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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.15 by root, Thu Sep 14 20:46:10 2006 UTC vs.
Revision 1.154 by root, Sat Nov 17 23:40:03 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 24 */
6 25
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> 26#include <assert.h>
30#include <global.h> 27#include <global.h>
31#include <living.h> 28#include <living.h>
32#include <material.h> 29#include <material.h>
33#include <skills.h> 30#include <skills.h>
34
35#ifndef __CEXTRACT__
36# include <sproto.h>
37#endif
38
39#include <sounds.h> 31#include <sounds.h>
40 32#include <sproto.h>
41typedef struct att_msg_str
42{
43 char *msg1;
44 char *msg2;
45} att_msg;
46 33
47/*#define ATTACK_DEBUG*/ 34/*#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 35
85/* did_make_save_item just checks to make sure the item actually 36/* 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 37 * made its saving throw based on the tables. It does not take
87 * any further action (like destroying the item). 38 * any further action (like destroying the item).
88 */ 39 */
89 40static int
90int
91did_make_save_item (object *op, int type, object *originator) 41did_make_save_item (object *op, uint32_t type, object *originator)
92{ 42{
93 int i, roll, saves = 0, attacks = 0, number; 43 int saves = 0, attacks = 0;
94 materialtype_t *mt; 44 materialtype_t *mt = op->material;
95 45
96 if (op->materialname == NULL) 46 // 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) 47 if (mt == MATERIAL_NULL)
107 return TRUE; 48 return 1;
49
108 roll = rndm (1, 20); 50 int roll = rndm (1, 20);
109 51
110 /* the attacktypes have no meaning for object saves 52 /* the attacktypes have no meaning for object saves
111 * If the type is only magic, don't adjust type - basically, if 53 * 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 54 * pure magic is hitting an object, it should save. However, if it
113 * is magic teamed with something else, then strip out the 55 * is magic teamed with something else, then strip out the
114 * magic type, and instead let the fire, cold, or whatever component 56 * magic type, and instead let the fire, cold, or whatever component
115 * destroy the item. Otherwise, you get the case of poisoncloud 57 * destroy the item. Otherwise, you get the case of poisoncloud
116 * destroying objects because it has magic attacktype. 58 * destroying objects because it has magic attacktype.
117 */ 59 */
118 if (type != AT_MAGIC) 60 if (type != AT_MAGIC)
119 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 61 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
120 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 62 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
121 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 63 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
122 64
123 if (type == 0)
124 return TRUE;
125 if (roll == 20)
126 return TRUE;
127 if (roll == 1)
128 return FALSE;
129 65
130 for (number = 0; number < NROFATTACKS; number++) 66 if (type == 0) return TRUE;
67
68 if (roll == 20) return TRUE;
69 if (roll == 1) return FALSE;
70
71 for_all_bits_sparse_32 (type, number)
131 { 72 {
132 i = 1 << number;
133 if (!(i & type))
134 continue;
135 attacks++; 73 attacks++;
74
136 if (op->resist[number] == 100) 75 if (op->resist[number] == 100)
137 saves++; 76 saves++;
138 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 77 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
139 saves++; 78 saves++;
140 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 79 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
141 saves++; 80 saves++;
142 } 81 }
143 82
144 if (saves == attacks || attacks == 0) 83 if (saves == attacks || attacks == 0)
145 return TRUE; 84 return TRUE;
85
146 if ((saves == 0) || (rndm (1, attacks) > saves)) 86 if (saves == 0 || (rndm (1, attacks) > saves))
147 return FALSE; 87 return FALSE;
88
148 return TRUE; 89 return TRUE;
90}
91
92/* cancels object *op. Cancellation basically means an object loses
93 * its magical benefits.
94 */
95void
96cancellation (object *op)
97{
98 if (op->invisible)
99 return;
100
101 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
102 {
103 /* Recurse through the inventory */
104 for (object *tmp = op->inv; tmp; tmp = tmp->below)
105 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
106 cancellation (tmp);
107 }
108 else if (fabs (op->magic) <= rndm (0, 5))
109 {
110 /* Nullify this object. This code could probably be more complete */
111 /* in what abilities it should cancel */
112 op->magic = 0;
113
114 op->clr_flag (FLAG_DAMNED);
115 op->clr_flag (FLAG_CURSED);
116 op->clr_flag (FLAG_KNOWN_MAGICAL);
117 op->clr_flag (FLAG_KNOWN_CURSED);
118
119 if (object *pl = op->visible_to ())
120 esrv_update_item (UPD_FLAGS, pl, op);
121 }
149} 122}
150 123
151/* This function calls did_make_save_item. It then performs the 124/* This function calls did_make_save_item. It then performs the
152 * appropriate actions to the item (such as burning the item up, 125 * appropriate actions to the item (such as burning the item up,
153 * calling cancellation, etc.) 126 * calling cancellation, etc.)
154 */ 127 */
155
156void 128void
157save_throw_object (object *op, int type, object *originator) 129save_throw_object (object *op, int type, object *originator)
158{ 130{
131 op = op->head_ ();
132
159 if (!did_make_save_item (op, type, originator)) 133 if (!did_make_save_item (op, type, originator))
160 { 134 {
161 object *env = op->env; 135 object *env = op->env;
162 int x = op->x, y = op->y; 136 int x = op->x, y = op->y;
163 mapstruct *m = op->map; 137 maptile *m = op->map;
164 138
165 op = stop_item (op); 139 op = stop_item (op);
166 if (op == NULL) 140 if (!op)
167 return; 141 return;
168 142
169 /* Hacked the following so that type LIGHTER will work. 143 /* Hacked the following so that type LIGHTER will work.
170 * Also, objects which are potenital "lights" that are hit by 144 * Also, objects which are potential "lights" that are hit by
171 * flame/elect attacks will be set to glow. "lights" are any 145 * flame/elect attacks will be set to glow. "lights" are any
172 * object with +/- glow_radius and an "other_arch" to change to. 146 * object with +/- glow_radius and an "other_arch" to change to.
173 * (and please note that we cant fail our save and reach this 147 * (and please note that we cant fail our save and reach this
174 * function if the object doesnt contain a material that can burn. 148 * function if the object doesnt contain a material that can burn.
175 * So forget lighting magical swords on fire with this!) -b.t. 149 * So forget lighting magical swords on fire with this!) -b.t.
176 */ 150 */
177 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 151 if (type & (AT_FIRE | AT_ELECTRICITY))
178 { 152 {
179 const char *arch = op->other_arch->name; 153 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
180 154 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 { 155 {
188 if (env) 156 apply_lamp (op, true); // turn on a lamp
157 return;
158 }
159 else if (op->flag [FLAG_IS_LIGHTABLE])
160 {
161 if (op->other_arch)
189 { 162 {
190 op->x = env->x, op->y = env->y; 163 const char *arch = op->other_arch->archname;
191 insert_ob_in_ob (op, env); 164
165 if (op->decrease ())
166 fix_stopped_item (op, m, originator);
167
168 if ((op = archetype::get (arch)))
169 {
192 if (env->contr) 170 if (env)
193 esrv_send_item (env, op); 171 env->insert (op);
172 else
173 m->insert (op, x, y, originator);
174 }
194 } 175 }
176
195 else 177 return;
196 {
197 op->x = x, op->y = y;
198 insert_ob_in_map (op, m, originator, 0);
199 }
200 } 178 }
201
202 return;
203 } 179 }
204 180
205 if (type & AT_CANCELLATION) 181 if (type & AT_CANCELLATION)
206 { /* Cancellation. */ 182 { /* Cancellation. */
207 cancellation (op); 183 cancellation (op);
208 fix_stopped_item (op, m, originator); 184 fix_stopped_item (op, m, originator);
185
209 return; 186 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 } 187 }
234 188
235 if (type & (AT_FIRE | AT_ELECTRICITY)) 189 if (type & (AT_FIRE | AT_ELECTRICITY))
236 if (env) 190 if (env)
237 { 191 {
238 op = get_archetype ("burnout"); 192 object *op = archetype::get (shstr_burnout);
239 op->x = env->x, op->y = env->y; 193 op->x = env->x, op->y = env->y;
240 insert_ob_in_ob (op, env); 194 env->insert (op);
241 } 195 }
242 else 196 else
243 replace_insert_ob_in_map ("burnout", originator); 197 replace_insert_ob_in_map (shstr_burnout, originator);
198
199 if (op->nrof > 1)
200 {
201 if (op->decrease (rndm (0, op->nrof - 1)))
202 fix_stopped_item (op, m, originator);
203 }
204 else
205 {
206 // drop everything to the ground, if possible
207 op->insert_at (originator);
208 op->drop_and_destroy ();
209 }
244 210
245 return; 211 return;
246 } 212 }
247 213
248 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
249 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
250 { 216 {
251 object *tmp;
252 archetype *at = find_archetype ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
253 218
254 if (at == NULL) 219 if (at == NULL)
255 return; 220 return;
256 221
257 op = stop_item (op); 222 op = stop_item (op);
258 if (op == NULL) 223 if (op == NULL)
259 return; 224 return;
260 225
261 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 226 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp)
262 { 228 {
263 tmp = arch_to_object (at); 229 tmp = at->instance ();
264 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
265 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
266 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
267 * that for ones we create. 233 * that for ones we create.
268 */ 234 */
269 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
270 tmp->move_slow = 0; 236 tmp->move_slow = 0;
271 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
272 } 238 }
273 239
274 if (!QUERY_FLAG (op, FLAG_REMOVED)) 240 tmp->insert (op);
275 remove_ob (op);
276
277 insert_ob_in_ob (op, tmp);
278 return; 241 return;
279 } 242 }
280} 243}
281 244
282/* Object op is hitting the map. 245/* Object op is hitting the map.
283 * op is going in direction 'dir' 246 * op is going in direction 'dir'
284 * type is the attacktype of the object. 247 * type is the attacktype of the object.
285 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
286 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
287 */ 250 */
288
289int 251int
290hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, uint32_t type, int full_hit)
291{ 253{
292 object *tmp, *next;
293 mapstruct *map;
294 sint16 x, y; 254 sint16 x, y;
295 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 255 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
296 256
297 tag_t op_tag, next_tag = 0; 257 if (op->flag [FLAG_FREED])
298
299 if (QUERY_FLAG (op, FLAG_FREED))
300 { 258 {
301 LOG (llevError, "BUG: hit_map(): free object\n"); 259 LOG (llevError, "BUG: hit_map(): free object\n");
302 return 0; 260 return 0;
303 } 261 }
304 262
305 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 263 if (op->flag [FLAG_REMOVED] || op->env != NULL)
306 { 264 {
307 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
308 return 0; 266 return 0;
309 } 267 }
310 268
311 if (!op->map) 269 if (!op->map)
312 { 270 {
315 } 273 }
316 274
317 if (op->head) 275 if (op->head)
318 op = op->head; 276 op = op->head;
319 277
320 op_tag = op->count; 278 mapxy pos (op);
279 pos.move (dir);
321 280
322 map = op->map; 281 if (!pos.normalise ())
323 x = op->x + freearr_x[dir]; 282 return 0;
324 y = op->y + freearr_y[dir];
325
326 int mflags = get_map_flags (map, &map, x, y, &x, &y);
327 283
328 // elmex: a safe map tile can't be hit! 284 // elmex: a safe map tile can't be hit!
329 // this should prevent most harmful effects on items and players there. 285 // this should prevent most harmful effects on items and players there.
330 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 286 mapspace &ms = pos.ms ();
287
288 if (ms.flags () & P_SAFE)
331 return 0; 289 return 0;
332 290
333 /* peterm: a few special cases for special attacktypes --counterspell 291 /* peterm: a few special cases for special attacktypes --counterspell
334 * must be out here because it strikes things which are not alive 292 * must be out here because it strikes things which are not alive
335 */ 293 */
336 294 if (type & (AT_COUNTERSPELL | AT_CHAOS))
295 {
337 if (type & AT_COUNTERSPELL) 296 if (type & AT_COUNTERSPELL)
338 { 297 {
339 counterspell (op, dir); /* see spell_effect.c */ 298 counterspell (op, dir); /* see spell_effect.c */
340 299
341 /* If the only attacktype is counterspell or magic, don't need 300 /* If the only attacktype is counterspell or magic, don't need
342 * to do any further processing. 301 * 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 */ 302 */
374 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 303 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
375 break; 304 return 0;
305
306 type &= ~AT_COUNTERSPELL;
307 }
308
309 if (type & AT_CHAOS)
376 } 310 {
311 shuffle_attack (op, 1); /* flag tells it to change the face */
312 update_object (op, UP_OBJ_FACE);
313 type &= ~AT_CHAOS;
314 }
315 }
377 316
317 /* There may still be objects that were above 'next', but there is no
318 * simple way to find out short of copying all object references and
319 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort on destroy.
321 *
322 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error.
324 */
325 for (object *next = ms.bot; next && !next->destroyed (); )
326 {
378 tmp = next; 327 object *tmp = next;
379 next = tmp->above; 328 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 }
389 329
390 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 330 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
391 * For example, 'tmp' was put in an icecube. 331 * For example, 'tmp' was put in an icecube.
392 * This is one of the few cases where on_same_map should not be used. 332 * This is one of the few cases where on_same_map should not be used.
393 */ 333 */
394 if (tmp->map != map || tmp->x != x || tmp->y != y) 334 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
395 continue; 335 continue;
396 336
397 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 337 if (tmp->flag [FLAG_ALIVE])
398 { 338 {
399 hit_player (tmp, op->stats.dam, op, type, full_hit); 339 hit_player (tmp, op->stats.dam, op, type, full_hit);
400 retflag |= 1; 340 retflag |= 1;
341
401 if (was_destroyed (op, op_tag)) 342 if (op->destroyed ())
402 break; 343 break;
403 } 344 }
404
405 /* Here we are potentially destroying an object. If the object has 345 /* 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 346 * 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 347 * that weak walls have is_alive set, which prevent objects from
408 * passing over/through them. We don't care what type of movement 348 * 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 349 * the wall blocks - if it blocks any type of movement, can't be
410 * destroyed right now. 350 * destroyed right now.
351 * Without the material check the server completely fails to work,
352 * objects detsroy themselves, floors get destroyed etc. etc.
411 */ 353 */
412 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 354 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
413 { 355 {
414 save_throw_object (tmp, type, op); 356 save_throw_object (tmp, type, op);
357
415 if (was_destroyed (op, op_tag)) 358 if (op->destroyed ())
416 break; 359 break;
417 } 360 }
418 } 361 }
419 362
420 return 0; 363 return retflag;
421} 364}
422 365
423void 366static void
424attack_message (int dam, int type, object *op, object *hitter) 367attack_message (int dam, int type, object *op, object *hitter)
425{ 368{
426 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 369 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
427 int i, found = 0; 370 int i, found = 0;
428 mapstruct *map; 371 maptile *map;
429 object *next, *tmp; 372 object *next, *tmp;
430 373
431 /* put in a few special messages for some of the common attacktypes 374 /* put in a few special messages for some of the common attacktypes
432 * a player might have. For example, fire, electric, cold, etc 375 * a player might have. For example, fire, electric, cold, etc
433 * [garbled 20010919] 376 * [garbled 20010919]
434 */ 377 */
435
436 if (dam == 9998 && op->type == DOOR) 378 if (dam == 9998 && op->type == DOOR)
437 { 379 {
438 sprintf (buf1, "unlock %s", &op->name); 380 sprintf (buf1, "unlock %s", &op->name);
439 sprintf (buf2, " unlocks"); 381 sprintf (buf2, " unlocks");
440 found++; 382 found++;
441 } 383 }
442 if (dam < 0) 384 else if (dam < 0)
443 { 385 {
444 sprintf (buf1, "hit %s", &op->name); 386 sprintf (buf1, "hit %s", &op->name);
445 sprintf (buf2, " hits"); 387 sprintf (buf2, " hits");
446 found++; 388 found++;
447 } 389 }
450 sprintf (buf1, "missed %s", &op->name); 392 sprintf (buf1, "missed %s", &op->name);
451 sprintf (buf2, " misses"); 393 sprintf (buf2, " misses");
452 found++; 394 found++;
453 } 395 }
454 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 396 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
455 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 397 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
456 { 398 {
457 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 399 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) 400 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
459 { 401 {
460 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 402 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); 414 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
473 found++; 415 found++;
474 break; 416 break;
475 } 417 }
476 } 418 }
477 else if (hitter->type == PLAYER && IS_LIVE (op)) 419 else if (hitter->type == PLAYER && op->is_alive ())
478 { 420 {
479 if (USING_SKILL (hitter, SK_KARATE)) 421 if (USING_SKILL (hitter, SK_KARATE))
480 { 422 {
481 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 423 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) 424 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
508 found++; 450 found++;
509 break; 451 break;
510 } 452 }
511 } 453 }
512 } 454 }
455
513 if (found) 456 if (found)
514 { 457 {
515 /* done */ 458 /* done */
516 } 459 }
517 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 460 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
518 { 461 {
519 sprintf (buf1, "hit"); /* just in case */ 462 sprintf (buf1, "hit"); /* just in case */
520 for (i = 0; i < MAXATTACKMESS; i++) 463 for (i = 0; i < MAXATTACKMESS; i++)
521 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 464 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
522 { 465 {
523 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
524 found++; 467 found++;
525 break; 468 break;
526 } 469 }
527 } 470 }
528 else if (type & AT_DRAIN && IS_LIVE (op)) 471 else if (type & AT_DRAIN && op->is_alive ())
529 { 472 {
530 /* drain is first, because some items have multiple attypes */ 473 /* drain is first, because some items have multiple attypes */
531 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 474 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) 475 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
533 { 476 {
535 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
536 found++; 479 found++;
537 break; 480 break;
538 } 481 }
539 } 482 }
540 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 483 else if (type & AT_ELECTRICITY && op->is_alive ())
541 { 484 {
542 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 485 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) 486 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
544 { 487 {
545 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 488 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); 489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
547 found++; 490 found++;
548 break; 491 break;
549 } 492 }
550 } 493 }
551 else if (type & AT_COLD && IS_LIVE (op)) 494 else if (type & AT_COLD && op->is_alive ())
552 { 495 {
553 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 496 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) 497 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
555 { 498 {
556 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 499 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); 511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
569 found++; 512 found++;
570 break; 513 break;
571 } 514 }
572 } 515 }
573 else if (hitter->current_weapon != NULL) 516 else if (hitter->current_weapon)
574 { 517 {
575 int mtype; 518 int mtype;
576 519
577 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
578 { 521 {
579 case WEAP_HIT: 522 case WEAP_HIT: mtype = ATM_BASIC; break;
580 mtype = ATM_BASIC; 523 case WEAP_SLASH: mtype = ATM_SLASH; break;
581 break; 524 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
582 case WEAP_SLASH: 525 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
583 mtype = ATM_SLASH; 526 case WEAP_SLICE: mtype = ATM_SLICE; break;
584 break; 527 case WEAP_STAB: mtype = ATM_STAB; break;
585 case WEAP_PIERCE: 528 case WEAP_WHIP: mtype = ATM_WHIP; break;
586 mtype = ATM_PIERCE; 529 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
587 break; 530 case WEAP_BLUD: mtype = ATM_BLUD; break;
588 case WEAP_CLEAVE: 531 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 } 532 }
533
610 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 534 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) 535 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
612 { 536 {
613 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 537 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); 538 strcpy (buf2, attack_mess[mtype][i].buf3);
633 strcpy (buf1, "hit"); 557 strcpy (buf1, "hit");
634 strcpy (buf2, " hits"); 558 strcpy (buf2, " hits");
635 } 559 }
636 560
637 /* bail out if a monster is casting spells */ 561 /* bail out if a monster is casting spells */
638 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 562 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
639 return; 563 return;
640 564
641 /* scale down magic considerably. */ 565 /* scale down magic considerably. */
642 if (type & AT_MAGIC && rndm (0, 5)) 566 if (type & AT_MAGIC && rndm (0, 5))
643 return; 567 return;
644 568
645 /* Did a player hurt another player? Inform both! */ 569 /* Did a player hurt another player? Inform both! */
646 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 570 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
647 { 571 {
648 if (get_owner (hitter) != NULL) 572 if (hitter->owner != NULL)
649 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 573 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
650 else 574 else
651 { 575 {
652 sprintf (buf, "%s%s you.", &hitter->name, buf2); 576 sprintf (buf, "%s%s you.", &hitter->name, buf2);
577
653 if (dam != 0) 578 if (dam != 0)
654 { 579 {
655 if (dam < 10) 580 if (dam < 10)
656 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 581 op->contr->play_sound (sound_find ("player_is_hit1"));
657 else if (dam < 20) 582 else if (dam < 20)
658 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 583 op->contr->play_sound (sound_find ("player_is_hit2"));
659 else 584 else
660 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 585 op->contr->play_sound (sound_find ("player_is_hit3"));
661 } 586 }
662 } 587 }
588
663 new_draw_info (NDI_BLACK, 0, op, buf); 589 new_draw_info (NDI_BLACK, 0, op, buf);
664 } /* end of player hitting player */ 590 } /* end of player hitting player */
665 591
666 if (hitter->type == PLAYER) 592 if (hitter->type == PLAYER)
667 { 593 {
668 sprintf (buf, "You %s.", buf1); 594 sprintf (buf, "You %s.", buf1);
595
669 if (dam != 0) 596 if (dam != 0)
670 { 597 {
671 if (dam < 10) 598 if (dam < 10)
672 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 599 op->play_sound (sound_find ("player_hits1"));
673 else if (dam < 20) 600 else if (dam < 20)
674 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 601 op->play_sound (sound_find ("player_hits2"));
675 else 602 else
676 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 603 op->play_sound (sound_find ("player_hits3"));
677 } 604 }
605
678 new_draw_info (NDI_BLACK, 0, hitter, buf); 606 new_draw_info (NDI_BLACK, 0, hitter, buf);
679 } 607 }
680 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 608 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
681 { 609 {
682 /* look for stacked spells and start reducing the message chances */ 610 /* 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)) 611 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
684 { 612 {
685 i = 4; 613 i = 4;
686 map = hitter->map; 614 map = hitter->map;
687 if (out_of_map (map, hitter->x, hitter->y)) 615 if (out_of_map (map, hitter->x, hitter->y))
688 return; 616 return;
617
689 next = get_map_ob (map, hitter->x, hitter->y); 618 next = GET_MAP_OB (map, hitter->x, hitter->y);
690 if (next) 619 if (next)
691 while (next) 620 while (next)
692 { 621 {
693 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 622 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
694 i *= 3; 623 i *= 3;
624
695 tmp = next; 625 tmp = next;
696 next = tmp->above; 626 next = tmp->above;
697 } 627 }
628
698 if (i < 0) 629 if (i < 0)
699 return; 630 return;
631
700 if (rndm (0, i) != 0) 632 if (rndm (0, i) != 0)
701 return; 633 return;
702 } 634 }
703 else if (rndm (0, 5) != 0) 635 else if (rndm (0, 5) != 0)
704 return; 636 return;
637
705 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 638 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
706 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 639 op->play_sound (sound_find ("player_hits4"));
707 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 640 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
708 } 641 }
709} 642}
710
711 643
712static int 644static int
713get_attack_mode (object **target, object **hitter, int *simple_attack) 645get_attack_mode (object **target, object **hitter, int *simple_attack)
714{ 646{
715 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 647 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
716 { 648 {
717 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 649 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
718 return 1; 650 return 1;
719 } 651 }
720 if ((*target)->head) 652
721 *target = (*target)->head; 653 *target = (*target)->head_ ();
722 if ((*hitter)->head)
723 *hitter = (*hitter)->head; 654 *hitter = (*hitter)->head_ ();
655
656 if ((*target)->type == LOCKED_DOOR)
657 return 1; // locked doors cannot be hit
658
724 if ((*hitter)->env != NULL || (*target)->env != NULL) 659 if ((*hitter)->env || (*target)->env)
725 { 660 {
726 *simple_attack = 1; 661 *simple_attack = 1;
727 return 0; 662 return 0;
728 } 663 }
729 if (QUERY_FLAG (*target, FLAG_REMOVED) 664
730 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 665 if ((*target)->flag [FLAG_REMOVED]
666 || (*hitter)->flag [FLAG_REMOVED]
667 || !(*hitter)->map
668 || !on_same_map (*hitter, *target))
731 { 669 {
732 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 670 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
671 (*hitter)->debug_desc (), (*target)->debug_desc ());
733 return 1; 672 return 1;
734 } 673 }
674
735 *simple_attack = 0; 675 *simple_attack = 0;
736 return 0; 676 return 0;
737} 677}
738 678
739static int 679static int
740abort_attack (object *target, object *hitter, int simple_attack) 680abort_attack (object *target, object *hitter, int simple_attack)
741{ 681{
742
743/* Check if target and hitter are still in a relation similar to the one 682 /* 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. 683 * determined by get_attack_mode(). Returns true if the relation has changed.
745 */ 684 */
746 int new_mode; 685 int new_mode;
747 686
748 if (hitter->env == target || target->env == hitter) 687 if (hitter->env == target || target->env == hitter)
749 new_mode = 1; 688 new_mode = 1;
750 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 689 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
690 || hitter->map == NULL || !on_same_map (hitter, target))
751 return 1; 691 return 1;
752 else 692 else
753 new_mode = 0; 693 new_mode = 0;
694
754 return new_mode != simple_attack; 695 return new_mode != simple_attack;
755} 696}
756 697
698/* thrown_item_effect() - handles any special effects of thrown
699 * items (like attacking living creatures--a potion thrown at a
700 * monster).
701 */
702static void
757static void thrown_item_effect (object *, object *); 703thrown_item_effect (object *hitter, object *victim)
704{
705 if (!hitter->flag [FLAG_ALIVE])
706 {
707 /* May not need a switch for just 2 types, but this makes it
708 * easier for expansion.
709 */
710 switch (hitter->type)
711 {
712 case POTION:
713 /* should player get a save throw instead of checking magic protection? */
714 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
715 apply_potion (victim, hitter);
716 break;
717
718 case POISON: /* poison drinks */
719 /* As with potions, should monster get a save? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
721 apply_poison (victim, hitter);
722 break;
723
724 /* Removed case statements that did nothing.
725 * food may be poisonous, but monster must be willing to eat it,
726 * so we don't handle it here.
727 * Containers should perhaps break open, but that code was disabled.
728 */
729 }
730 }
731}
732
733/* determine if the object is an 'aimed' missile */
734static int
735is_aimed_missile (object *op)
736{
737 /* I broke what used to be one big if into a few nested
738 * ones so that figuring out the logic is at least possible.
739 */
740 if (op && (op->move_type & MOVE_FLYING))
741 if (op->type == ARROW || op->type == THROWN_OBJ)
742 return 1;
743 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
744 return 1;
745
746 return 0;
747}
748/* adj_attackroll() - adjustments to attacks by various conditions */
749static int
750adj_attackroll (object *hitter, object *target)
751{
752 object *attacker = hitter;
753 int adjust = 0;
754
755 /* safety */
756 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
757 {
758 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
759 return 0;
760 }
761
762 /* aimed missiles use the owning object's sight */
763 if (is_aimed_missile (hitter))
764 {
765 if ((attacker = hitter->owner) == NULL)
766 attacker = hitter;
767 /* A player who saves but hasn't quit still could have objects
768 * owned by him - need to handle that case to avoid crashes.
769 */
770 if (attacker->flag [FLAG_REMOVED])
771 attacker = hitter;
772 }
773 else if (!hitter->flag [FLAG_ALIVE])
774 return 0;
775
776 /* determine the condtions under which we make an attack.
777 * Add more cases, as the need occurs. */
778
779 if (!can_see_enemy (attacker, target))
780 {
781 /* target is unseen */
782 if (target->invisible || attacker->flag [FLAG_BLIND])
783 adjust -= 10;
784 /* dark map penalty for the hitter (lacks infravision if we got here). */
785 else if (!stand_in_light (target))
786 adjust -= target->map->darklevel ();
787 }
788
789 if (attacker->flag [FLAG_SCARED])
790 adjust -= 3;
791
792 if (target->flag [FLAG_UNAGGRESSIVE])
793 adjust += 1;
794
795 if (target->flag [FLAG_SCARED])
796 adjust += 1;
797
798 if (attacker->flag [FLAG_CONFUSED])
799 adjust -= 3;
800
801 /* if we attack at a different 'altitude' its harder */
802 if ((attacker->move_type & target->move_type) == 0)
803 adjust -= 2;
804
805#if 0
806 /* slower attacks are less likely to succeed. We should use a
807 * comparison between attacker/target speeds BUT, players have
808 * a generally faster speed, so this will wind up being a HUGE
809 * disadantage for the monsters! Too bad, because missiles which
810 * fly fast should have a better chance of hitting a slower target.
811 */
812 if (hitter->speed < target->speed)
813 adjust += ((float) hitter->speed - target->speed);
814#endif
815
816#if 0
817 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
818#endif
819
820 return adjust;
821}
758 822
759static int 823static int
760attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 824attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
761{ 825{
762 int simple_attack, roll, dam = 0; 826 int simple_attack, roll, dam = 0;
763 uint32 type; 827 uint32 type;
764 shstr op_name; 828 shstr op_name;
765 tag_t op_tag, hitter_tag;
766 829
767 if (get_attack_mode (&op, &hitter, &simple_attack)) 830 if (get_attack_mode (&op, &hitter, &simple_attack))
768 goto error; 831 goto error;
769 832
770 if (hitter->current_weapon) 833 if (hitter->current_weapon)
771 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 834 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
772 return RESULT_INT (0); 835 return RESULT_INT (0);
773 836
774 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 837 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
775 return RESULT_INT (0); 838 return RESULT_INT (0);
776
777 op_tag = op->count;
778 hitter_tag = hitter->count;
779 839
780 /* 840 /*
781 * A little check to make it more difficult to dance forward and back 841 * A little check to make it more difficult to dance forward and back
782 * to avoid ever being hit by monsters. 842 * to avoid ever being hit by monsters.
783 */ 843 */
784 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 844 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
785 { 845 {
786 /* Decrease speed BEFORE calling process_object. Otherwise, an 846 /* Decrease speed BEFORE calling process_object. Otherwise, an
787 * infinite loop occurs, with process_object calling move_monster, 847 * infinite loop occurs, with process_object calling move_monster,
788 * which then gets here again. By decreasing the speed before 848 * which then gets here again. By decreasing the speed before
789 * we call process_object, the 'if' statement above will fail. 849 * we call process_object, the 'if' statement above will fail.
790 */ 850 */
791 op->speed_left--; 851 --op->speed_left;
792 process_object (op); 852 process_object (op);
853
793 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 854 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
794 goto error; 855 goto error;
795 } 856 }
796 857
797 op_name = op->name; 858 op_name = op->name;
798 859
805 /* See if we hit the creature */ 866 /* See if we hit the creature */
806 if (roll == 20 || op->stats.ac >= base_wc - roll) 867 if (roll == 20 || op->stats.ac >= base_wc - roll)
807 { 868 {
808 int hitdam = base_dam; 869 int hitdam = base_dam;
809 870
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) 871 if (!simple_attack)
828 { 872 {
829 /* If you hit something, the victim should *always* wake up. 873 /* If you hit something, the victim should *always* wake up.
830 * Before, invisible hitters could avoid doing this. 874 * Before, invisible hitters could avoid doing this.
831 * -b.t. */ 875 * -b.t. */
832 if (QUERY_FLAG (op, FLAG_SLEEP)) 876 if (op->flag [FLAG_SLEEP])
833 CLEAR_FLAG (op, FLAG_SLEEP); 877 op->clr_flag (FLAG_SLEEP);
834 878
835 /* If the victim can't see the attacker, it may alert others 879 /* If the victim can't see the attacker, it may alert others
836 * for help. */ 880 * for help. */
837 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 881 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
838 npc_call_help (op); 882 npc_call_help (op);
839 883
840 /* if you were hidden and hit by a creature, you are discovered */ 884 /* if you were hidden and hit by a creature, you are discovered */
841 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 885 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
842 { 886 {
843 make_visible (op); 887 make_visible (op);
888
844 if (op->type == PLAYER) 889 if (op->type == PLAYER)
845 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 890 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
846 } 891 }
847 892
848 /* thrown items (hitter) will have various effects 893 /* thrown items (hitter) will have various effects
849 * when they hit the victim. For things like thrown daggers, 894 * when they hit the victim. For things like thrown daggers,
850 * this sets 'hitter' to the actual dagger, and not the 895 * this sets 'hitter' to the actual dagger, and not the
851 * wrapper object. 896 * wrapper object.
852 */ 897 */
853 thrown_item_effect (hitter, op); 898 thrown_item_effect (hitter, op);
899
854 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 900 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
855 goto leave; 901 goto leave;
856 } 902 }
857 903
858 /* Need to do at least 1 damage, otherwise there is no point 904 /* Need to do at least 1 damage, otherwise there is no point
859 * to go further and it will cause FPE's below. 905 * to go further and it will cause FPE's below.
860 */ 906 */
861 if (hitdam <= 0) 907 max_it (hitdam, 1);
862 hitdam = 1;
863 908
864 type = hitter->attacktype; 909 type = hitter->attacktype;
910
911 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
912 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
913 * This check is important for the most simple monsters out there in the
914 * game content (maps, archs). For example orcs: They would have
915 * no attacktype at all.
916 *
917 * Some time in the future someone should just go into the game data
918 * and fix every monster out there ;-/ Until then we will kill some
919 * more trees in the african rain forests with this check.
920 */
865 if (!type) 921 if (!type)
866 type = AT_PHYSICAL; 922 type = AT_PHYSICAL;
923
867 /* Handle monsters that hit back */ 924 /* Handle monsters that hit back */
868 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 925 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
869 { 926 {
870 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 927 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
871 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 928 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
929
872 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 930 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
931
873 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 932 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
874 goto leave; 933 goto leave;
875 } 934 }
876 935
877 /* In the new attack code, it should handle multiple attack 936 /* In the new attack code, it should handle multiple attack
878 * types in its area, so remove it from here. 937 * types in its area, so remove it from here.
879 */ 938 */
880 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 939 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
940
881 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 941 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
882 goto leave; 942 goto leave;
883 } /* end of if hitter hit op */ 943 } /* end of if hitter hit op */
884 /* if we missed, dam=0 */ 944 /* if we missed, dam=0 */
885 945
886 /*attack_message(dam, type, op, hitter); */ 946 /*attack_message(dam, type, op, hitter); */
896} 956}
897 957
898int 958int
899attack_ob (object *op, object *hitter) 959attack_ob (object *op, object *hitter)
900{ 960{
901
902 if (hitter->head)
903 hitter = hitter->head;
904 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 961 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
905} 962}
906 963
907/* op is the arrow, tmp is what is stopping the arrow. 964/* op is the arrow, tmp is what is stopping the arrow.
908 * 965 *
909 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 966 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
917 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 974 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
918 * stick around. 975 * stick around.
919 */ 976 */
920 if (op->weight <= 5000 && tmp->stats.hp >= 0) 977 if (op->weight <= 5000 && tmp->stats.hp >= 0)
921 { 978 {
922 if (tmp->head != NULL) 979 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; 980 return 1;
932 } 981 }
933 else 982 else
934 return 0; 983 return 0;
935} 984}
943object * 992object *
944hit_with_arrow (object *op, object *victim) 993hit_with_arrow (object *op, object *victim)
945{ 994{
946 object *container, *hitter; 995 object *container, *hitter;
947 int hit_something = 0; 996 int hit_something = 0;
948 tag_t victim_tag, hitter_tag;
949 sint16 victim_x, victim_y;
950 997
951 /* Disassemble missile */ 998 /* Disassemble missile */
952 if (op->inv) 999 if (op->inv)
953 { 1000 {
954 container = op; 1001 container = op;
955 hitter = op->inv; 1002 hitter = op->inv;
956 remove_ob (hitter);
957 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1003 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 1004 /* 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 1005 * 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 1006 * removed at the end of this function must be able to deal with empty
961 * THROWN_OBJs. */ 1007 * THROWN_OBJs. */
962 } 1008 }
963 else 1009 else
964 { 1010 {
965 container = NULL; 1011 container = 0;
966 hitter = op; 1012 hitter = op;
967 } 1013 }
968 1014
969 /* Try to hit victim */ 1015 /* 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); 1016 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
976 1017
977 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1018 /* Arrow attacks door, rune of summoning is triggered, demon is put on
978 * arrow, move_apply() calls this function, arrow sticks in demon, 1019 * arrow, move_apply() calls this function, arrow sticks in demon,
979 * attack_ob_simple() returns, and we've got an arrow that still exists 1020 * 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 1021 * but is no longer on the map. Ugh. (Beware: Such things can happen at
981 * other places as well!) 1022 * other places as well!)
982 */ 1023 */
983 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 1024 if (hitter->destroyed () || hitter->env)
984 { 1025 {
985 if (container) 1026 if (container)
986 { 1027 container->destroy ();
987 remove_ob (container); 1028
988 free_object (container);
989 }
990 return NULL; 1029 return 0;
991 } 1030 }
992 1031
993 /* Missile hit victim */ 1032 /* Missile hit victim */
994 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1033 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
995 * through the target 1034 * through the target
996 */ 1035 */
997 if (hit_something && op->speed <= 10.0) 1036 if (hit_something)
1037 if (op->speed < 10.0)
998 { 1038 {
999 /* Stop arrow */ 1039 /* Stop arrow */
1000 if (container == NULL) 1040 if (container)
1041 container->destroy ();
1042 else
1001 { 1043 {
1002 hitter = fix_stopped_arrow (hitter); 1044 hitter = fix_stopped_arrow (hitter);
1003 if (hitter == NULL) 1045 if (!hitter)
1004 return NULL; 1046 return 0;
1005 } 1047 }
1006 else
1007 {
1008 remove_ob (container);
1009 free_object (container);
1010 }
1011 1048
1012 /* Try to stick arrow into victim */ 1049 /* Try to stick arrow into victim */
1013 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 1050 if (!victim->destroyed () && stick_arrow (hitter, victim))
1014 return NULL; 1051 return 0;
1015 1052
1016 /* Else try to put arrow on victim's map square 1053 /* Else try to put arrow on victim's map square
1017 * remove check for P_WALL here. If the arrow got to this 1054 * remove check for P_WALL here. If the arrow got to this
1018 * space, that is good enough - with the new movement code, 1055 * space, that is good enough - with the new movement code,
1019 * there is now the potential for lots of spaces where something 1056 * there is now the potential for lots of spaces where something
1020 * can fly over but not otherwise move over. What is the correct 1057 * can fly over but not otherwise move over. What is the correct
1021 * way to handle those otherwise? 1058 * way to handle those otherwise?
1022 */ 1059 */
1023 if (victim_x != hitter->x || victim_y != hitter->y) 1060 if (victim->x != hitter->x || victim->y != hitter->y)
1024 { 1061 {
1025 remove_ob (hitter); 1062 if (victim->destroyed ())
1063 hitter->destroy ();
1064 else
1065 {
1066 hitter->remove ();
1026 hitter->x = victim_x; 1067 hitter->x = victim->x;
1027 hitter->y = victim_y; 1068 hitter->y = victim->y;
1028 insert_ob_in_map (hitter, victim->map, hitter, 0); 1069 insert_ob_in_map (hitter, victim->map, hitter, 0);
1070 }
1029 } 1071 }
1030 else 1072 else
1031 {
1032 /* Else leave arrow where it is */ 1073 /* Else leave arrow where it is */
1033 merge_ob (hitter, NULL); 1074 merge_ob (hitter, NULL);
1075
1076 return 0;
1034 } 1077 }
1035 return NULL; 1078 else
1036 } 1079 op->set_speed (op->speed - 1.f);
1037
1038 if (hit_something && op->speed >= 10.0)
1039 op->speed -= 1.0;
1040 1080
1041 /* Missile missed victim - reassemble missile */ 1081 /* Missile missed victim - reassemble missile */
1042 if (container) 1082 if (container)
1043 { 1083 {
1044 remove_ob (hitter); 1084 hitter->remove ();
1045 insert_ob_in_ob (hitter, container); 1085 insert_ob_in_ob (hitter, container);
1046 } 1086 }
1087
1047 return op; 1088 return op;
1048} 1089}
1049 1090
1050 1091static void
1051void
1052tear_down_wall (object *op) 1092tear_down_wall (object *op)
1053{ 1093{
1054 int perc = 0;
1055
1056 if (!op->stats.maxhp) 1094 if (!op->stats.maxhp)
1057 {
1058 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1095 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1059 perc = 1; 1096 else if (!op->has_anim ())
1060 }
1061 else if (!GET_ANIM_ID (op))
1062 { 1097 {
1063 /* Object has been called - no animations, so remove it */ 1098 /* Object has been called - no animations, so remove it */
1064 if (op->stats.hp < 0) 1099 if (op->stats.hp < 0)
1100 op->destroy ();
1065 { 1101
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 */ 1102 return; /* no animations, so nothing more to do */
1072 } 1103 }
1073 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1104
1074 if (perc >= (int) NUM_ANIMATIONS (op)) 1105 // we use frames 1..num-2 as intermediate frames, so
1075 perc = NUM_ANIMATIONS (op) - 1; 1106 // the last frame is used only when hp < 0.
1076 else if (perc < 1) 1107 int perc = clamp (
1077 perc = 1; 1108 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1078 SET_ANIMATION (op, perc); 1109 0, op->anim_frames () - 1
1110 );
1111
1112 op->set_anim_frame (perc);
1079 update_object (op, UP_OBJ_FACE); 1113 update_object (op, UP_OBJ_FACE);
1080 if (perc == NUM_ANIMATIONS (op) - 1) 1114
1115 if (op->stats.hp < 0)
1081 { /* Reached the last animation */ 1116 { /* Reached the last animation */
1082 if (op->face == blank_face) 1117 if (op->face == blank_face)
1083 {
1084 /* If the last face is blank, remove the ob */ 1118 /* If the last face is blank, remove the ob */
1085 remove_ob (op); /* Should update LOS */ 1119 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 1120 else
1093 { /* The last face was not blank, leave an image */ 1121 { /* The last face was not blank, leave an image */
1094 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1122 op->flag [FLAG_BLOCKSVIEW] = false;
1095 update_all_los (op->map, op->x, op->y); 1123 update_all_los (op->map, op->x, op->y);
1096 op->move_block = 0; 1124 op->move_block = 0;
1097 CLEAR_FLAG (op, FLAG_ALIVE); 1125 op->flag [FLAG_ALIVE] = false;
1098 } 1126 }
1099 } 1127 }
1100} 1128}
1101 1129
1102void 1130static void
1103scare_creature (object *target, object *hitter) 1131scare_creature (object *target, object *hitter)
1104{ 1132{
1105 object *owner = get_owner (hitter); 1133 target->flag [FLAG_SCARED] = true;
1106 1134
1107 if (!owner)
1108 owner = hitter;
1109
1110 SET_FLAG (target, FLAG_SCARED);
1111 if (!target->enemy) 1135 if (!target->enemy)
1112 target->enemy = owner; 1136 target->enemy = hitter->outer_owner ();
1113} 1137}
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 1138
1423/* GROS: This code comes from hit_player. It has been made external to 1139/* 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. 1140 * allow script procedures to "kill" objects in a combat-like fashion.
1425 * It was initially used by (kill-object) developed for the Collector's 1141 * It was initially used by (kill-object) developed for the Collector's
1426 * Sword. Note that nothing has been changed from the original version 1142 * Sword. Note that nothing has been changed from the original version
1436 * MSW 2002-07-17 1152 * MSW 2002-07-17
1437 */ 1153 */
1438int 1154int
1439kill_object (object *op, int dam, object *hitter, int type) 1155kill_object (object *op, int dam, object *hitter, int type)
1440{ 1156{
1441 char buf[MAX_BUF]; 1157 shstr skill;
1442 const char *skill;
1443 int maxdam = 0; 1158 int maxdam = 0;
1444 int battleg = 0; /* true if op standing on battleground */ 1159 int battleg = 0; /* true if op standing on battleground */
1445 int pk = 0; /* true if op and what controls hitter are both players */ 1160 int pk = 0; /* true if op and what controls hitter are both players */
1446 object *owner = NULL; 1161 object *owner = 0;
1447 object *skop = NULL; 1162 object *skop = 0;
1448 1163
1449 if (op->stats.hp >= 0) 1164 if (op->stats.hp >= 0)
1450 return -1; 1165 return -1;
1451 1166
1452 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1167 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1456 * this creature. The function(s) that call us have already 1171 * this creature. The function(s) that call us have already
1457 * adjusted the creatures HP total, so that is negative. 1172 * adjusted the creatures HP total, so that is negative.
1458 */ 1173 */
1459 maxdam = dam + op->stats.hp + 1; 1174 maxdam = dam + op->stats.hp + 1;
1460 1175
1461 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1176 if (op->flag [FLAG_BLOCKSVIEW])
1462 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1177 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1463 1178
1464 if (op->type == DOOR) 1179 if (op->type == DOOR)
1465 { 1180 {
1466 op->speed = 0.1; 1181 op->set_speed (0.1f);
1467 update_ob_speed (op);
1468 op->speed_left = -0.05; 1182 op->speed_left = -0.05f;
1469 return maxdam; 1183 return maxdam;
1470 } 1184 }
1185
1471 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1186 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1472 { 1187 {
1473 remove_friendly_object (op); 1188 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; 1189 return maxdam;
1483 } 1190 }
1484 1191
1485 /* Now lets start dealing with experience we get for killing something */ 1192 /* Now lets start dealing with experience we get for killing something */
1486 1193
1487 owner = get_owner (hitter); 1194 owner = hitter->outer_owner ();
1488 if (owner == NULL) 1195 if (!owner)
1489 owner = hitter; 1196 owner = hitter;
1490 1197
1491 /* is the victim (op) standing on battleground? */ 1198 /* is the victim (op) standing on battleground? */
1492 if (op_on_battleground (op, NULL, NULL)) 1199 if (op_on_battleground (op, NULL, NULL))
1493 battleg = 1; 1200 battleg = 1;
1497 pk = 1; 1204 pk = 1;
1498 1205
1499 /* Player killed something */ 1206 /* Player killed something */
1500 if (owner->type == PLAYER) 1207 if (owner->type == PLAYER)
1501 { 1208 {
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 1209 /* Log players killing other players - makes it easier to detect
1506 * and filter out malicious player killers - that is why the 1210 * and filter out malicious player killers - that is why the
1507 * ip address is included. 1211 * ip address is included.
1508 */ 1212 */
1509 if (op->type == PLAYER && !battleg) 1213 if (op->type == PLAYER && !battleg)
1513 char buf[256]; 1217 char buf[256];
1514 1218
1515 tmv = localtime (&t); 1219 tmv = localtime (&t);
1516 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1220 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1517 1221
1518 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1222 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1519 } 1223 }
1520 1224
1521 /* try to filter some things out - basically, if you are 1225 /* try to filter some things out - basically, if you are
1522 * killing a level 1 creature and your level 20, you 1226 * killing a level 1 creature and your level 20, you
1523 * probably don't want to see that. 1227 * probably don't want to see that.
1524 */ 1228 */
1525 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1229 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1526 { 1230 {
1527 if (owner != hitter) 1231 if (owner != hitter)
1528 {
1529 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1232 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1530 }
1531 else 1233 else
1532 {
1533 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1234 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1534 } 1235
1535 /* Only play sounds for melee kills */ 1236 /* Only play sounds for melee kills */
1536 if (hitter->type == PLAYER) 1237 if (hitter->type == PLAYER)
1537 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1238 owner->play_sound (sound_find ("player_kills"));
1538 } 1239 }
1539 1240
1540 /* If a player kills another player, not on 1241 /* If a player kills another player, not on
1541 * battleground, the "killer" looses 1 luck. Since this is 1242 * battleground, the "killer" looses 1 luck. Since this is
1542 * not reversible, it's actually quite a pain IMHO. -AV 1243 * not reversible, it's actually quite a pain IMHO. -AV
1543 * Fix bug in that we were changing the luck of the hitter, not 1244 * Fix bug in that we were changing the luck of the hitter, not
1544 * player that the object belonged to - so if you killed another player 1245 * player that the object belonged to - so if you killed another player
1545 * with spells, pets, whatever, there was no penalty. 1246 * with spells, pets, whatever, there was no penalty.
1546 * Changed to make luck penalty configurable in settings. 1247 * Changed to make luck penalty configurable in settings.
1547 */ 1248 */
1548 if (op->type == PLAYER && owner != op && !battleg) 1249 if (op->type == PLAYER && owner != op && !battleg)
1549 change_luck (owner, -settings.pk_luck_penalty); 1250 owner->change_luck (-settings.pk_luck_penalty);
1550 1251
1551 /* This code below deals with finding the appropriate skill 1252 /* This code below deals with finding the appropriate skill
1552 * to credit exp to. This is a bit problematic - we should 1253 * to credit exp to. This is a bit problematic - we should
1553 * probably never really have to look at current_weapon->skill 1254 * probably never really have to look at current_weapon->skill
1554 */ 1255 */
1555 skill = NULL;
1556 if (hitter->skill && hitter->type != PLAYER) 1256 if (hitter->skill && hitter->type != PLAYER)
1557 skill = hitter->skill; 1257 skill = hitter->skill;
1558 else if (owner->chosen_skill) 1258 else if (owner->chosen_skill)
1559 { 1259 {
1560 skill = owner->chosen_skill->skill;
1561 skop = owner->chosen_skill; 1260 skop = owner->chosen_skill;
1261 skill = skop->skill;
1562 } 1262 }
1563 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1263 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1564 skill = owner->current_weapon->skill; 1264 skill = owner->current_weapon->skill;
1565 else 1265 else
1266 {
1267 LOG (llevError | logBacktrace,
1566 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1268 "BUG: kill_object - unable to find skill that killed monster\n"
1269 "op: %s\n" "hitter: %s\n" "op: %s\n",
1270 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1271 skill = 0;
1272 }
1567 1273
1568 /* We have the skill we want to credit to - now find the object this goes 1274 /* 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! 1275 * to. Make sure skop is an actual skill, and not a skill tool!
1570 */ 1276 */
1571 if ((!skop || skop->type != SKILL) && skill) 1277 skop = owner->contr->find_skill (skill);
1572 {
1573 int i;
1574
1575 for (i = 0; i < NUM_SKILLS; i++)
1576 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1577 {
1578 skop = owner->contr->last_skill_ob[i];
1579 break;
1580 }
1581 }
1582 } /* Was it a player that hit somethign */ 1278 } /* Was it a player that hit somethign */
1583 else 1279 else
1584 {
1585 skill = NULL; 1280 skill = 0;
1586 }
1587 1281
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 */ 1282 /* These may have been set in the player code section above */
1601 if (!skop) 1283 if (!skop)
1602 skop = hitter->chosen_skill; 1284 skop = hitter->chosen_skill;
1285
1603 if (!skill && skop) 1286 if (!skill && skop)
1604 skill = skop->skill; 1287 skill = skop->skill;
1605 1288
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 */ 1289 /* If you didn't kill yourself, and your not the wizard */
1610 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1290 if (owner != op && !op->flag [FLAG_WIZ])
1611 { 1291 {
1612 int exp; 1292 int exp;
1613 1293
1614 /* Really don't give much experience for killing other players */ 1294 /* Really don't give much experience for killing other players */
1615 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1295 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1616 if (op->type == PLAYER)
1617 {
1618 if (battleg) 1296 if (battleg)
1297 {
1298 if (op->is_player ())
1619 { 1299 {
1620 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1621 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1301 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1622 } 1302 }
1623 else 1303
1304 exp = 0;
1305 }
1306 else if (op->is_player ())
1624 exp = op->stats.exp / 1000; 1307 exp = op->stats.exp / 1000;
1625 }
1626 else 1308 else
1627 exp = calc_skill_exp (owner, op, skop); 1309 exp = calc_skill_exp (owner, op, skop);
1628
1629 /* if op is standing on "battleground" (arena), no way to gain
1630 * exp by killing him
1631 */
1632 if (battleg)
1633 exp = 0;
1634 1310
1635 /* Don't know why this is set this way - doesn't make 1311 /* Don't know why this is set this way - doesn't make
1636 * sense to just divide everything by two for no reason. 1312 * sense to just divide everything by two for no reason.
1637 */ 1313 */
1638 1314
1639 if (!settings.simple_exp) 1315 if (!settings.simple_exp)
1640 exp = exp / 2; 1316 exp = exp / 2;
1641 1317
1642 if (owner->type != PLAYER || owner->contr->party == NULL) 1318 if (owner->type != PLAYER || owner->contr->party == NULL)
1643 {
1644 change_exp (owner, exp, skill, 0); 1319 change_exp (owner, exp, skill, 0);
1645 }
1646 else 1320 else
1647 { 1321 {
1648 int shares = 0, count = 0; 1322 int shares = 0, count = 0;
1649
1650 player *pl;
1651
1652 partylist *party = owner->contr->party; 1323 partylist *party = owner->contr->party;
1653 1324
1654#ifdef PARTY_KILL_LOG
1655 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1325 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1656#endif 1326
1657 for (pl = first_player; pl != NULL; pl = pl->next) 1327 for_all_players (pl)
1658 {
1659 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1328 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1660 { 1329 {
1661 count++; 1330 count++;
1662 shares += (pl->ob->level + 4); 1331 shares += (pl->ob->level + 4);
1663 } 1332 }
1664 } 1333
1665 if (count == 1 || shares > exp) 1334 if (count == 1 || shares > exp || !shares)
1666 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1335 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1667 else 1336 else
1668 { 1337 {
1669 int share = exp / shares, given = 0, nexp; 1338 int share = exp / shares, given = 0, nexp;
1670 1339
1671 for (pl = first_player; pl != NULL; pl = pl->next) 1340 for_all_players (pl)
1672 {
1673 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1341 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1674 { 1342 {
1675 nexp = (pl->ob->level + 4) * share; 1343 nexp = (pl->ob->level + 4) * share;
1676 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1344 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1677 given += nexp; 1345 given += nexp;
1678 } 1346 }
1679 } 1347
1680 exp -= given; 1348 exp -= given;
1681 /* give any remainder to the player */ 1349 /* give any remainder to the player */
1682 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1350 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1683 } 1351 }
1684 } /* else part of a party */ 1352 } /* else part of a party */
1685
1686 } /* end if person didn't kill himself */ 1353 } /* end if person didn't kill himself */
1687 1354
1688 if (op->type != PLAYER) 1355 if (op->type != PLAYER)
1689 { 1356 {
1690 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1357 if (op->flag [FLAG_FRIENDLY])
1691 { 1358 {
1692 object *owner1 = get_owner (op); 1359 object *owner1 = op->owner;
1693 1360
1694 if (owner1 != NULL && owner1->type == PLAYER) 1361 if (owner1 && owner1->type == PLAYER)
1695 { 1362 {
1696 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1363 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1697 /* Maybe we should include the owner that killed this, maybe not */ 1364 /* 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); 1365 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1699 } 1366 }
1700 1367
1701 remove_friendly_object (op); 1368 remove_friendly_object (op);
1702 } 1369 }
1703 1370
1704 remove_ob (op); 1371 op->drop_and_destroy ();
1705 free_object (op);
1706 } 1372 }
1707 /* Player has been killed! */
1708 else 1373 else
1709 { 1374 /* Player has been killed! */
1710 if (owner->type == PLAYER) 1375 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 1376
1718 /* This was return -1 - that doesn't seem correct - if we return -1, process 1377 /* This was return -1 - that doesn't seem correct - if we return -1, process
1719 * continues in the calling function. 1378 * continues in the calling function.
1720 */ 1379 */
1721 return maxdam; 1380 return maxdam;
1722} 1381}
1723 1382
1724/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1383/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1725 * Returns 0 this is not friendly fire 1384 * Returns 0 this is not friendly fire
1726 */ 1385 */
1727
1728int 1386int
1729friendly_fire (object *op, object *hitter) 1387friendly_fire (object *op, object *hitter)
1730{ 1388{
1731 object *owner; 1389 object *owner;
1732 int friendlyfire; 1390 int friendlyfire;
1742 return 0; 1400 return 0;
1743 1401
1744 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1402 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1745 return 1; 1403 return 1;
1746 1404
1747 if ((owner = get_owner (hitter)) != NULL) 1405 if ((owner = hitter->owner) != NULL)
1748 { 1406 {
1749 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1407 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1750 friendlyfire = 2; 1408 friendlyfire = 2;
1751 } 1409 }
1752 1410
1753 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1411 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1754 friendlyfire = 0; 1412 friendlyfire = 0;
1755 } 1413 }
1414
1756 return friendlyfire; 1415 return friendlyfire;
1757} 1416}
1758
1759 1417
1760/* This isn't used just for players, but in fact most objects. 1418/* 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 1419 * 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 1420 * is what is hitting the object, type is the attacktype, and
1763 * full_hit is set if monster area does not matter. 1421 * full_hit is set if monster area does not matter.
1764 * dam is base damage - protections/vulnerabilities/slaying matches can 1422 * dam is base damage - protections/vulnerabilities/slaying matches can
1765 * modify it. 1423 * modify it.
1766 */ 1424 */
1767
1768 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1425/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1769 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1426 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1770
1771int 1427int
1772hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1428hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1773{ 1429{
1774 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1430 int magic = type & AT_MAGIC;
1775 int maxattacktype, attacknum;
1776 int body_attack = op && op->head; /* Did we hit op's head? */ 1431 int body_attack = op && op->head; /* Did we hit op's head? */
1432 int maxdam = 0, ndam = 0;
1433 int maxattacktype;
1777 int simple_attack; 1434 int simple_attack;
1778 tag_t op_tag, hitter_tag;
1779 int rtn_kill = 0; 1435 int rtn_kill = 0;
1780 int friendlyfire; 1436 int friendlyfire;
1781 1437
1782 if (get_attack_mode (&op, &hitter, &simple_attack)) 1438 if (get_attack_mode (&op, &hitter, &simple_attack))
1783 return 0; 1439 return 0;
1784 1440
1785 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1441 /* 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)) 1442 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1787 return 0; 1443 return 0;
1788 1444
1789#ifdef PROHIBIT_PLAYERKILL 1445 // only allow pk for hostile players
1790 if (op->type == PLAYER) 1446 if (op->type == PLAYER)
1791 { 1447 {
1792 object *owner = get_owner (hitter); 1448 object *owner = hitter->owner;
1793 1449
1794 if (!owner) 1450 if (!owner)
1795 owner = hitter; 1451 owner = hitter;
1796 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1452
1797 { 1453 if (owner->type == PLAYER
1454 && (!op_on_battleground (op, 0, 0)
1455 && (op->contr->peaceful || owner->contr->peaceful))
1456 && op != owner)
1798 return 0; 1457 return 0;
1799 }
1800 } 1458 }
1801#endif
1802
1803 op_tag = op->count;
1804 hitter_tag = hitter->count;
1805 1459
1806 if (body_attack) 1460 if (body_attack)
1807 { 1461 {
1808 /* slow and paralyze must hit the head. But we don't want to just 1462 /* 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 1463 * return - we still need to process other attacks the spell still
1815 * attack so we don't cancel out things like magic bullet. 1469 * attack so we don't cancel out things like magic bullet.
1816 */ 1470 */
1817 if (type & (AT_PARALYZE | AT_SLOW)) 1471 if (type & (AT_PARALYZE | AT_SLOW))
1818 { 1472 {
1819 type &= ~(AT_PARALYZE | AT_SLOW); 1473 type &= ~(AT_PARALYZE | AT_SLOW);
1474
1820 if (!type || type == AT_MAGIC) 1475 if (!type || type == AT_MAGIC)
1821 return 0; 1476 return 0;
1822 } 1477 }
1823 } 1478 }
1824 1479
1825 if (!simple_attack && op->type == DOOR) 1480 if (!simple_attack && op->type == DOOR)
1826 { 1481 {
1827 object *tmp;
1828
1829 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1482 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1830 if (tmp->type == RUNE || tmp->type == TRAP) 1483 if (tmp->type == RUNE || tmp->type == TRAP)
1831 { 1484 {
1832 spring_trap (tmp, hitter); 1485 spring_trap (tmp, hitter);
1486
1833 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1487 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1834 return 0; 1488 return 0;
1489
1835 break; 1490 break;
1836 } 1491 }
1837 } 1492 }
1838 1493
1839 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1494 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1840 { 1495 {
1841 /* FIXME: If a player is killed by a rune in a door, the 1496 /* 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. 1497 * destroyed() check above doesn't return, and might get here.
1843 */ 1498 */
1499
1500 /* FIXME: This for example happens when a dead door is on a mover and
1501 gets it's speed_left raised on each mover-tick.
1502 Doors are removed in a kinda funny way by giving them speed and speed_left
1503 and waiting for that to run out.
1504 */
1844 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1505 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1845 return 0; 1506 return 0;
1846 } 1507 }
1847 1508
1848#ifdef ATTACK_DEBUG 1509#ifdef ATTACK_DEBUG
1849 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1510 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 */ 1516 * in case 0>dam>1, we try to "simulate" a float value-effect */
1856 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1517 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1857 if (dam >= 100) 1518 if (dam >= 100)
1858 dam /= 100; 1519 dam /= 100;
1859 else 1520 else
1860 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1521 dam = (dam > rndm (0, 99)) ? 1 : 0;
1861 } 1522 }
1862 1523
1863 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1524 /* 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 1525 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1865 */ 1526 */
1876 */ 1537 */
1877 if (type & AT_HOLYWORD) 1538 if (type & AT_HOLYWORD)
1878 { 1539 {
1879 object *god; 1540 object *god;
1880 1541
1881 if ((!hitter->slaying || 1542 if ((!hitter->slaying
1882 (!(op->race && strstr (hitter->slaying, op->race)) && 1543 || (!(op->race && hitter->slaying.contains (op->race))
1883 !(op->name && strstr (hitter->slaying, op->name)))) && 1544 && !(op->name && hitter->slaying.contains (op->name))))
1884 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1545 && (!op->flag [FLAG_UNDEAD]
1885 (hitter->title != NULL 1546 || (hitter->title
1886 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1547 && (god = find_god (determine_god (hitter))) != NULL
1548 && god->race.contains (shstr_undead))))
1887 return 0; 1549 return 0;
1888 } 1550 }
1889 1551
1890 maxattacktype = type; /* initialize this to something */ 1552 maxattacktype = type; /* initialise this to something */
1891 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1553 for_all_bits_sparse_32 (type, attacknum)
1892 { 1554 {
1555 uint32_t attacktype = 1 << attacknum;
1556
1893 /* Magic isn't really a true attack type - it gets combined with other 1557 /* 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 1558 * attack types. As such, skip it over. However, if magic is
1895 * the only attacktype in the group, then still attack with it 1559 * the only attacktype in the group, then still attack with it
1896 */ 1560 */
1897 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1561 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1900 /* Go through and hit the player with each attacktype, one by one. 1564 /* Go through and hit the player with each attacktype, one by one.
1901 * hit_player_attacktype only figures out the damage, doesn't inflict 1565 * hit_player_attacktype only figures out the damage, doesn't inflict
1902 * it. It will do the appropriate action for attacktypes with 1566 * it. It will do the appropriate action for attacktypes with
1903 * effects (slow, paralization, etc. 1567 * effects (slow, paralization, etc.
1904 */ 1568 */
1905 if (type & attacktype)
1906 {
1907 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1569 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1570
1908 /* the >= causes us to prefer messages from special attacks, if 1571 /* the >= causes us to prefer messages from special attacks, if
1909 * the damage is equal. 1572 * the damage is equal.
1910 */ 1573 */
1911 if (ndam >= maxdam) 1574 if (ndam >= maxdam)
1912 { 1575 {
1913 maxdam = ndam; 1576 maxdam = ndam;
1914 maxattacktype = 1 << attacknum; 1577 maxattacktype = 1 << attacknum;
1915 }
1916 } 1578 }
1917 } 1579 }
1918 1580
1919 /* if this is friendly fire then do a set % of damage only 1581 /* 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 1582 * Note - put a check in to make sure this attack is actually
1923 */ 1585 */
1924 friendlyfire = friendly_fire (op, hitter); 1586 friendlyfire = friendly_fire (op, hitter);
1925 if (friendlyfire && maxdam) 1587 if (friendlyfire && maxdam)
1926 { 1588 {
1927 maxdam = ((dam * settings.set_friendly_fire) / 100); 1589 maxdam = ((dam * settings.set_friendly_fire) / 100);
1928#ifndef COZY_SERVER
1929 maxdam++;
1930#endif
1931 1590
1932#ifdef ATTACK_DEBUG 1591#ifdef ATTACK_DEBUG
1933 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1592 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1934 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1593 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1935#endif 1594#endif
1936 } 1595 }
1937 1596
1938 if (!full_hit) 1597 if (!full_hit)
1939 { 1598 {
1940 archetype *at;
1941 int area; 1599 int area;
1942 int remainder; 1600 int remainder;
1943 1601
1944 area = 0; 1602 area = 0;
1945 for (at = op->arch; at != NULL; at = at->more) 1603
1604 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1946 area++; 1605 area++;
1606
1947 assert (area > 0); 1607 assert (area > 0);
1948 1608
1949 /* basically: maxdam /= area; we try to "simulate" a float 1609 /* basically: maxdam /= area; we try to "simulate" a float
1950 value-effect */ 1610 value-effect */
1951 remainder = 100 * (maxdam % area) / area; 1611 remainder = 100 * (maxdam % area) / area;
1952 maxdam /= area; 1612 maxdam /= area;
1953 if (RANDOM () % 100 < remainder) 1613 if (rndm (100) < remainder)
1954 maxdam++; 1614 maxdam++;
1955 } 1615 }
1956 1616
1957#ifdef ATTACK_DEBUG 1617#ifdef ATTACK_DEBUG
1958 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1618 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1959#endif 1619#endif
1960 1620
1961 if (get_owner (hitter)) 1621 // for now, only do this for active objects, otherwise they
1622 // keep a refcount for a long time and I see no usefulness
1623 // for an non-active objetc to know its enemy.
1624 if (op->active)
1625 if (hitter->owner)
1962 op->enemy = hitter->owner; 1626 op->enemy = hitter->owner;
1963 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1627 else if (hitter->flag [FLAG_ALIVE])
1964 op->enemy = hitter; 1628 op->enemy = hitter;
1965 1629
1966 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1630 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1967 { 1631 {
1968 /* The unaggressives look after themselves 8) */ 1632 /* The unaggressives look after themselves 8) */
1969 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1633 op->clr_flag (FLAG_UNAGGRESSIVE);
1970 npc_call_help (op); 1634 npc_call_help (op);
1971 } 1635 }
1972 1636
1973 if (magic && did_make_save (op, op->level, 0)) 1637 if (magic && did_make_save (op, op->level, 0))
1974 maxdam = maxdam / 2; 1638 maxdam = maxdam / 2;
1976 attack_message (maxdam, maxattacktype, op, hitter); 1640 attack_message (maxdam, maxattacktype, op, hitter);
1977 1641
1978 op->stats.hp -= maxdam; 1642 op->stats.hp -= maxdam;
1979 1643
1980 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1644 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1981 if ((op->stats.hp >= 0) && 1645 if (op->stats.hp >= 0
1982 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1646 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1983 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1647 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1984 { 1648 {
1985 1649
1986 if (QUERY_FLAG (op, FLAG_MONSTER)) 1650 if (op->flag [FLAG_MONSTER])
1987 SET_FLAG (op, FLAG_RUN_AWAY); 1651 op->set_flag (FLAG_RUN_AWAY);
1988 else 1652 else
1989 scare_creature (op, hitter); 1653 scare_creature (op, hitter);
1990 } 1654 }
1991 1655
1992 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1656 if (op->flag [FLAG_TEAR_DOWN])
1993 { 1657 {
1994 if (maxdam) 1658 if (maxdam)
1995 tear_down_wall (op); 1659 tear_down_wall (op);
1660
1996 return maxdam; /* nothing more to do for wall */ 1661 return maxdam; /* nothing more to do for wall */
1997 } 1662 }
1998 1663
1999 /* See if the creature has been killed */ 1664 /* See if the creature has been killed */
2000 rtn_kill = kill_object (op, maxdam, hitter, type); 1665 rtn_kill = kill_object (op, maxdam, hitter, type);
2001 if (rtn_kill != -1) 1666 if (rtn_kill != -1)
2002 return rtn_kill; 1667 return rtn_kill;
2003 1668
2004
2005 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1669 /* 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 1670 * that before if the player was immune to ghosthit, the monster
2007 * remained - that is no longer the case. 1671 * remained - that is no longer the case.
2008 */ 1672 */
2009 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1673 if (hitter->flag [FLAG_ONE_HIT])
2010 { 1674 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 */ 1675 /* Lets handle creatures that are splitting now */
2017 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1676 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
2018 { 1677 {
2019 int i;
2020 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1678 int friendly = op->flag [FLAG_FRIENDLY];
2021 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1679 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
2022 object *owner = get_owner (op); 1680 object *owner = op->owner;
2023 1681
2024 if (!op->other_arch) 1682 if (!op->other_arch)
2025 { 1683 {
2026 LOG (llevError, "SPLITTING without other_arch error.\n"); 1684 LOG (llevError, "SPLITTING without other_arch error.\n");
2027 return maxdam; 1685 return maxdam;
2028 } 1686 }
1687
2029 remove_ob (op); 1688 op->remove ();
2030 for (i = 0; i < NROFNEWOBJS (op); i++) 1689
1690 for (int i = 0; i < op->stats.food; i++)
2031 { /* This doesn't handle op->more yet */ 1691 { /* This doesn't handle op->more yet */
2032 object *tmp = arch_to_object (op->other_arch); 1692 object *tmp = op->other_arch->instance ();
2033 int j;
2034 1693
2035 tmp->stats.hp = op->stats.hp; 1694 tmp->stats.hp = op->stats.hp;
1695
2036 if (friendly) 1696 if (friendly)
2037 { 1697 {
2038 SET_FLAG (tmp, FLAG_FRIENDLY);
2039 add_friendly_object (tmp); 1698 add_friendly_object (tmp);
2040 tmp->attack_movement = PETMOVE; 1699 tmp->attack_movement = PETMOVE;
1700
2041 if (owner != NULL) 1701 if (owner)
2042 set_owner (tmp, owner); 1702 tmp->set_owner (owner);
2043 } 1703 }
1704
2044 if (unaggressive) 1705 if (unaggressive)
2045 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1706 tmp->set_flag (FLAG_UNAGGRESSIVE);
1707
2046 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1708 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1709
2047 if (j == -1) /* No spot to put this monster */ 1710 if (j == -1) /* No spot to put this monster */
2048 free_object (tmp); 1711 tmp->destroy ();
2049 else 1712 else
2050 { 1713 {
2051 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1714 tmp->x = op->x + DIRX (j), tmp->y = op->y + DIRY (j);
2052 insert_ob_in_map (tmp, op->map, NULL, 0); 1715 insert_ob_in_map (tmp, op->map, NULL, 0);
2053 } 1716 }
2054 } 1717 }
2055 if (friendly) 1718
2056 remove_friendly_object (op); 1719 op->destroy ();
2057 free_object (op);
2058 } 1720 }
2059 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1721 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2060 { 1722 hitter->drop_and_destroy ();
2061 remove_ob (hitter); 1723
2062 free_object (hitter);
2063 }
2064 return maxdam; 1724 return maxdam;
2065} 1725}
2066 1726
2067 1727static void
2068void
2069poison_player (object *op, object *hitter, int dam) 1728poison_player (object *op, object *hitter, int dam)
2070{ 1729{
2071 archetype *at = find_archetype ("poisoning"); 1730 archetype *at = archetype::find (shstr_poisoning);
2072 object *tmp = present_arch_in_ob (at, op); 1731 object *tmp = present_arch_in_ob (at, op);
2073 1732
2074 if (tmp == NULL) 1733 if (!tmp)
2075 { 1734 {
2076 if ((tmp = arch_to_object (at)) == NULL) 1735 tmp = insert_ob_in_ob (at->instance (), op);
2077 LOG (llevError, "Failed to clone arch poisoning.\n"); 1736 /* peterm: give poisoning some teeth. It should
1737 * be able to kill things better than it does:
1738 * damage should be dependent something--I choose to
1739 * do this: if it's a monster, the damage from the
1740 * poisoning goes as the level of the monster/2.
1741 * If anything else, goes as damage.
1742 */
1743
1744 if (hitter->flag [FLAG_ALIVE])
1745 tmp->stats.dam += hitter->level / 2;
2078 else 1746 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; 1747 tmp->stats.dam = dam;
2093 1748
2094 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1749 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2095 if (hitter->skill && hitter->skill != tmp->skill) 1750 if (hitter->skill && hitter->skill != tmp->skill)
2096 {
2097 tmp->skill = hitter->skill; 1751 tmp->skill = hitter->skill;
2098 }
2099 1752
2100 tmp->stats.food += dam; /* more damage, longer poisoning */ 1753 tmp->stats.food += dam; /* more damage, longer poisoning */
2101 1754
2102 if (op->type == PLAYER) 1755 if (op->type == PLAYER)
2103 { 1756 {
2104 /* player looses stats, maximum is -10 of each */ 1757 /* player looses stats, maximum is -10 of each */
2105 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1758 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2106 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1759 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2107 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1760 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2108 tmp->stats.Int = MAX (-dam / 7, -10); 1761 tmp->stats.Int = max (-(dam / 7 ), -10);
2109 SET_FLAG (tmp, FLAG_APPLIED); 1762 tmp->set_flag (FLAG_APPLIED);
2110 fix_player (op); 1763 op->update_stats ();
2111 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1764 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1765 op->play_sound (tmp->sound);
2112 } 1766 }
1767
2113 if (hitter->type == PLAYER) 1768 if (hitter->type == PLAYER)
2114 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1769 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2115 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1770 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); 1771 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2117 } 1772
2118 tmp->speed_left = 0; 1773 tmp->speed_left = 0;
2119 } 1774 }
2120 else 1775 else
2121 tmp->stats.food++; 1776 tmp->stats.food++;
2122} 1777}
2123 1778
2124void 1779static void
2125slow_player (object *op, object *hitter, int dam) 1780slow_player (object *op, object *hitter, int dam)
2126{ 1781{
2127 archetype *at = find_archetype ("slowness"); 1782 archetype *at = archetype::find (shstr_slowness);
2128 object *tmp; 1783 object *tmp;
2129 1784
2130 if (at == NULL) 1785 if (!at)
2131 {
2132 LOG (llevError, "Can't find slowness archetype.\n"); 1786 LOG (llevError, "Can't find slowness archetype.\n");
2133 } 1787
2134 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1788 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2135 { 1789 {
2136 tmp = arch_to_object (at); 1790 tmp = at->instance ();
2137 tmp = insert_ob_in_ob (tmp, op); 1791 tmp = insert_ob_in_ob (tmp, op);
2138 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1792 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2139 } 1793 }
2140 else 1794 else
2141 tmp->stats.food++; 1795 tmp->stats.food++;
2142 SET_FLAG (tmp, FLAG_APPLIED); 1796
1797 tmp->set_flag (FLAG_APPLIED);
2143 tmp->speed_left = 0; 1798 tmp->speed_left = 0;
2144 fix_player (op); 1799 op->update_stats ();
2145} 1800}
2146 1801
2147void 1802void
2148confuse_player (object *op, object *hitter, int dam) 1803confuse_player (object *op, object *hitter, int dam)
2149{ 1804{
2150 object *tmp; 1805 object *tmp;
2151 int maxduration; 1806 int maxduration;
2152 1807
2153 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1808 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2154 if (!tmp) 1809 if (!tmp)
2155 { 1810 {
2156 tmp = get_archetype (FORCE_NAME); 1811 tmp = archetype::get (FORCE_NAME);
2157 tmp = insert_ob_in_ob (tmp, op); 1812 tmp = insert_ob_in_ob (tmp, op);
2158 } 1813 }
2159 1814
2160 /* Duration added per hit and max. duration of confusion both depend 1815 /* Duration added per hit and max. duration of confusion both depend
2161 * on the player's resistance 1816 * on the player's resistance
2162 */ 1817 */
2163 tmp->speed = 0.05; 1818 tmp->set_speed (0.05);
2164 tmp->subtype = FORCE_CONFUSION; 1819 tmp->subtype = FORCE_CONFUSION;
2165 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1820 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2166 tmp->name = "confusion"; 1821 tmp->name = shstr_confusion;
2167 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1822 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1823
2168 if (tmp->duration > maxduration) 1824 if (tmp->duration > maxduration)
2169 tmp->duration = maxduration; 1825 tmp->duration = maxduration;
2170 1826
2171 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1827 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2172 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1828 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2173 SET_FLAG (op, FLAG_CONFUSED); 1829
1830 op->set_flag (FLAG_CONFUSED);
2174} 1831}
2175 1832
2176void 1833void
2177blind_player (object *op, object *hitter, int dam) 1834blind_player (object *op, object *hitter, int dam)
2178{ 1835{
2179 object *tmp, *owner;
2180
2181 /* Save some work if we know it isn't going to affect the player */ 1836 /* Save some work if we know it isn't going to affect the player */
2182 if (op->resist[ATNR_BLIND] == 100) 1837 if (op->resist[ATNR_BLIND] == 100)
2183 return; 1838 return;
2184 1839
2185 tmp = present_in_ob (BLINDNESS, op); 1840 object *tmp = present_in_ob (BLINDNESS, op);
2186 if (!tmp) 1841 if (!tmp)
2187 { 1842 {
2188 tmp = get_archetype ("blindness"); 1843 tmp = archetype::get (shstr_blindness);
2189 SET_FLAG (tmp, FLAG_BLIND); 1844 tmp->set_flag (FLAG_BLIND);
2190 SET_FLAG (tmp, FLAG_APPLIED); 1845 tmp->set_flag (FLAG_APPLIED);
2191 /* use floats so we don't lose too much precision due to rounding errors. 1846 // use floats so we don't lose too much precision due to rounding errors.
2192 * speed is a float anyways. 1847 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2193 */
2194 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2195 1848
2196 tmp = insert_ob_in_ob (tmp, op); 1849 tmp = insert_ob_in_ob (tmp, op);
2197 change_abil (op, tmp); /* Mostly to display any messages */ 1850 change_abil (op, tmp); /* Mostly to display any messages */
2198 fix_player (op); /* This takes care of some other stuff */ 1851 op->update_stats (); /* This takes care of some other stuff */
2199 1852
2200 if (hitter->owner)
2201 owner = get_owner (hitter);
2202 else
2203 owner = hitter;
2204
2205 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1853 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2206 } 1854 }
1855
2207 tmp->stats.food += dam; 1856 tmp->stats.food += dam;
2208 if (tmp->stats.food > 10) 1857 min_it (tmp->stats.food, 10);
2209 tmp->stats.food = 10;
2210} 1858}
2211 1859
2212void 1860void
2213paralyze_player (object *op, object *hitter, int dam) 1861paralyze_player (object *op, object *hitter, int dam)
2214{ 1862{
2215 float effect, max;
2216
2217 /* object *tmp; */
2218
2219 /* This is strange stuff... someone knows for what this is 1863 /* This is strange stuff... someone knows for what this is
2220 * written? Well, i think this can and should be removed 1864 * written? Well, i think this can and should be removed
2221 */ 1865 */
2222 1866
2223 /* 1867 /*
2224 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1868 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2225 tmp=clone_arch(PARAIMAGE); 1869 tmp=clone_arch(PARAIMAGE);
2227 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1871 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2228 } 1872 }
2229 */ 1873 */
2230 1874
2231 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1875 /* 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; 1876 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2233 1877
2234 if (effect == 0)
2235 return;
2236
2237 op->speed_left -= FABS (op->speed) * effect; 1878 op->speed_left -= op->speed * effect;
2238 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1879 /* tmp->stats.food+=(signed short) effect/op->speed; */
2239 1880
2240 /* max number of ticks to be affected for. */ 1881 /* max number of ticks to be affected for. */
2241 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1882 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1883
2242 if (op->speed_left < -(FABS (op->speed) * max)) 1884 max_it (op->speed_left, -op->speed * max);
2243 op->speed_left = (float) -(FABS (op->speed) * max);
2244 1885
2245/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1886/* tmp->stats.food = (signed short) (max / op->speed); */
2246} 1887}
2247
2248 1888
2249/* Attempts to kill 'op'. hitter is the attack object, dam is 1889/* Attempts to kill 'op'. hitter is the attack object, dam is
2250 * the computed damaged. 1890 * the computed damaged.
2251 */ 1891 */
2252void 1892static void
2253deathstrike_player (object *op, object *hitter, int *dam) 1893deathstrike_player (object *op, object *hitter, int *dam)
2254{ 1894{
2255 /* The intention of a death attack is to kill outright things 1895 /* 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 1896 ** that are a lot weaker than the attacker, have a chance of killing
2257 ** things somewhat weaker than the caster, and no chance of 1897 ** things somewhat weaker than the caster, and no chance of
2261 ** field of the deathstriking object */ 1901 ** field of the deathstriking object */
2262 1902
2263 int atk_lev, def_lev, kill_lev; 1903 int atk_lev, def_lev, kill_lev;
2264 1904
2265 if (hitter->slaying) 1905 if (hitter->slaying)
2266 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1906 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1907 || (op->race && hitter->slaying.contains (op->race))))
2267 return; 1908 return;
2268 1909
2269 def_lev = op->level; 1910 def_lev = op->level;
2270 if (def_lev < 1) 1911 if (def_lev < 1)
2271 { 1912 {
2272 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1913 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2273 def_lev = 1; 1914 def_lev = 1;
2274 } 1915 }
1916
2275 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1917 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2276 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1918 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2277 atk_lev, def_lev); */ 1919 atk_lev, def_lev); */
2278 1920
2279 if (atk_lev >= def_lev) 1921 if (atk_lev >= def_lev)
2286 * redone. 1928 * redone.
2287 */ 1929 */
2288 if (kill_lev >= def_lev) 1930 if (kill_lev >= def_lev)
2289 { 1931 {
2290 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ 1932 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2291 /* I think this doesn't really do much. Because of 1933 /* I think this doesn't really do much. Because of
2292 * integer rounding, this only makes any difference if the 1934 * integer rounding, this only makes any difference if the
2293 * attack level is double the defender level. 1935 * attack level is double the defender level.
2294 */ 1936 */
2295 *dam *= kill_lev / def_lev; 1937 *dam *= kill_lev / def_lev;
2296 } 1938 }
2297 } 1939 }
2298 else 1940 else
2299 {
2300 *dam = 0; /* no harm done */ 1941 *dam = 0; /* no harm done */
1942}
1943
1944/* This returns the amount of damage hitter does to op with the
1945 * appropriate attacktype. Only 1 attacktype should be set at a time.
1946 * This doesn't damage the player, but returns how much it should
1947 * take. However, it will do other effects (paralyzation, slow, etc.)
1948 * Note - changed for PR code - we now pass the attack number and not
1949 * the attacktype. Makes it easier for the PR code. */
1950int
1951hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1952{
1953 int doesnt_slay = 1;
1954
1955 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1956 if (attacknum >= NROFATTACKS)
2301 } 1957 {
2302} 1958 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2303 1959 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 { 1960 }
2313 /* May not need a switch for just 2 types, but this makes it 1961
2314 * easier for expansion. 1962 if (dam < 0)
1963 {
1964 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1965 dam, hitter->debug_desc (), op->debug_desc ());
1966 return 0;
1967 }
1968
1969 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1970 * people can't mess with that or it otherwise get confused. */
1971 if (attacknum == ATNR_INTERNAL)
1972 return dam;
1973
1974 if (hitter->slaying)
1975 {
1976 if ((op->race && hitter->slaying.contains (op->race))
1977 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2315 */ 1978 {
2316 switch (hitter->type) 1979 doesnt_slay = 0;
1980 dam *= 3;
2317 { 1981 }
2318 case POTION: 1982 }
2319 /* should player get a save throw instead of checking magic protection? */ 1983
2320 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1984 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2321 (void) apply_potion (victim, hitter); 1985 if (op->resist[attacknum])
1986 {
1987 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1988 * in case 0>dam>1, we try to "simulate" a float value-effect */
1989 dam *= (100 - op->resist[attacknum]);
1990 if (dam >= 100)
1991 dam /= 100;
1992 else
1993 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1994 }
1995
1996 /* Special hack. By default, if immune to something, you
1997 * shouldn't need to worry. However, acid is an exception, since
1998 * it can still damage your items. Only include attacktypes if
1999 * special processing is needed */
2000
2001 if (op->resist[attacknum] >= 100
2002 && doesnt_slay
2003 && attacknum != ATNR_ACID)
2004 return 0;
2005
2006 /* Keep this in order - makes things easier to find */
2007
2008 switch (attacknum)
2009 {
2010 case ATNR_PHYSICAL:
2011 /* here also check for diseases */
2012 check_physically_infect (op, hitter);
2322 break; 2013 break;
2323 2014
2324 case POISON: /* poison drinks */ 2015 /* Don't need to do anything for:
2325 /* As with potions, should monster get a save? */ 2016 magic,
2326 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2017 fire,
2327 apply_poison (victim, hitter); 2018 electricity,
2019 cold */
2020
2021 case ATNR_CONFUSION:
2022 case ATNR_POISON:
2023 case ATNR_SLOW:
2024 case ATNR_PARALYZE:
2025 case ATNR_FEAR:
2026 case ATNR_CANCELLATION:
2027 case ATNR_DEPLETE:
2028 case ATNR_BLIND:
2029 {
2030 /* chance for inflicting a special attack depends on the
2031 * difference between attacker's and defender's level
2032 */
2033 int level_diff = min (110, max (0, op->level - hitter->level));
2034
2035 /* First, only creatures/players with speed can be affected.
2036 * Second, just getting hit doesn't mean it always affects
2037 * you. Third, you still get a saving through against the
2038 * effect.
2039 */
2040 if (op->has_active_speed ()
2041 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2042 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2043 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2044 {
2045
2046 /* Player has been hit by something */
2047 if (attacknum == ATNR_CONFUSION)
2048 confuse_player (op, hitter, dam);
2049 else if (attacknum == ATNR_POISON)
2050 poison_player (op, hitter, dam);
2051 else if (attacknum == ATNR_SLOW)
2052 slow_player (op, hitter, dam);
2053 else if (attacknum == ATNR_PARALYZE)
2054 paralyze_player (op, hitter, dam);
2055 else if (attacknum == ATNR_FEAR)
2056 scare_creature (op, hitter);
2057 else if (attacknum == ATNR_CANCELLATION)
2058 cancellation (op);
2059 else if (attacknum == ATNR_DEPLETE)
2060 op->drain_stat ();
2061 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2062 blind_player (op, hitter, dam);
2063 }
2064
2065 dam = 0; /* These are all effects and don't do real damage */
2066 }
2328 break; 2067 break;
2329 2068
2330 /* Removed case statements that did nothing. 2069 case ATNR_ACID:
2331 * food may be poisonous, but monster must be willing to eat it, 2070 {
2332 * so we don't handle it here. 2071 int flag = 0;
2333 * Containers should perhaps break open, but that code was disabled. 2072
2073 /* Items only get corroded if you're not on a battleground and
2074 * if your acid resistance is below 50%. */
2075 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2076 {
2077 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 {
2079 if (tmp->invisible)
2080 continue;
2081 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2082 /* >= 10% acid res. on items will protect these */
2083 continue;
2084 if (!(tmp->materials & M_IRON))
2085 continue;
2086 if (tmp->magic < -4) /* Let's stop at -5 */
2087 continue;
2088 if (tmp->type == RING
2089 /* removed boots and gloves from exclusion list in PR */
2090 || tmp->type == GIRDLE
2091 || tmp->type == AMULET
2092 || tmp->type == WAND
2093 || tmp->type == ROD
2094 || tmp->type == HORN)
2095 continue; /* To avoid some strange effects */
2096
2097 /* High damage acid has better chance of corroding
2098 objects */
2099 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2100 {
2101 flag = 1;
2102 tmp->magic--;
2103
2104 if (object *pl = tmp->visible_to ())
2105 {
2106 /* Make this more visible */
2107 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2108 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2109
2110 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2111 }
2112 }
2113 }
2114
2115 if (flag)
2116 op->update_stats (); /* Something was corroded */
2117 }
2118 }
2119 break;
2120
2121 case ATNR_DRAIN:
2122 {
2123 /* rate is the proportion of exp drained. High rate means
2124 * not much is drained, low rate means a lot is drained.
2125 */
2126 int rate;
2127
2128 if (op->resist[ATNR_DRAIN] >= 0)
2129 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2130 else
2131 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2132
2133 if (op->stats.exp <= rate)
2134 {
2135 if (op->type == GOLEM)
2136 dam = 9998; /* Its force is "sucked" away. 8) */
2137 else
2138 /* If we can't drain, lets try to do physical damage */
2139 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2140 }
2141 else
2142 {
2143 /* Randomly give the hitter some hp */
2144 if (hitter->stats.hp < hitter->stats.maxhp &&
2145 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2146 hitter->stats.hp++;
2147
2148 /* Can't do drains on battleground spaces.
2149 * Move the wiz check up here - before, the hitter wouldn't gain exp
2150 * exp, but the wiz would still lose exp! If drainee is a wiz,
2151 * nothing happens.
2152 * Try to credit the owner. We try to display player -> player drain
2153 * attacks, hence all the != PLAYER checks.
2334 */ 2154 */
2155 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2156 {
2157 object *owner = hitter->owner;
2158
2159 if (owner && owner != hitter)
2160 {
2161 if (op->type != PLAYER || owner->type != PLAYER)
2162 change_exp (owner, op->stats.exp / (rate * 2),
2163 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2164 }
2165 else if (op->type != PLAYER || hitter->type != PLAYER)
2166 change_exp (hitter, op->stats.exp / (rate * 2),
2167 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2168
2169 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2170 }
2171
2172 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2173 * drain attack, you won't know that you are actually sucking out EXP,
2174 * as the messages will say you missed
2175 */
2176 }
2177 }
2178 break;
2179
2180 case ATNR_TURN_UNDEAD:
2335 } 2181 {
2336 } 2182 if (op->flag [FLAG_UNDEAD])
2337} 2183 {
2184 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2185 object *god = find_god (determine_god (owner));
2186 int div = 1;
2338 2187
2339/* adj_attackroll() - adjustments to attacks by various conditions */ 2188 /* if undead are not an enemy of your god, you turn them
2189 * at half strength */
2190 if (!god || !god->slaying.contains (shstr_undead))
2191 div = 2;
2340 2192
2341int 2193 /* Give a bonus if you resist turn undead */
2342adj_attackroll (object *hitter, object *target) 2194 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2343{ 2195 scare_creature (op, owner);
2344 object *attacker = hitter; 2196 }
2345 int adjust = 0; 2197 else
2198 dam = 0; /* don't damage non undead - should we damage
2199 undead? */
2200 }
2201 break;
2346 2202
2347 /* safety */ 2203 case ATNR_DEATH:
2348 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2204 deathstrike_player (op, hitter, &dam);
2349 { 2205 break;
2350 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2351 return 0;
2352 }
2353 2206
2354 /* aimed missiles use the owning object's sight */ 2207 case ATNR_CHAOS:
2355 if (is_aimed_missile (hitter)) 2208 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2356 { 2209 dam = 0;
2357 if ((attacker = get_owner (hitter)) == NULL) 2210 break;
2358 attacker = hitter; 2211
2359 /* A player who saves but hasn't quit still could have objects 2212 case ATNR_COUNTERSPELL:
2360 * owned by him - need to handle that case to avoid crashes. 2213 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2214 dam = 0;
2215 /* This should never happen. Counterspell is handled
2216 * seperately and filtered out. If this does happen,
2217 * Counterspell has no effect on anything but spells, so it
2218 * does no damage. */
2219 break;
2220
2221 case ATNR_HOLYWORD:
2222 {
2223 /* This has already been handled by hit_player,
2224 * no need to check twice -- DAMN */
2225 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2226
2227 /* As with turn undead above, give a bonus on the saving throw */
2228 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2229 scare_creature (op, owner);
2230 }
2231 break;
2232
2233 case ATNR_LIFE_STEALING:
2234 {
2235 int new_hp;
2236
2237 /* this is replacement to drain for players, instead of taking
2238 * exp it takes hp. It is geared for players, probably not
2239 * much use giving it to monsters
2240 *
2241 * life stealing doesn't do a lot of damage, but it gives the
2242 * damage it does do to the player. Given that,
2243 * it only does 1/10'th normal damage (hence the divide by
2244 * 1000).
2361 */ 2245 */
2362 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2246 /* You can't steal life from something undead */
2363 attacker = hitter; 2247 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; 2248 return 0;
2428 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2249
2429 return 1; 2250 /* If drain protection is higher than life stealing, use that */
2251 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2252 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2253 else
2254 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2255
2256 /* You die at -1 hp, not zero. */
2257 if (dam > (op->stats.hp + 1))
2258 dam = op->stats.hp + 1;
2259
2260 new_hp = hitter->stats.hp + dam;
2261 if (new_hp > hitter->stats.maxhp)
2262 new_hp = hitter->stats.maxhp;
2263
2264 if (new_hp > hitter->stats.hp)
2265 hitter->stats.hp = new_hp;
2266 }
2430 } 2267 }
2268
2431 return 0; 2269 return dam;
2432} 2270}
2271

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