist[attacknum] >= 100
2021 && doesnt_slay
2022 && attacknum != ATNR_ACID)
2023 return 0;
2024
2025 /* Keep this in order - makes things easier to find */
2026
2027 switch (attacknum)
2028 {
2029 case ATNR_PHYSICAL:
2030 /* here also check for diseases */
2031 check_physically_infect (op, hitter);
2322 break; 2032 break;
2323 2033
2324 case POISON: /* poison drinks */ 2034 /* Don't need to do anything for:
2325 /* As with potions, should monster get a save? */ 2035 magic,
2326 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2036 fire,
2327 apply_poison (victim, hitter); 2037 electricity,
2038 cold */
2039
2040 case ATNR_CONFUSION:
2041 case ATNR_POISON:
2042 case ATNR_SLOW:
2043 case ATNR_PARALYZE:
2044 case ATNR_FEAR:
2045 case ATNR_CANCELLATION:
2046 case ATNR_DEPLETE:
2047 case ATNR_BLIND:
2048 {
2049 /* chance for inflicting a special attack depends on the
2050 * difference between attacker's and defender's level
2051 */
2052 int level_diff = min (110, max (0, op->level - hitter->level));
2053
2054 /* First, only creatures/players with speed can be affected.
2055 * Second, just getting hit doesn't mean it always affects
2056 * you. Third, you still get a saving through against the
2057 * effect.
2058 */
2059 if (op->has_active_speed ()
2060 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2061 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2062 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2063 {
2064
2065 /* Player has been hit by something */
2066 if (attacknum == ATNR_CONFUSION)
2067 confuse_player (op, hitter, dam);
2068 else if (attacknum == ATNR_POISON)
2069 poison_player (op, hitter, dam);
2070 else if (attacknum == ATNR_SLOW)
2071 slow_player (op, hitter, dam);
2072 else if (attacknum == ATNR_PARALYZE)
2073 paralyze_player (op, hitter, dam);
2074 else if (attacknum == ATNR_FEAR)
2075 scare_creature (op, hitter);
2076 else if (attacknum == ATNR_CANCELLATION)
2077 cancellation (op);
2078 else if (attacknum == ATNR_DEPLETE)
2079 op->drain_stat ();
2080 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2081 blind_player (op, hitter, dam);
2082 }
2083
2084 dam = 0; /* These are all effects and don't do real damage */
2085 }
2328 break; 2086 break;
2329 2087
2330 /* Removed case statements that did nothing. 2088 case ATNR_ACID:
2331 * food may be poisonous, but monster must be willing to eat it, 2089 {
2332 * so we don't handle it here. 2090 int flag = 0;
2333 * Containers should perhaps break open, but that code was disabled. 2091
2092 /* Items only get corroded if you're not on a battleground and
2093 * if your acid resistance is below 50%. */
2094 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2095 {
2096 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2097 {
2098 if (tmp->invisible)
2099 continue;
2100 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2101 /* >= 10% acid res. on items will protect these */
2102 continue;
2103 if (!(tmp->materials & M_IRON))
2104 continue;
2105 if (tmp->magic < -4) /* Let's stop at -5 */
2106 continue;
2107 if (tmp->type == RING
2108 /* removed boots and gloves from exclusion list in PR */
2109 || tmp->type == GIRDLE
2110 || tmp->type == AMULET
2111 || tmp->type == WAND
2112 || tmp->type == ROD
2113 || tmp->type == HORN)
2114 continue; /* To avoid some strange effects */
2115
2116 /* High damage acid has better chance of corroding
2117 objects */
2118 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2119 {
2120 flag = 1;
2121 tmp->magic--;
2122
2123 if (object *pl = tmp->visible_to ())
2124 {
2125 /* Make this more visible */
2126 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2127 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2128
2129 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2130 }
2131 }
2132 }
2133
2134 if (flag)
2135 op->update_stats (); /* Something was corroded */
2136 }
2137 }
2138 break;
2139
2140 case ATNR_DRAIN:
2141 {
2142 /* rate is the proportion of exp drained. High rate means
2143 * not much is drained, low rate means a lot is drained.
2144 */
2145 int rate;
2146
2147 if (op->resist[ATNR_DRAIN] >= 0)
2148 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2149 else
2150 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2151
2152 if (op->stats.exp <= rate)
2153 {
2154 if (op->type == GOLEM)
2155 dam = 9998; /* Its force is "sucked" away. 8) */
2156 else
2157 /* If we can't drain, lets try to do physical damage */
2158 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2159 }
2160 else
2161 {
2162 /* Randomly give the hitter some hp */
2163 if (hitter->stats.hp < hitter->stats.maxhp &&
2164 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2165 hitter->stats.hp++;
2166
2167 /* Can't do drains on battleground spaces.
2168 * Move the wiz check up here - before, the hitter wouldn't gain exp
2169 * exp, but the wiz would still lose exp! If drainee is a wiz,
2170 * nothing happens.
2171 * Try to credit the owner. We try to display player -> player drain
2172 * attacks, hence all the != PLAYER checks.
2334 */ 2173 */
2174 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2175 {
2176 object *owner = hitter->owner;
2177
2178 if (owner && owner != hitter)
2179 {
2180 if (op->type != PLAYER || owner->type != PLAYER)
2181 change_exp (owner, op->stats.exp / (rate * 2),
2182 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2183 }
2184 else if (op->type != PLAYER || hitter->type != PLAYER)
2185 change_exp (hitter, op->stats.exp / (rate * 2),
2186 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2187
2188 change_exp (op, -op->stats.exp / rate, NULL, 0);
2189 }
2190
2191 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2192 * drain attack, you won't know that you are actually sucking out EXP,
2193 * as the messages will say you missed
2194 */
2195 }
2196 }
2197 break;
2198
2199 case ATNR_TURN_UNDEAD:
2335 } 2200 {
2336 } 2201 if (op->flag [FLAG_UNDEAD])
2337} 2202 {
2203 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2204 object *god = find_god (determine_god (owner));
2205 int div = 1;
2338 2206
2339/* adj_attackroll() - adjustments to attacks by various conditions */ 2207 /* if undead are not an enemy of your god, you turn them
2208 * at half strength */
2209 if (!god || !god->slaying.contains (shstr_undead))
2210 div = 2;
2340 2211
2341int 2212 /* Give a bonus if you resist turn undead */
2342adj_attackroll (object *hitter, object *target) 2213 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2343{ 2214 scare_creature (op, owner);
2344 object *attacker = hitter; 2215 }
2345 int adjust = 0; 2216 else
2217 dam = 0; /* don't damage non undead - should we damage
2218 undead? */
2219 }
2220 break;
2346 2221
2347 /* safety */ 2222 case ATNR_DEATH:
2348 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2223 deathstrike_player (op, hitter, &dam);
2349 { 2224 break;
2350 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2351 return 0;
2352 }
2353 2225
2354 /* aimed missiles use the owning object's sight */ 2226 case ATNR_CHAOS:
2355 if (is_aimed_missile (hitter)) 2227 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2356 { 2228 dam = 0;
2357 if ((attacker = get_owner (hitter)) == NULL) 2229 break;
2358 attacker = hitter; 2230
2359 /* A player who saves but hasn't quit still could have objects 2231 case ATNR_COUNTERSPELL:
2360 * owned by him - need to handle that case to avoid crashes. 2232 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2233 dam = 0;
2234 /* This should never happen. Counterspell is handled
2235 * seperately and filtered out. If this does happen,
2236 * Counterspell has no effect on anything but spells, so it
2237 * does no damage. */
2238 break;
2239
2240 case ATNR_HOLYWORD:
2241 {
2242 /* This has already been handled by hit_player,
2243 * no need to check twice -- DAMN */
2244 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2245
2246 /* As with turn undead above, give a bonus on the saving throw */
2247 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2248 scare_creature (op, owner);
2249 }
2250 break;
2251
2252 case ATNR_LIFE_STEALING:
2253 {
2254 int new_hp;
2255
2256 /* this is replacement to drain for players, instead of taking
2257 * exp it takes hp. It is geared for players, probably not
2258 * much use giving it to monsters
2259 *
2260 * life stealing doesn't do a lot of damage, but it gives the
2261 * damage it does do to the player. Given that,
2262 * it only does 1/10'th normal damage (hence the divide by
2263 * 1000).
2361 */ 2264 */
2362 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2265 /* You can't steal life from something undead */
2363 attacker = hitter; 2266 if ((op->type == GOLEM) || (op->flag [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; 2267 return 0;
2428 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2268
2429 return 1; 2269 /* If drain protection is higher than life stealing, use that */
2270 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2271 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2272 else
2273 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2274
2275 /* You die at -1 hp, not zero. */
2276 if (dam > (op->stats.hp + 1))
2277 dam = op->stats.hp + 1;
2278
2279 new_hp = hitter->stats.hp + dam;
2280 if (new_hp > hitter->stats.maxhp)
2281 new_hp = hitter->stats.maxhp;
2282
2283 if (new_hp > hitter->stats.hp)
2284 hitter->stats.hp = new_hp;
2285 }
2430 } 2286 }
2287
2431 return 0; 2288 return dam;
2432} 2289}
2290

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines