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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.113 by root, Thu Nov 5 14:27:47 2009 UTC vs.
Revision 1.150 by root, Wed Nov 16 23:42:02 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <assert.h> 25#include <assert.h>
26#include <global.h> 26#include <global.h>
28#include <material.h> 28#include <material.h>
29#include <skills.h> 29#include <skills.h>
30#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h> 31#include <sproto.h>
32 32
33typedef struct att_msg_str
34{
35 char *msg1;
36 char *msg2;
37} att_msg;
38
39/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
40
41/* cancels object *op. Cancellation basically means an object loses
42 * its magical benefits.
43 */
44void
45cancellation (object *op)
46{
47 if (op->invisible)
48 return;
49
50 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
51 {
52 /* Recurse through the inventory */
53 for (object *tmp = op->inv; tmp; tmp = tmp->below)
54 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
55 cancellation (tmp);
56 }
57 else if (FABS (op->magic) <= rndm (0, 5))
58 {
59 /* Nullify this object. This code could probably be more complete */
60 /* in what abilities it should cancel */
61 op->magic = 0;
62
63 CLEAR_FLAG (op, FLAG_DAMNED);
64 CLEAR_FLAG (op, FLAG_CURSED);
65 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
66 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
67
68 if (object *pl = op->visible_to ())
69 esrv_update_item (UPD_FLAGS, pl, op);
70 }
71}
72 34
73/* did_make_save_item just checks to make sure the item actually 35/* did_make_save_item just checks to make sure the item actually
74 * made its saving throw based on the tables. It does not take 36 * made its saving throw based on the tables. It does not take
75 * any further action (like destroying the item). 37 * any further action (like destroying the item).
76 */ 38 */
77int 39static int
78did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
79{ 41{
80 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
81 materialtype_t *mt; 43 materialtype_t *mt = op->material;
82 44
83 if (!op->materialname) 45 // destroying objects without material has many bad effects
84 { 46 if (mt == MATERIAL_NULL)
85 for (mt = materialt; mt; mt = mt->next)
86 if (op->materials & mt->material)
87 break;
88 }
89 else
90 mt = name_to_material (op->materialname);
91
92 if (!mt)
93 return TRUE; 47 return 1;
94 48
95 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
96 50
97 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
98 * If the type is only magic, don't adjust type - basically, if 52 * If the type is only magic, don't adjust type - basically, if
99 * pure magic is hitting an object, it should save. However, if it 53 * pure magic is hitting an object, it should save. However, if it
100 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
101 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
102 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
103 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
104 */ 58 */
105 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
106 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
107 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
108 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
109 63
64
110 if (type == 0) return TRUE; 65 if (type == 0) return TRUE;
111 66
112 if (roll == 20) return TRUE; 67 if (roll == 20) return TRUE;
113 if (roll == 1) return FALSE; 68 if (roll == 1) return FALSE;
114 69
115 for (number = 0; number < NROFATTACKS; number++) 70 for_all_bits_sparse_32 (type, number)
116 { 71 {
117 i = 1 << number;
118
119 if (!(i & type))
120 continue;
121
122 attacks++; 72 attacks++;
73
123 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
124 saves++; 75 saves++;
125 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 76 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
126 saves++; 77 saves++;
127 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
135 return FALSE; 86 return FALSE;
136 87
137 return TRUE; 88 return TRUE;
138} 89}
139 90
91/* cancels object *op. Cancellation basically means an object loses
92 * its magical benefits.
93 */
94void
95cancellation (object *op)
96{
97 if (op->invisible)
98 return;
99
100 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
101 {
102 /* Recurse through the inventory */
103 for (object *tmp = op->inv; tmp; tmp = tmp->below)
104 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
105 cancellation (tmp);
106 }
107 else if (fabs (op->magic) <= rndm (0, 5))
108 {
109 /* Nullify this object. This code could probably be more complete */
110 /* in what abilities it should cancel */
111 op->magic = 0;
112
113 op->clr_flag (FLAG_DAMNED);
114 op->clr_flag (FLAG_CURSED);
115 op->clr_flag (FLAG_KNOWN_MAGICAL);
116 op->clr_flag (FLAG_KNOWN_CURSED);
117
118 if (object *pl = op->visible_to ())
119 esrv_update_item (UPD_FLAGS, pl, op);
120 }
121}
122
140/* This function calls did_make_save_item. It then performs the 123/* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up, 124 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.) 125 * calling cancellation, etc.)
143 */ 126 */
144void 127void
145save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
146{ 129{
130 op = op->head_ ();
131
147 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
148 { 133 {
149 object *env = op->env; 134 object *env = op->env;
150 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
151 maptile *m = op->map; 136 maptile *m = op->map;
160 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
161 * (and please note that we cant fail our save and reach this 146 * (and please note that we cant fail our save and reach this
162 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
163 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
164 */ 149 */
165 if (type & (AT_FIRE | AT_ELECTRICITY) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
169 )) 151 {
170 { 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
171 switch (op->type) 153 if (op->type == LAMP || op->type == TORCH)
172 { 154 {
173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true); 155 apply_lamp (op, true); // turn on a lamp
177 break; 156 return;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
182 {
183 const char *arch = op->other_arch->archname;
184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
190 if (env)
191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
195 }
196 } 157 }
158 else if (op->flag [FLAG_IS_LIGHTABLE])
159 {
160 if (op->other_arch)
161 {
162 const char *arch = op->other_arch->archname;
163
164 if (op->decrease ())
165 fix_stopped_item (op, m, originator);
166
167 if ((op = archetype::get (arch)))
168 {
169 if (env)
170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
174 }
175
197 return; 176 return;
177 }
198 } 178 }
199 179
200 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
201 { /* Cancellation. */ 181 { /* Cancellation. */
202 cancellation (op); 182 cancellation (op);
203 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
204 return; 185 return;
205 }
206
207 if (op->nrof > 1)
208 {
209 if (op->decrease (rndm (0, op->nrof - 1)))
210 fix_stopped_item (op, m, originator);
211 }
212 else
213 {
214 // drop everything to the ground, if possible
215 op->insert_at (originator);
216 op->drop_and_destroy ();
217 } 186 }
218 187
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 189 if (env)
221 { 190 {
222 op = archetype::get (shstr_burnout); 191 object *op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
224 env->insert (op); 193 env->insert (op);
225 } 194 }
226 else 195 else
227 replace_insert_ob_in_map (shstr_burnout, originator); 196 replace_insert_ob_in_map (shstr_burnout, originator);
228 197
198 if (op->nrof > 1)
199 {
200 if (op->decrease (rndm (0, op->nrof - 1)))
201 fix_stopped_item (op, m, originator);
202 }
203 else
204 {
205 // drop everything to the ground, if possible
206 op->insert_at (originator);
207 op->drop_and_destroy ();
208 }
209
229 return; 210 return;
230 } 211 }
231 212
232 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) 214 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
234 { 215 {
235 archetype *at = archetype::find (shstr_icecube); 216 archetype *at = archetype::find (shstr_icecube);
236 217
237 if (at == NULL) 218 if (at == NULL)
238 return; 219 return;
242 return; 223 return;
243 224
244 object *tmp = present_arch (at, op->map, op->x, op->y); 225 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp) 226 if (!tmp)
246 { 227 {
247 tmp = arch_to_object (at); 228 tmp = at->instance ();
248 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create. 232 * that for ones we create.
252 */ 233 */
265 * type is the attacktype of the object. 246 * type is the attacktype of the object.
266 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
267 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
268 */ 249 */
269int 250int
270hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
271{ 252{
272 maptile *map;
273 sint16 x, y; 253 sint16 x, y;
274 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 254 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
275 255
276 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
277 { 257 {
278 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
279 return 0; 259 return 0;
280 } 260 }
281 261
282 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
283 { 263 {
284 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 264 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
285 return 0; 265 return 0;
286 } 266 }
287 267
351 * This is one of the few cases where on_same_map should not be used. 331 * This is one of the few cases where on_same_map should not be used.
352 */ 332 */
353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
354 continue; 334 continue;
355 335
356 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
357 { 337 {
358 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
359 retflag |= 1; 339 retflag |= 1;
360 340
361 if (op->destroyed ()) 341 if (op->destroyed ())
365 * NO_PASS set, it is also immune - you can't destroy walls. Note 345 * NO_PASS set, it is also immune - you can't destroy walls. Note
366 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
367 * passing over/through them. We don't care what type of movement 347 * passing over/through them. We don't care what type of movement
368 * the wall blocks - if it blocks any type of movement, can't be 348 * the wall blocks - if it blocks any type of movement, can't be
369 * destroyed right now. 349 * destroyed right now.
350 * Without the material check the server completely fails to work,
351 * objects detsroy themselves, floors get destroyed etc. etc.
370 */ 352 */
371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 353 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
372 { 354 {
373 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
374 356
375 if (op->destroyed ()) 357 if (op->destroyed ())
376 break; 358 break;
377 } 359 }
378 } 360 }
379 361
380 return 0; 362 return retflag;
381} 363}
382 364
383void 365static void
384attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
385{ 367{
386 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
387 int i, found = 0; 369 int i, found = 0;
388 maptile *map; 370 maptile *map;
534 { 516 {
535 int mtype; 517 int mtype;
536 518
537 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
538 { 520 {
539 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
540 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
541 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
542 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
543 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
544 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
545 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
546 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
547 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
548 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
549 mtype = ATM_CLEAVE;
550 break;
551 case WEAP_SLICE:
552 mtype = ATM_SLICE;
553 break;
554 case WEAP_STAB:
555 mtype = ATM_STAB;
556 break;
557 case WEAP_WHIP:
558 mtype = ATM_WHIP;
559 break;
560 case WEAP_CRUSH:
561 mtype = ATM_CRUSH;
562 break;
563 case WEAP_BLUD:
564 mtype = ATM_BLUD;
565 break;
566 default:
567 mtype = ATM_BASIC;
568 break;
569 } 531 }
570 532
571 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 533 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 534 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
573 { 535 {
679} 641}
680 642
681static int 643static int
682get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
683{ 645{
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
685 { 647 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1; 649 return 1;
688 } 650 }
689 651
697 { 659 {
698 *simple_attack = 1; 660 *simple_attack = 1;
699 return 0; 661 return 0;
700 } 662 }
701 663
702 if (QUERY_FLAG (*target, FLAG_REMOVED) 664 if ((*target)->flag [FLAG_REMOVED]
703 || QUERY_FLAG (*hitter, FLAG_REMOVED) 665 || (*hitter)->flag [FLAG_REMOVED]
704 || !(*hitter)->map 666 || !(*hitter)->map
705 || !on_same_map (*hitter, *target)) 667 || !on_same_map (*hitter, *target))
706 { 668 {
707 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
708 (*hitter)->debug_desc (), (*target)->debug_desc ()); 670 (*hitter)->debug_desc (), (*target)->debug_desc ());
721 */ 683 */
722 int new_mode; 684 int new_mode;
723 685
724 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
725 new_mode = 1; 687 new_mode = 1;
726 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) 688 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
727 || hitter->map == NULL || !on_same_map (hitter, target)) 689 || hitter->map == NULL || !on_same_map (hitter, target))
728 return 1; 690 return 1;
729 else 691 else
730 new_mode = 0; 692 new_mode = 0;
731 693
732 return new_mode != simple_attack; 694 return new_mode != simple_attack;
733} 695}
734 696
697/* thrown_item_effect() - handles any special effects of thrown
698 * items (like attacking living creatures--a potion thrown at a
699 * monster).
700 */
701static void
735static void thrown_item_effect (object *, object *); 702thrown_item_effect (object *hitter, object *victim)
703{
704 if (!hitter->flag [FLAG_ALIVE])
705 {
706 /* May not need a switch for just 2 types, but this makes it
707 * easier for expansion.
708 */
709 switch (hitter->type)
710 {
711 case POTION:
712 /* should player get a save throw instead of checking magic protection? */
713 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
714 apply_potion (victim, hitter);
715 break;
716
717 case POISON: /* poison drinks */
718 /* As with potions, should monster get a save? */
719 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
720 apply_poison (victim, hitter);
721 break;
722
723 /* Removed case statements that did nothing.
724 * food may be poisonous, but monster must be willing to eat it,
725 * so we don't handle it here.
726 * Containers should perhaps break open, but that code was disabled.
727 */
728 }
729 }
730}
731
732/* determine if the object is an 'aimed' missile */
733static int
734is_aimed_missile (object *op)
735{
736 /* I broke what used to be one big if into a few nested
737 * ones so that figuring out the logic is at least possible.
738 */
739 if (op && (op->move_type & MOVE_FLYING))
740 if (op->type == ARROW || op->type == THROWN_OBJ)
741 return 1;
742 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
743 return 1;
744
745 return 0;
746}
747/* adj_attackroll() - adjustments to attacks by various conditions */
748static int
749adj_attackroll (object *hitter, object *target)
750{
751 object *attacker = hitter;
752 int adjust = 0;
753
754 /* safety */
755 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
756 {
757 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
758 return 0;
759 }
760
761 /* aimed missiles use the owning object's sight */
762 if (is_aimed_missile (hitter))
763 {
764 if ((attacker = hitter->owner) == NULL)
765 attacker = hitter;
766 /* A player who saves but hasn't quit still could have objects
767 * owned by him - need to handle that case to avoid crashes.
768 */
769 if (attacker->flag [FLAG_REMOVED])
770 attacker = hitter;
771 }
772 else if (!hitter->flag [FLAG_ALIVE])
773 return 0;
774
775 /* determine the condtions under which we make an attack.
776 * Add more cases, as the need occurs. */
777
778 if (!can_see_enemy (attacker, target))
779 {
780 /* target is unseen */
781 if (target->invisible || attacker->flag [FLAG_BLIND])
782 adjust -= 10;
783 /* dark map penalty for the hitter (lacks infravision if we got here). */
784 else if (!stand_in_light (target))
785 adjust -= target->map->darklevel ();
786 }
787
788 if (attacker->flag [FLAG_SCARED])
789 adjust -= 3;
790
791 if (target->flag [FLAG_UNAGGRESSIVE])
792 adjust += 1;
793
794 if (target->flag [FLAG_SCARED])
795 adjust += 1;
796
797 if (attacker->flag [FLAG_CONFUSED])
798 adjust -= 3;
799
800 /* if we attack at a different 'altitude' its harder */
801 if ((attacker->move_type & target->move_type) == 0)
802 adjust -= 2;
803
804#if 0
805 /* slower attacks are less likely to succeed. We should use a
806 * comparison between attacker/target speeds BUT, players have
807 * a generally faster speed, so this will wind up being a HUGE
808 * disadantage for the monsters! Too bad, because missiles which
809 * fly fast should have a better chance of hitting a slower target.
810 */
811 if (hitter->speed < target->speed)
812 adjust += ((float) hitter->speed - target->speed);
813#endif
814
815#if 0
816 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
817#endif
818
819 return adjust;
820}
736 821
737static int 822static int
738attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 823attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
739{ 824{
740 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
753 838
754 /* 839 /*
755 * A little check to make it more difficult to dance forward and back 840 * A little check to make it more difficult to dance forward and back
756 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
757 */ 842 */
758 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
759 { 844 {
760 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
761 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
762 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
763 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
785 if (!simple_attack) 870 if (!simple_attack)
786 { 871 {
787 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
788 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
789 * -b.t. */ 874 * -b.t. */
790 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
791 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
792 877
793 /* If the victim can't see the attacker, it may alert others 878 /* If the victim can't see the attacker, it may alert others
794 * for help. */ 879 * for help. */
795 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 880 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
796 npc_call_help (op); 881 npc_call_help (op);
816 } 901 }
817 902
818 /* Need to do at least 1 damage, otherwise there is no point 903 /* Need to do at least 1 damage, otherwise there is no point
819 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
820 */ 905 */
821 if (hitdam <= 0) 906 max_it (hitdam, 1);
822 hitdam = 1;
823 907
824 type = hitter->attacktype; 908 type = hitter->attacktype;
825 909
826 /* Ok, because some of the brainfucks of the good *sigh* old *sigh* 910 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
827 * Crossfire we have to default the attacktype here to AT_PHYSICAL. 911 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
835 */ 919 */
836 if (!type) 920 if (!type)
837 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
838 922
839 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
840 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 924 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
841 { 925 {
842 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
843 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 927 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
844 928
845 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 929 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
871} 955}
872 956
873int 957int
874attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
875{ 959{
876 hitter = hitter->head_ ();
877
878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 960 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
879} 961}
880 962
881/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
882 * 964 *
883 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 965 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
936 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
937 * attack_ob_simple() returns, and we've got an arrow that still exists 1019 * attack_ob_simple() returns, and we've got an arrow that still exists
938 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1020 * but is no longer on the map. Ugh. (Beware: Such things can happen at
939 * other places as well!) 1021 * other places as well!)
940 */ 1022 */
941 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env)
942 { 1024 {
943 if (container) 1025 if (container)
944 container->destroy (); 1026 container->destroy ();
945 1027
946 return 0; 1028 return 0;
947 } 1029 }
948 1030
949 /* Missile hit victim */ 1031 /* Missile hit victim */
950 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1032 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
951 * through the target 1033 * through the target
952 */ 1034 */
953 if (hit_something && op->speed <= 10.0) 1035 if (hit_something)
1036 if (op->speed < 10.0)
954 { 1037 {
955 /* Stop arrow */ 1038 /* Stop arrow */
956 if (!container) 1039 if (!container)
957 { 1040 {
958 hitter = fix_stopped_arrow (hitter); 1041 hitter = fix_stopped_arrow (hitter);
959 if (!hitter) 1042 if (!hitter)
960 return 0; 1043 return 0;
961 } 1044 }
962 else 1045 else
963 container->destroy (); 1046 container->destroy ();
964 1047
965 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
966 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1049 if (!victim->destroyed () && stick_arrow (hitter, victim))
1050 return 0;
1051
1052 /* Else try to put arrow on victim's map square
1053 * remove check for P_WALL here. If the arrow got to this
1054 * space, that is good enough - with the new movement code,
1055 * there is now the potential for lots of spaces where something
1056 * can fly over but not otherwise move over. What is the correct
1057 * way to handle those otherwise?
1058 */
1059 if (victim->x != hitter->x || victim->y != hitter->y)
1060 {
1061 if (victim->destroyed ())
1062 hitter->destroy ();
1063 else
1064 {
1065 hitter->remove ();
1066 hitter->x = victim->x;
1067 hitter->y = victim->y;
1068 insert_ob_in_map (hitter, victim->map, hitter, 0);
1069 }
1070 }
1071 else
1072 /* Else leave arrow where it is */
1073 merge_ob (hitter, NULL);
1074
967 return 0; 1075 return 0;
968
969 /* Else try to put arrow on victim's map square
970 * remove check for P_WALL here. If the arrow got to this
971 * space, that is good enough - with the new movement code,
972 * there is now the potential for lots of spaces where something
973 * can fly over but not otherwise move over. What is the correct
974 * way to handle those otherwise?
975 */
976 if (victim->x != hitter->x || victim->y != hitter->y)
977 {
978 if (victim->destroyed ())
979 hitter->destroy ();
980 else
981 {
982 hitter->remove ();
983 hitter->x = victim->x;
984 hitter->y = victim->y;
985 insert_ob_in_map (hitter, victim->map, hitter, 0);
986 }
987 } 1076 }
988 else 1077 else
989 /* Else leave arrow where it is */ 1078 op->set_speed (op->speed - 1.f);
990 merge_ob (hitter, NULL);
991
992 return 0;
993 }
994
995 if (hit_something && op->speed >= 10.0)
996 op->speed -= 1.0;
997 1079
998 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
999 if (container) 1081 if (container)
1000 { 1082 {
1001 hitter->remove (); 1083 hitter->remove ();
1003 } 1085 }
1004 1086
1005 return op; 1087 return op;
1006} 1088}
1007 1089
1008void 1090static void
1009tear_down_wall (object *op) 1091tear_down_wall (object *op)
1010{ 1092{
1011 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
1012 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1094 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1013 else if (!op->has_anim ()) 1095 else if (!op->has_anim ())
1042 op->flag [FLAG_ALIVE] = false; 1124 op->flag [FLAG_ALIVE] = false;
1043 } 1125 }
1044 } 1126 }
1045} 1127}
1046 1128
1047void 1129static void
1048scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1049{ 1131{
1050 target->flag [FLAG_SCARED] = true; 1132 target->flag [FLAG_SCARED] = true;
1051 1133
1052 if (!target->enemy) 1134 if (!target->enemy)
1053 target->enemy = hitter->outer_owner (); 1135 target->enemy = hitter->outer_owner ();
1054}
1055
1056/* This returns the amount of damage hitter does to op with the
1057 * appropriate attacktype. Only 1 attacktype should be set at a time.
1058 * This doesn't damage the player, but returns how much it should
1059 * take. However, it will do other effects (paralyzation, slow, etc.)
1060 * Note - changed for PR code - we now pass the attack number and not
1061 * the attacktype. Makes it easier for the PR code. */
1062int
1063hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1064{
1065 int doesnt_slay = 1;
1066
1067 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1068 if (attacknum >= NROFATTACKS)
1069 {
1070 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1071 return 0;
1072 }
1073
1074 if (dam < 0)
1075 {
1076 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1077 dam, hitter->debug_desc (), op->debug_desc ());
1078 return 0;
1079 }
1080
1081 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1082 * people can't mess with that or it otherwise get confused. */
1083 if (attacknum == ATNR_INTERNAL)
1084 return dam;
1085
1086 if (hitter->slaying)
1087 {
1088 if ((op->race && hitter->slaying.contains (op->race))
1089 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1090 {
1091 doesnt_slay = 0;
1092 dam *= 3;
1093 }
1094 }
1095
1096 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1097 if (op->resist[attacknum])
1098 {
1099 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1100 * in case 0>dam>1, we try to "simulate" a float value-effect */
1101 dam *= (100 - op->resist[attacknum]);
1102 if (dam >= 100)
1103 dam /= 100;
1104 else
1105 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1106 }
1107
1108 /* Special hack. By default, if immune to something, you
1109 * shouldn't need to worry. However, acid is an exception, since
1110 * it can still damage your items. Only include attacktypes if
1111 * special processing is needed */
1112
1113 if (op->resist[attacknum] >= 100
1114 && doesnt_slay
1115 && attacknum != ATNR_ACID)
1116 return 0;
1117
1118 /* Keep this in order - makes things easier to find */
1119
1120 switch (attacknum)
1121 {
1122 case ATNR_PHYSICAL:
1123 /* here also check for diseases */
1124 check_physically_infect (op, hitter);
1125 break;
1126
1127 /* Don't need to do anything for:
1128 magic,
1129 fire,
1130 electricity,
1131 cold */
1132
1133 case ATNR_CONFUSION:
1134 case ATNR_POISON:
1135 case ATNR_SLOW:
1136 case ATNR_PARALYZE:
1137 case ATNR_FEAR:
1138 case ATNR_CANCELLATION:
1139 case ATNR_DEPLETE:
1140 case ATNR_BLIND:
1141 {
1142 /* chance for inflicting a special attack depends on the
1143 * difference between attacker's and defender's level
1144 */
1145 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1146
1147 /* First, only creatures/players with speed can be affected.
1148 * Second, just getting hit doesn't mean it always affects
1149 * you. Third, you still get a saving through against the
1150 * effect.
1151 */
1152 if (op->speed &&
1153 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1154 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1155 {
1156
1157 /* Player has been hit by something */
1158 if (attacknum == ATNR_CONFUSION)
1159 confuse_player (op, hitter, dam);
1160 else if (attacknum == ATNR_POISON)
1161 poison_player (op, hitter, dam);
1162 else if (attacknum == ATNR_SLOW)
1163 slow_player (op, hitter, dam);
1164 else if (attacknum == ATNR_PARALYZE)
1165 paralyze_player (op, hitter, dam);
1166 else if (attacknum == ATNR_FEAR)
1167 scare_creature (op, hitter);
1168 else if (attacknum == ATNR_CANCELLATION)
1169 cancellation (op);
1170 else if (attacknum == ATNR_DEPLETE)
1171 op->drain_stat ();
1172 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1173 blind_player (op, hitter, dam);
1174 }
1175
1176 dam = 0; /* These are all effects and don't do real damage */
1177 }
1178 break;
1179
1180 case ATNR_ACID:
1181 {
1182 int flag = 0;
1183
1184 /* Items only get corroded if you're not on a battleground and
1185 * if your acid resistance is below 50%. */
1186 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1187 {
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 {
1190 if (tmp->invisible)
1191 continue;
1192 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1193 /* >= 10% acid res. on items will protect these */
1194 continue;
1195 if (!(tmp->materials & M_IRON))
1196 continue;
1197 if (tmp->magic < -4) /* Let's stop at -5 */
1198 continue;
1199 if (tmp->type == RING
1200 /* removed boots and gloves from exclusion list in PR */
1201 || tmp->type == GIRDLE
1202 || tmp->type == AMULET
1203 || tmp->type == WAND
1204 || tmp->type == ROD
1205 || tmp->type == HORN)
1206 continue; /* To avoid some strange effects */
1207
1208 /* High damage acid has better chance of corroding
1209 objects */
1210 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1211 {
1212 flag = 1;
1213 tmp->magic--;
1214
1215 if (object *pl = tmp->visible_to ())
1216 {
1217 /* Make this more visible */
1218 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1219 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1220
1221 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1222 }
1223 }
1224 }
1225
1226 if (flag)
1227 op->update_stats (); /* Something was corroded */
1228 }
1229 }
1230 break;
1231
1232 case ATNR_DRAIN:
1233 {
1234 /* rate is the proportion of exp drained. High rate means
1235 * not much is drained, low rate means a lot is drained.
1236 */
1237 int rate;
1238
1239 if (op->resist[ATNR_DRAIN] >= 0)
1240 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1241 else
1242 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1243
1244 if (op->stats.exp <= rate)
1245 {
1246 if (op->type == GOLEM)
1247 dam = 999; /* Its force is "sucked" away. 8) */
1248 else
1249 /* If we can't drain, lets try to do physical damage */
1250 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1251 }
1252 else
1253 {
1254 /* Randomly give the hitter some hp */
1255 if (hitter->stats.hp < hitter->stats.maxhp &&
1256 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1257 hitter->stats.hp++;
1258
1259 /* Can't do drains on battleground spaces.
1260 * Move the wiz check up here - before, the hitter wouldn't gain exp
1261 * exp, but the wiz would still lose exp! If drainee is a wiz,
1262 * nothing happens.
1263 * Try to credit the owner. We try to display player -> player drain
1264 * attacks, hence all the != PLAYER checks.
1265 */
1266 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1267 {
1268 object *owner = hitter->owner;
1269
1270 if (owner && owner != hitter)
1271 {
1272 if (op->type != PLAYER || owner->type != PLAYER)
1273 change_exp (owner, op->stats.exp / (rate * 2),
1274 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1275 }
1276 else if (op->type != PLAYER || hitter->type != PLAYER)
1277 change_exp (hitter, op->stats.exp / (rate * 2),
1278 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1279
1280 change_exp (op, -op->stats.exp / rate, NULL, 0);
1281 }
1282
1283 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1284 * drain attack, you won't know that you are actually sucking out EXP,
1285 * as the messages will say you missed
1286 */
1287 }
1288 }
1289 break;
1290
1291 case ATNR_TURN_UNDEAD:
1292 {
1293 if (QUERY_FLAG (op, FLAG_UNDEAD))
1294 {
1295 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1296 object *god = find_god (determine_god (owner));
1297 int div = 1;
1298
1299 /* if undead are not an enemy of your god, you turn them
1300 * at half strength */
1301 if (!god || !god->slaying.contains (shstr_undead))
1302 div = 2;
1303
1304 /* Give a bonus if you resist turn undead */
1305 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1306 scare_creature (op, owner);
1307 }
1308 else
1309 dam = 0; /* don't damage non undead - should we damage
1310 undead? */
1311 }
1312 break;
1313
1314 case ATNR_DEATH:
1315 deathstrike_player (op, hitter, &dam);
1316 break;
1317
1318 case ATNR_CHAOS:
1319 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1320 dam = 0;
1321 break;
1322
1323 case ATNR_COUNTERSPELL:
1324 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1325 dam = 0;
1326 /* This should never happen. Counterspell is handled
1327 * seperately and filtered out. If this does happen,
1328 * Counterspell has no effect on anything but spells, so it
1329 * does no damage. */
1330 break;
1331
1332 case ATNR_HOLYWORD:
1333 {
1334 /* This has already been handled by hit_player,
1335 * no need to check twice -- DAMN */
1336 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1337
1338 /* As with turn undead above, give a bonus on the saving throw */
1339 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1340 scare_creature (op, owner);
1341 }
1342 break;
1343
1344 case ATNR_LIFE_STEALING:
1345 {
1346 int new_hp;
1347
1348 /* this is replacement to drain for players, instead of taking
1349 * exp it takes hp. It is geared for players, probably not
1350 * much use giving it to monsters
1351 *
1352 * life stealing doesn't do a lot of damage, but it gives the
1353 * damage it does do to the player. Given that,
1354 * it only does 1/10'th normal damage (hence the divide by
1355 * 1000).
1356 */
1357 /* You can't steal life from something undead */
1358 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1359 return 0;
1360
1361 /* If drain protection is higher than life stealing, use that */
1362 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1363 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1364 else
1365 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1366
1367 /* You die at -1 hp, not zero. */
1368 if (dam > (op->stats.hp + 1))
1369 dam = op->stats.hp + 1;
1370
1371 new_hp = hitter->stats.hp + dam;
1372 if (new_hp > hitter->stats.maxhp)
1373 new_hp = hitter->stats.maxhp;
1374
1375 if (new_hp > hitter->stats.hp)
1376 hitter->stats.hp = new_hp;
1377 }
1378 }
1379
1380 return dam;
1381} 1136}
1382 1137
1383/* GROS: This code comes from hit_player. It has been made external to 1138/* GROS: This code comes from hit_player. It has been made external to
1384 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1385 * It was initially used by (kill-object) developed for the Collector's 1140 * It was initially used by (kill-object) developed for the Collector's
1396 * MSW 2002-07-17 1151 * MSW 2002-07-17
1397 */ 1152 */
1398int 1153int
1399kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1400{ 1155{
1401 char buf[MAX_BUF];
1402 shstr skill; 1156 shstr skill;
1403 int maxdam = 0; 1157 int maxdam = 0;
1404 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1405 int pk = 0; /* true if op and what controls hitter are both players */ 1159 int pk = 0; /* true if op and what controls hitter are both players */
1406 object *owner = 0; 1160 object *owner = 0;
1416 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1417 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1418 */ 1172 */
1419 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1420 1174
1421 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1422 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1176 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1423 1177
1424 if (op->type == DOOR) 1178 if (op->type == DOOR)
1425 { 1179 {
1426 op->set_speed (0.1f); 1180 op->set_speed (0.1f);
1427 op->speed_left = -0.05f; 1181 op->speed_left = -0.05f;
1428 return maxdam; 1182 return maxdam;
1429 } 1183 }
1430 1184
1431 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1432 { 1186 {
1433 op->drop_and_destroy (); 1187 op->drop_and_destroy ();
1434 return maxdam; 1188 return maxdam;
1435 } 1189 }
1436 1190
1503 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1504 { 1258 {
1505 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1506 skill = skop->skill; 1260 skill = skop->skill;
1507 } 1261 }
1508 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1509 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1510 else 1264 else
1511 { 1265 {
1266 LOG (llevError | logBacktrace,
1512 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" 1267 "BUG: kill_object - unable to find skill that killed monster\n"
1513 "op: %s\n" "hitter: %s\n" "owner: %s\n", 1268 "op: %s\n" "hitter: %s\n" "op: %s\n",
1514 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); 1269 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1515 skill = 0; 1270 skill = 0;
1516 } 1271 }
1517 1272
1518 /* We have the skill we want to credit to - now find the object this goes 1273 /* We have the skill we want to credit to - now find the object this goes
1519 * to. Make sure skop is an actual skill, and not a skill tool! 1274 * to. Make sure skop is an actual skill, and not a skill tool!
1529 1284
1530 if (!skill && skop) 1285 if (!skill && skop)
1531 skill = skop->skill; 1286 skill = skop->skill;
1532 1287
1533 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1534 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1535 { 1290 {
1536 int exp; 1291 int exp;
1537 1292
1538 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1539 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1540 if (op->type == PLAYER)
1541 {
1542 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1543 { 1298 {
1544 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1545 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1546 } 1301 }
1547 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1548 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1549 }
1550 else 1307 else
1551 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1552
1553 /* if op is standing on "battleground" (arena), no way to gain
1554 * exp by killing him
1555 */
1556 if (battleg)
1557 exp = 0;
1558 1309
1559 /* Don't know why this is set this way - doesn't make 1310 /* Don't know why this is set this way - doesn't make
1560 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1561 */ 1312 */
1562 1313
1600 } /* else part of a party */ 1351 } /* else part of a party */
1601 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1602 1353
1603 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1604 { 1355 {
1605 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1606 { 1357 {
1607 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1608 1359
1609 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1610 { 1361 {
1671 * modify it. 1422 * modify it.
1672 */ 1423 */
1673/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1674 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1675int 1426int
1676hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1427hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1677{ 1428{
1678 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1679 int maxattacktype, attacknum;
1680 int body_attack = op && op->head; /* Did we hit op's head? */ 1430 int body_attack = op && op->head; /* Did we hit op's head? */
1431 int maxdam = 0, ndam = 0;
1432 int maxattacktype;
1681 int simple_attack; 1433 int simple_attack;
1682 int rtn_kill = 0; 1434 int rtn_kill = 0;
1683 int friendlyfire; 1435 int friendlyfire;
1684 1436
1685 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1686 return 0; 1438 return 0;
1687 1439
1688 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1440 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1689 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1690 return 0; 1442 return 0;
1691 1443
1692 // only allow pk for hostile players 1444 // only allow pk for hostile players
1693 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1694 { 1446 {
1736 1488
1737 break; 1489 break;
1738 } 1490 }
1739 } 1491 }
1740 1492
1741 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1742 { 1494 {
1743 /* FIXME: If a player is killed by a rune in a door, the 1495 /* FIXME: If a player is killed by a rune in a door, the
1744 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1745 */ 1497 */
1746 1498
1787 object *god; 1539 object *god;
1788 1540
1789 if ((!hitter->slaying 1541 if ((!hitter->slaying
1790 || (!(op->race && hitter->slaying.contains (op->race)) 1542 || (!(op->race && hitter->slaying.contains (op->race))
1791 && !(op->name && hitter->slaying.contains (op->name)))) 1543 && !(op->name && hitter->slaying.contains (op->name))))
1792 && (!QUERY_FLAG (op, FLAG_UNDEAD) 1544 && (!op->flag [FLAG_UNDEAD]
1793 || (hitter->title 1545 || (hitter->title
1794 && (god = find_god (determine_god (hitter))) != NULL 1546 && (god = find_god (determine_god (hitter))) != NULL
1795 && god->race.contains (shstr_undead)))) 1547 && god->race.contains (shstr_undead))))
1796 return 0; 1548 return 0;
1797 } 1549 }
1798 1550
1799 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1800 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1801 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1802 /* Magic isn't really a true attack type - it gets combined with other 1556 /* Magic isn't really a true attack type - it gets combined with other
1803 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1804 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1805 */ 1559 */
1806 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1809 /* Go through and hit the player with each attacktype, one by one. 1563 /* Go through and hit the player with each attacktype, one by one.
1810 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1811 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1812 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1813 */ 1567 */
1814 if (type & attacktype)
1815 {
1816 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1817 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1818 * the damage is equal. 1571 * the damage is equal.
1819 */ 1572 */
1820 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1821 { 1574 {
1822 maxdam = ndam; 1575 maxdam = ndam;
1823 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1824 }
1825 } 1577 }
1826 } 1578 }
1827 1579
1828 /* if this is friendly fire then do a set % of damage only 1580 /* if this is friendly fire then do a set % of damage only
1829 * Note - put a check in to make sure this attack is actually 1581 * Note - put a check in to make sure this attack is actually
1869 // keep a refcount for a long time and I see no usefulness 1621 // keep a refcount for a long time and I see no usefulness
1870 // for an non-active objetc to know its enemy. 1622 // for an non-active objetc to know its enemy.
1871 if (op->active) 1623 if (op->active)
1872 if (hitter->owner) 1624 if (hitter->owner)
1873 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1874 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1875 op->enemy = hitter; 1627 op->enemy = hitter;
1876 1628
1877 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1878 { 1630 {
1879 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1880 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1881 npc_call_help (op); 1633 npc_call_help (op);
1882 } 1634 }
1883 1635
1884 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1885 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1887 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1888 1640
1889 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1890 1642
1891 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1892 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1893 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1894 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1646 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1895 { 1647 {
1896 1648
1897 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1898 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1899 else 1651 else
1900 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1901 } 1653 }
1902 1654
1903 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1904 { 1656 {
1905 if (maxdam) 1657 if (maxdam)
1906 tear_down_wall (op); 1658 tear_down_wall (op);
1907 1659
1908 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1915 1667
1916 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1668 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1917 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1918 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1919 */ 1671 */
1920 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1921 hitter->drop_and_destroy (); 1673 hitter->drop_and_destroy ();
1922 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1923 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1675 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1924 { 1676 {
1925 int i;
1926 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1927 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1928 object *owner = op->owner; 1679 object *owner = op->owner;
1929 1680
1930 if (!op->other_arch) 1681 if (!op->other_arch)
1931 { 1682 {
1932 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1933 return maxdam; 1684 return maxdam;
1934 } 1685 }
1935 1686
1936 op->remove (); 1687 op->remove ();
1937 1688
1938 for (i = 0; i < op->stats.food; i++) 1689 for (int i = 0; i < op->stats.food; i++)
1939 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1940 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1941 int j;
1942 1692
1943 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1944 1694
1945 if (friendly) 1695 if (friendly)
1946 { 1696 {
1950 if (owner) 1700 if (owner)
1951 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1952 } 1702 }
1953 1703
1954 if (unaggressive) 1704 if (unaggressive)
1955 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1956 1706
1957 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1707 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1958 1708
1959 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1960 tmp->destroy (); 1710 tmp->destroy ();
1961 else 1711 else
1962 { 1712 {
1971 hitter->drop_and_destroy (); 1721 hitter->drop_and_destroy ();
1972 1722
1973 return maxdam; 1723 return maxdam;
1974} 1724}
1975 1725
1976void 1726static void
1977poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1978{ 1728{
1979 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
1980 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
1981 1731
1982 if (tmp == NULL) 1732 if (!tmp)
1983 { 1733 {
1984 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
1985 LOG (llevError, "Failed to clone arch poisoning.\n"); 1735 /* peterm: give poisoning some teeth. It should
1736 * be able to kill things better than it does:
1737 * damage should be dependent something--I choose to
1738 * do this: if it's a monster, the damage from the
1739 * poisoning goes as the level of the monster/2.
1740 * If anything else, goes as damage.
1741 */
1742
1743 if (hitter->flag [FLAG_ALIVE])
1744 tmp->stats.dam += hitter->level / 2;
1986 else 1745 else
1987 {
1988 tmp = insert_ob_in_ob (tmp, op);
1989 /* peterm: give poisoning some teeth. It should
1990 * be able to kill things better than it does:
1991 * damage should be dependent something--I choose to
1992 * do this: if it's a monster, the damage from the
1993 * poisoning goes as the level of the monster/2.
1994 * If anything else, goes as damage.
1995 */
1996
1997 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1998 tmp->stats.dam += hitter->level / 2;
1999 else
2000 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
2001 1747
2002 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2003 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2004 {
2005 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2006 }
2007 1751
2008 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2009 1753
2010 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2011 { 1755 {
2012 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2013 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2014 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2015 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2016 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2017 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2018 op->update_stats (); 1762 op->update_stats ();
2019 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1763 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2020 op->play_sound (tmp->sound); 1764 op->play_sound (tmp->sound);
2021 } 1765 }
2022 1766
2023 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2024 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1768 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2025 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2026 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1770 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2027 }
2028 1771
2029 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2030 } 1773 }
2031 else 1774 else
2032 tmp->stats.food++; 1775 tmp->stats.food++;
2033} 1776}
2034 1777
2035void 1778static void
2036slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2037{ 1780{
2038 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2039 object *tmp; 1782 object *tmp;
2040 1783
2041 if (at == NULL) 1784 if (!at)
2042 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2043 1786
2044 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2045 { 1788 {
2046 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2047 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2048 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1791 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2049 } 1792 }
2050 else 1793 else
2051 tmp->stats.food++; 1794 tmp->stats.food++;
2052 1795
2053 SET_FLAG (tmp, FLAG_APPLIED); 1796 tmp->set_flag (FLAG_APPLIED);
2054 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2055 op->update_stats (); 1798 op->update_stats ();
2056} 1799}
2057 1800
2058void 1801void
2059confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2060{ 1803{
2061 object *tmp; 1804 object *tmp;
2062 int maxduration; 1805 int maxduration;
2063 1806
2064 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2065 if (!tmp) 1808 if (!tmp)
2066 { 1809 {
2067 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2068 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2069 } 1812 }
2070 1813
2071 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2072 * on the player's resistance 1815 * on the player's resistance
2073 */ 1816 */
2074 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2075 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2076 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1819 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2077 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2078 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2079 1822
2080 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2081 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2082 1825
2083 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2084 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1827 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2085 1828
2086 SET_FLAG (op, FLAG_CONFUSED); 1829 op->set_flag (FLAG_CONFUSED);
2087} 1830}
2088 1831
2089void 1832void
2090blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2091{ 1834{
2092 object *tmp, *owner;
2093
2094 /* Save some work if we know it isn't going to affect the player */ 1835 /* Save some work if we know it isn't going to affect the player */
2095 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2096 return; 1837 return;
2097 1838
2098 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2099 if (!tmp) 1840 if (!tmp)
2100 { 1841 {
2101 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2102 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2103 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2104 /* use floats so we don't lose too much precision due to rounding errors. 1845 // use floats so we don't lose too much precision due to rounding errors.
2105 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2106 */
2107 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2108 1847
2109 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2110 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2111 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2112 1851
2113 if (hitter->owner)
2114 owner = hitter->owner;
2115 else
2116 owner = hitter;
2117
2118 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1852 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2119 } 1853 }
1854
2120 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2121 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2122 tmp->stats.food = 10;
2123} 1857}
2124 1858
2125void 1859void
2126paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2127{ 1861{
2128 float effect, max;
2129
2130 /* object *tmp; */
2131
2132 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2133 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2134 */ 1864 */
2135 1865
2136 /* 1866 /*
2140 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1870 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2141 } 1871 }
2142 */ 1872 */
2143 1873
2144 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1874 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2145 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1875 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2146 1876
2147 if (effect == 0)
2148 return;
2149
2150 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2151 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2152 1879
2153 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2154 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2155 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2156 op->speed_left = (float) -(FABS (op->speed) * max);
2157 1884
2158/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2159} 1886}
2160 1887
2161/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2162 * the computed damaged. 1889 * the computed damaged.
2163 */ 1890 */
2164void 1891static void
2165deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2166{ 1893{
2167 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2168 ** that are a lot weaker than the attacker, have a chance of killing 1895 ** that are a lot weaker than the attacker, have a chance of killing
2169 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2173 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2174 1901
2175 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2176 1903
2177 if (hitter->slaying) 1904 if (hitter->slaying)
2178 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) 1905 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
2179 || (op->race && hitter->slaying.contains (op->race)))) 1906 || (op->race && hitter->slaying.contains (op->race))))
2180 return; 1907 return;
2181 1908
2182 def_lev = op->level; 1909 def_lev = op->level;
2183 if (def_lev < 1) 1910 if (def_lev < 1)
2211 } 1938 }
2212 else 1939 else
2213 *dam = 0; /* no harm done */ 1940 *dam = 0; /* no harm done */
2214} 1941}
2215 1942
2216/* thrown_item_effect() - handles any special effects of thrown 1943/* This returns the amount of damage hitter does to op with the
2217 * items (like attacking living creatures--a potion thrown at a 1944 * appropriate attacktype. Only 1 attacktype should be set at a time.
2218 * monster). 1945 * This doesn't damage the player, but returns how much it should
2219 */ 1946 * take. However, it will do other effects (paralyzation, slow, etc.)
2220static void 1947 * Note - changed for PR code - we now pass the attack number and not
2221thrown_item_effect (object *hitter, object *victim) 1948 * the attacktype. Makes it easier for the PR code. */
1949int
1950hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2222{ 1951{
2223 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 1952 int doesnt_slay = 1;
1953
1954 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1955 if (attacknum >= NROFATTACKS)
1956 {
1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1958 return 0;
2224 { 1959 }
2225 /* May not need a switch for just 2 types, but this makes it 1960
2226 * easier for expansion. 1961 if (dam < 0)
1962 {
1963 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1964 dam, hitter->debug_desc (), op->debug_desc ());
1965 return 0;
1966 }
1967
1968 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1969 * people can't mess with that or it otherwise get confused. */
1970 if (attacknum == ATNR_INTERNAL)
1971 return dam;
1972
1973 if (hitter->slaying)
1974 {
1975 if ((op->race && hitter->slaying.contains (op->race))
1976 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2227 */ 1977 {
2228 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2229 { 1980 }
2230 case POTION: 1981 }
2231 /* should player get a save throw instead of checking magic protection? */ 1982
2232 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1983 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2233 (void) apply_potion (victim, hitter); 1984 if (op->resist[attacknum])
1985 {
1986 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1987 * in case 0>dam>1, we try to "simulate" a float value-effect */
1988 dam *= (100 - op->resist[attacknum]);
1989 if (dam >= 100)
1990 dam /= 100;
1991 else
1992 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1993 }
1994
1995 /* Special hack. By default, if immune to something, you
1996 * shouldn't need to worry. However, acid is an exception, since
1997 * it can still damage your items. Only include attacktypes if
1998 * special processing is needed */
1999
2000 if (op->resist[attacknum] >= 100
2001 && doesnt_slay
2002 && attacknum != ATNR_ACID)
2003 return 0;
2004
2005 /* Keep this in order - makes things easier to find */
2006
2007 switch (attacknum)
2008 {
2009 case ATNR_PHYSICAL:
2010 /* here also check for diseases */
2011 check_physically_infect (op, hitter);
2234 break; 2012 break;
2235 2013
2236 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2237 /* As with potions, should monster get a save? */ 2015 magic,
2238 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2239 apply_poison (victim, hitter); 2017 electricity,
2018 cold */
2019
2020 case ATNR_CONFUSION:
2021 case ATNR_POISON:
2022 case ATNR_SLOW:
2023 case ATNR_PARALYZE:
2024 case ATNR_FEAR:
2025 case ATNR_CANCELLATION:
2026 case ATNR_DEPLETE:
2027 case ATNR_BLIND:
2028 {
2029 /* chance for inflicting a special attack depends on the
2030 * difference between attacker's and defender's level
2031 */
2032 int level_diff = min (110, max (0, op->level - hitter->level));
2033
2034 /* First, only creatures/players with speed can be affected.
2035 * Second, just getting hit doesn't mean it always affects
2036 * you. Third, you still get a saving through against the
2037 * effect.
2038 */
2039 if (op->has_active_speed ()
2040 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2041 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2042 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2043 {
2044
2045 /* Player has been hit by something */
2046 if (attacknum == ATNR_CONFUSION)
2047 confuse_player (op, hitter, dam);
2048 else if (attacknum == ATNR_POISON)
2049 poison_player (op, hitter, dam);
2050 else if (attacknum == ATNR_SLOW)
2051 slow_player (op, hitter, dam);
2052 else if (attacknum == ATNR_PARALYZE)
2053 paralyze_player (op, hitter, dam);
2054 else if (attacknum == ATNR_FEAR)
2055 scare_creature (op, hitter);
2056 else if (attacknum == ATNR_CANCELLATION)
2057 cancellation (op);
2058 else if (attacknum == ATNR_DEPLETE)
2059 op->drain_stat ();
2060 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2061 blind_player (op, hitter, dam);
2062 }
2063
2064 dam = 0; /* These are all effects and don't do real damage */
2065 }
2240 break; 2066 break;
2241 2067
2242 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2243 * food may be poisonous, but monster must be willing to eat it, 2069 {
2244 * so we don't handle it here. 2070 int flag = 0;
2245 * Containers should perhaps break open, but that code was disabled. 2071
2072 /* Items only get corroded if you're not on a battleground and
2073 * if your acid resistance is below 50%. */
2074 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2075 {
2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077 {
2078 if (tmp->invisible)
2079 continue;
2080 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2081 /* >= 10% acid res. on items will protect these */
2082 continue;
2083 if (!(tmp->materials & M_IRON))
2084 continue;
2085 if (tmp->magic < -4) /* Let's stop at -5 */
2086 continue;
2087 if (tmp->type == RING
2088 /* removed boots and gloves from exclusion list in PR */
2089 || tmp->type == GIRDLE
2090 || tmp->type == AMULET
2091 || tmp->type == WAND
2092 || tmp->type == ROD
2093 || tmp->type == HORN)
2094 continue; /* To avoid some strange effects */
2095
2096 /* High damage acid has better chance of corroding
2097 objects */
2098 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2099 {
2100 flag = 1;
2101 tmp->magic--;
2102
2103 if (object *pl = tmp->visible_to ())
2104 {
2105 /* Make this more visible */
2106 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2107 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2108
2109 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2110 }
2111 }
2112 }
2113
2114 if (flag)
2115 op->update_stats (); /* Something was corroded */
2116 }
2117 }
2118 break;
2119
2120 case ATNR_DRAIN:
2121 {
2122 /* rate is the proportion of exp drained. High rate means
2123 * not much is drained, low rate means a lot is drained.
2124 */
2125 int rate;
2126
2127 if (op->resist[ATNR_DRAIN] >= 0)
2128 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2129 else
2130 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2131
2132 if (op->stats.exp <= rate)
2133 {
2134 if (op->type == GOLEM)
2135 dam = 9998; /* Its force is "sucked" away. 8) */
2136 else
2137 /* If we can't drain, lets try to do physical damage */
2138 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2139 }
2140 else
2141 {
2142 /* Randomly give the hitter some hp */
2143 if (hitter->stats.hp < hitter->stats.maxhp &&
2144 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2145 hitter->stats.hp++;
2146
2147 /* Can't do drains on battleground spaces.
2148 * Move the wiz check up here - before, the hitter wouldn't gain exp
2149 * exp, but the wiz would still lose exp! If drainee is a wiz,
2150 * nothing happens.
2151 * Try to credit the owner. We try to display player -> player drain
2152 * attacks, hence all the != PLAYER checks.
2246 */ 2153 */
2154 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2155 {
2156 object *owner = hitter->owner;
2157
2158 if (owner && owner != hitter)
2159 {
2160 if (op->type != PLAYER || owner->type != PLAYER)
2161 change_exp (owner, op->stats.exp / (rate * 2),
2162 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2163 }
2164 else if (op->type != PLAYER || hitter->type != PLAYER)
2165 change_exp (hitter, op->stats.exp / (rate * 2),
2166 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2167
2168 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2169 }
2170
2171 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2172 * drain attack, you won't know that you are actually sucking out EXP,
2173 * as the messages will say you missed
2174 */
2175 }
2176 }
2177 break;
2178
2179 case ATNR_TURN_UNDEAD:
2247 } 2180 {
2248 } 2181 if (op->flag [FLAG_UNDEAD])
2249} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2250 2186
2251/* adj_attackroll() - adjustments to attacks by various conditions */ 2187 /* if undead are not an enemy of your god, you turn them
2252int 2188 * at half strength */
2253adj_attackroll (object *hitter, object *target) 2189 if (!god || !god->slaying.contains (shstr_undead))
2254{ 2190 div = 2;
2255 object *attacker = hitter;
2256 int adjust = 0;
2257 2191
2258 /* safety */ 2192 /* Give a bonus if you resist turn undead */
2259 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2260 { 2194 scare_creature (op, owner);
2261 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2195 }
2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2201
2202 case ATNR_DEATH:
2203 deathstrike_player (op, hitter, &dam);
2204 break;
2205
2206 case ATNR_CHAOS:
2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2208 dam = 0;
2209 break;
2210
2211 case ATNR_COUNTERSPELL:
2212 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2213 dam = 0;
2214 /* This should never happen. Counterspell is handled
2215 * seperately and filtered out. If this does happen,
2216 * Counterspell has no effect on anything but spells, so it
2217 * does no damage. */
2218 break;
2219
2220 case ATNR_HOLYWORD:
2221 {
2222 /* This has already been handled by hit_player,
2223 * no need to check twice -- DAMN */
2224 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2225
2226 /* As with turn undead above, give a bonus on the saving throw */
2227 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2228 scare_creature (op, owner);
2229 }
2230 break;
2231
2232 case ATNR_LIFE_STEALING:
2233 {
2234 int new_hp;
2235
2236 /* this is replacement to drain for players, instead of taking
2237 * exp it takes hp. It is geared for players, probably not
2238 * much use giving it to monsters
2239 *
2240 * life stealing doesn't do a lot of damage, but it gives the
2241 * damage it does do to the player. Given that,
2242 * it only does 1/10'th normal damage (hence the divide by
2243 * 1000).
2244 */
2245 /* You can't steal life from something undead */
2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2262 return 0; 2247 return 0;
2263 }
2264 2248
2265 /* aimed missiles use the owning object's sight */ 2249 /* If drain protection is higher than life stealing, use that */
2266 if (is_aimed_missile (hitter)) 2250 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2251 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2252 else
2253 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2254
2255 /* You die at -1 hp, not zero. */
2256 if (dam > (op->stats.hp + 1))
2257 dam = op->stats.hp + 1;
2258
2259 new_hp = hitter->stats.hp + dam;
2260 if (new_hp > hitter->stats.maxhp)
2261 new_hp = hitter->stats.maxhp;
2262
2263 if (new_hp > hitter->stats.hp)
2264 hitter->stats.hp = new_hp;
2265 }
2267 { 2266 }
2268 if ((attacker = hitter->owner) == NULL)
2269 attacker = hitter;
2270 /* A player who saves but hasn't quit still could have objects
2271 * owned by him - need to handle that case to avoid crashes.
2272 */
2273 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2274 attacker = hitter;
2275 }
2276 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2277 return 0;
2278 2267
2279 /* determine the condtions under which we make an attack.
2280 * Add more cases, as the need occurs. */
2281
2282 if (!can_see_enemy (attacker, target))
2283 {
2284 /* target is unseen */
2285 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2286 adjust -= 10;
2287 /* dark map penalty for the hitter (lacks infravision if we got here). */
2288 else if (!stand_in_light (target))
2289 adjust -= target->map->darklevel ();
2290 }
2291
2292 if (QUERY_FLAG (attacker, FLAG_SCARED))
2293 adjust -= 3;
2294
2295 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2296 adjust += 1;
2297
2298 if (QUERY_FLAG (target, FLAG_SCARED))
2299 adjust += 1;
2300
2301 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2302 adjust -= 3;
2303
2304 /* if we attack at a different 'altitude' its harder */
2305 if ((attacker->move_type & target->move_type) == 0)
2306 adjust -= 2;
2307
2308#if 0
2309 /* slower attacks are less likely to succeed. We should use a
2310 * comparison between attacker/target speeds BUT, players have
2311 * a generally faster speed, so this will wind up being a HUGE
2312 * disadantage for the monsters! Too bad, because missiles which
2313 * fly fast should have a better chance of hitting a slower target.
2314 */
2315 if (hitter->speed < target->speed)
2316 adjust += ((float) hitter->speed - target->speed);
2317#endif
2318
2319#if 0
2320 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2321#endif
2322
2323 return adjust;
2324}
2325
2326/* determine if the object is an 'aimed' missile */
2327int
2328is_aimed_missile (object *op)
2329{
2330
2331 /* I broke what used to be one big if into a few nested
2332 * ones so that figuring out the logic is at least possible.
2333 */
2334 if (op && (op->move_type & MOVE_FLYING))
2335 if (op->type == ARROW || op->type == THROWN_OBJ)
2336 return 1;
2337 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2338 return 1;
2339
2340 return 0; 2268 return dam;
2341} 2269}
2270

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