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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.120 by root, Tue Nov 10 16:29:20 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 34
41/* 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
42 * 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
43 * any further action (like destroying the item). 37 * any further action (like destroying the item).
44 */ 38 */
45static int 39static int
46did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
47{ 41{
48 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
49 materialtype_t *mt = op->material; 43 materialtype_t *mt = op->material;
50 44
51 // destroying objects without material has many bad effects 45 // destroying objects without material has many bad effects
52 if (mt == MATERIAL_NULL) 46 if (mt == MATERIAL_NULL)
53 return 1; 47 return 1;
54 48
55 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
56 50
57 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
58 * 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
59 * 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
60 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
61 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
62 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
63 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
64 */ 58 */
65 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
69 63
64
70 if (type == 0) return TRUE; 65 if (type == 0) return TRUE;
71 66
72 if (roll == 20) return TRUE; 67 if (roll == 20) return TRUE;
73 if (roll == 1) return FALSE; 68 if (roll == 1) return FALSE;
74 69
75 for (number = 0; number < NROFATTACKS; number++) 70 for_all_bits_sparse_32 (type, number)
76 { 71 {
77 i = 1 << number;
78
79 if (!(i & type))
80 continue;
81
82 attacks++; 72 attacks++;
73
83 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
84 saves++; 75 saves++;
85 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)
86 saves++; 77 saves++;
87 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
104cancellation (object *op) 95cancellation (object *op)
105{ 96{
106 if (op->invisible) 97 if (op->invisible)
107 return; 98 return;
108 99
109 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 100 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
110 { 101 {
111 /* Recurse through the inventory */ 102 /* Recurse through the inventory */
112 for (object *tmp = op->inv; tmp; tmp = tmp->below) 103 for (object *tmp = op->inv; tmp; tmp = tmp->below)
113 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 104 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
114 cancellation (tmp); 105 cancellation (tmp);
117 { 108 {
118 /* Nullify this object. This code could probably be more complete */ 109 /* Nullify this object. This code could probably be more complete */
119 /* in what abilities it should cancel */ 110 /* in what abilities it should cancel */
120 op->magic = 0; 111 op->magic = 0;
121 112
122 CLEAR_FLAG (op, FLAG_DAMNED); 113 op->clr_flag (FLAG_DAMNED);
123 CLEAR_FLAG (op, FLAG_CURSED); 114 op->clr_flag (FLAG_CURSED);
124 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 115 op->clr_flag (FLAG_KNOWN_MAGICAL);
125 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 116 op->clr_flag (FLAG_KNOWN_CURSED);
126 117
127 if (object *pl = op->visible_to ()) 118 if (object *pl = op->visible_to ())
128 esrv_update_item (UPD_FLAGS, pl, op); 119 esrv_update_item (UPD_FLAGS, pl, op);
129 } 120 }
130} 121}
134 * calling cancellation, etc.) 125 * calling cancellation, etc.)
135 */ 126 */
136void 127void
137save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
138{ 129{
130 op = op->head_ ();
131
139 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
140 { 133 {
141 object *env = op->env; 134 object *env = op->env;
142 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
143 maptile *m = op->map; 136 maptile *m = op->map;
152 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
153 * (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
154 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
155 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
156 */ 149 */
157 if (type & (AT_FIRE | AT_ELECTRICITY) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
158 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
159 || op->type == LAMP
160 || op->type == TORCH
161 )) 151 {
162 { 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
163 switch (op->type) 153 if (op->type == LAMP || op->type == TORCH)
164 { 154 {
165 case LAMP:
166 case TORCH:
167 // turn on a lamp
168 apply_lamp (op, true); 155 apply_lamp (op, true); // turn on a lamp
169 break; 156 return;
170
171 default:
172 // for instance icecubes:
173 if (op->other_arch)
174 {
175 const char *arch = op->other_arch->archname;
176
177 if (op->decrease ())
178 fix_stopped_item (op, m, originator);
179
180 if ((op = archetype::get (arch)))
181 {
182 if (env)
183 env->insert (op);
184 else
185 m->insert (op, x, y, originator);
186 }
187 }
188 } 157 }
158 else if (op->flag [FLAG_IS_LIGHTABLE])
159 {
160 if (op->other_arch)
161 {
162 const char *arch = op->other_arch->archname;
189 163
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
190 return; 176 return;
177 }
191 } 178 }
192 179
193 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
194 { /* Cancellation. */ 181 { /* Cancellation. */
195 cancellation (op); 182 cancellation (op);
199 } 186 }
200 187
201 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
202 if (env) 189 if (env)
203 { 190 {
204 op = archetype::get (shstr_burnout); 191 object *op = archetype::get (shstr_burnout);
205 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
206 env->insert (op); 193 env->insert (op);
207 } 194 }
208 else 195 else
209 replace_insert_ob_in_map (shstr_burnout, originator); 196 replace_insert_ob_in_map (shstr_burnout, originator);
222 209
223 return; 210 return;
224 } 211 }
225 212
226 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
227 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))
228 { 215 {
229 archetype *at = archetype::find (shstr_icecube); 216 archetype *at = archetype::find (shstr_icecube);
230 217
231 if (at == NULL) 218 if (at == NULL)
232 return; 219 return;
236 return; 223 return;
237 224
238 object *tmp = present_arch (at, op->map, op->x, op->y); 225 object *tmp = present_arch (at, op->map, op->x, op->y);
239 if (!tmp) 226 if (!tmp)
240 { 227 {
241 tmp = arch_to_object (at); 228 tmp = at->instance ();
242 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
243 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
244 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
245 * that for ones we create. 232 * that for ones we create.
246 */ 233 */
259 * type is the attacktype of the object. 246 * type is the attacktype of the object.
260 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
261 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
262 */ 249 */
263int 250int
264hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
265{ 252{
266 maptile *map;
267 sint16 x, y; 253 sint16 x, y;
268 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 */
269 255
270 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
271 { 257 {
272 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
273 return 0; 259 return 0;
274 } 260 }
275 261
276 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
277 { 263 {
278 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);
279 return 0; 265 return 0;
280 } 266 }
281 267
345 * 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.
346 */ 332 */
347 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)
348 continue; 334 continue;
349 335
350 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
351 { 337 {
352 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
353 retflag |= 1; 339 retflag |= 1;
354 340
355 if (op->destroyed ()) 341 if (op->destroyed ())
371 if (op->destroyed ()) 357 if (op->destroyed ())
372 break; 358 break;
373 } 359 }
374 } 360 }
375 361
376 return 0; 362 return retflag;
377} 363}
378 364
379static void 365static void
380attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
381{ 367{
530 { 516 {
531 int mtype; 517 int mtype;
532 518
533 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
534 { 520 {
535 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
536 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
537 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
538 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
539 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
540 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
541 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
542 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
543 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
544 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
545 mtype = ATM_CLEAVE;
546 break;
547 case WEAP_SLICE:
548 mtype = ATM_SLICE;
549 break;
550 case WEAP_STAB:
551 mtype = ATM_STAB;
552 break;
553 case WEAP_WHIP:
554 mtype = ATM_WHIP;
555 break;
556 case WEAP_CRUSH:
557 mtype = ATM_CRUSH;
558 break;
559 case WEAP_BLUD:
560 mtype = ATM_BLUD;
561 break;
562 default:
563 mtype = ATM_BASIC;
564 break;
565 } 531 }
566 532
567 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++)
568 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)
569 { 535 {
675} 641}
676 642
677static int 643static int
678get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
679{ 645{
680 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
681 { 647 {
682 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
683 return 1; 649 return 1;
684 } 650 }
685 651
693 { 659 {
694 *simple_attack = 1; 660 *simple_attack = 1;
695 return 0; 661 return 0;
696 } 662 }
697 663
698 if (QUERY_FLAG (*target, FLAG_REMOVED) 664 if ((*target)->flag [FLAG_REMOVED]
699 || QUERY_FLAG (*hitter, FLAG_REMOVED) 665 || (*hitter)->flag [FLAG_REMOVED]
700 || !(*hitter)->map 666 || !(*hitter)->map
701 || !on_same_map (*hitter, *target)) 667 || !on_same_map (*hitter, *target))
702 { 668 {
703 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",
704 (*hitter)->debug_desc (), (*target)->debug_desc ()); 670 (*hitter)->debug_desc (), (*target)->debug_desc ());
717 */ 683 */
718 int new_mode; 684 int new_mode;
719 685
720 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
721 new_mode = 1; 687 new_mode = 1;
722 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) 688 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
723 || hitter->map == NULL || !on_same_map (hitter, target)) 689 || hitter->map == NULL || !on_same_map (hitter, target))
724 return 1; 690 return 1;
725 else 691 else
726 new_mode = 0; 692 new_mode = 0;
727 693
733 * monster). 699 * monster).
734 */ 700 */
735static void 701static void
736thrown_item_effect (object *hitter, object *victim) 702thrown_item_effect (object *hitter, object *victim)
737{ 703{
738 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 704 if (!hitter->flag [FLAG_ALIVE])
739 { 705 {
740 /* May not need a switch for just 2 types, but this makes it 706 /* May not need a switch for just 2 types, but this makes it
741 * easier for expansion. 707 * easier for expansion.
742 */ 708 */
743 switch (hitter->type) 709 switch (hitter->type)
744 { 710 {
745 case POTION: 711 case POTION:
746 /* should player get a save throw instead of checking magic protection? */ 712 /* should player get a save throw instead of checking magic protection? */
747 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 713 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
748 (void) apply_potion (victim, hitter); 714 apply_potion (victim, hitter);
749 break; 715 break;
750 716
751 case POISON: /* poison drinks */ 717 case POISON: /* poison drinks */
752 /* As with potions, should monster get a save? */ 718 /* As with potions, should monster get a save? */
753 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 719 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
754 apply_poison (victim, hitter); 720 apply_poison (victim, hitter);
755 break; 721 break;
756 722
757 /* Removed case statements that did nothing. 723 /* Removed case statements that did nothing.
758 * food may be poisonous, but monster must be willing to eat it, 724 * food may be poisonous, but monster must be willing to eat it,
765 731
766/* determine if the object is an 'aimed' missile */ 732/* determine if the object is an 'aimed' missile */
767static int 733static int
768is_aimed_missile (object *op) 734is_aimed_missile (object *op)
769{ 735{
770
771 /* I broke what used to be one big if into a few nested 736 /* I broke what used to be one big if into a few nested
772 * ones so that figuring out the logic is at least possible. 737 * ones so that figuring out the logic is at least possible.
773 */ 738 */
774 if (op && (op->move_type & MOVE_FLYING)) 739 if (op && (op->move_type & MOVE_FLYING))
775 if (op->type == ARROW || op->type == THROWN_OBJ) 740 if (op->type == ARROW || op->type == THROWN_OBJ)
799 if ((attacker = hitter->owner) == NULL) 764 if ((attacker = hitter->owner) == NULL)
800 attacker = hitter; 765 attacker = hitter;
801 /* A player who saves but hasn't quit still could have objects 766 /* A player who saves but hasn't quit still could have objects
802 * owned by him - need to handle that case to avoid crashes. 767 * owned by him - need to handle that case to avoid crashes.
803 */ 768 */
804 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 769 if (attacker->flag [FLAG_REMOVED])
805 attacker = hitter; 770 attacker = hitter;
806 } 771 }
807 else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 772 else if (!hitter->flag [FLAG_ALIVE])
808 return 0; 773 return 0;
809 774
810 /* determine the condtions under which we make an attack. 775 /* determine the condtions under which we make an attack.
811 * Add more cases, as the need occurs. */ 776 * Add more cases, as the need occurs. */
812 777
813 if (!can_see_enemy (attacker, target)) 778 if (!can_see_enemy (attacker, target))
814 { 779 {
815 /* target is unseen */ 780 /* target is unseen */
816 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 781 if (target->invisible || attacker->flag [FLAG_BLIND])
817 adjust -= 10; 782 adjust -= 10;
818 /* dark map penalty for the hitter (lacks infravision if we got here). */ 783 /* dark map penalty for the hitter (lacks infravision if we got here). */
819 else if (!stand_in_light (target)) 784 else if (!stand_in_light (target))
820 adjust -= target->map->darklevel (); 785 adjust -= target->map->darklevel ();
821 } 786 }
822 787
823 if (QUERY_FLAG (attacker, FLAG_SCARED)) 788 if (attacker->flag [FLAG_SCARED])
824 adjust -= 3; 789 adjust -= 3;
825 790
826 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) 791 if (target->flag [FLAG_UNAGGRESSIVE])
827 adjust += 1; 792 adjust += 1;
828 793
829 if (QUERY_FLAG (target, FLAG_SCARED)) 794 if (target->flag [FLAG_SCARED])
830 adjust += 1; 795 adjust += 1;
831 796
832 if (QUERY_FLAG (attacker, FLAG_CONFUSED)) 797 if (attacker->flag [FLAG_CONFUSED])
833 adjust -= 3; 798 adjust -= 3;
834 799
835 /* if we attack at a different 'altitude' its harder */ 800 /* if we attack at a different 'altitude' its harder */
836 if ((attacker->move_type & target->move_type) == 0) 801 if ((attacker->move_type & target->move_type) == 0)
837 adjust -= 2; 802 adjust -= 2;
873 838
874 /* 839 /*
875 * 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
876 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
877 */ 842 */
878 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)
879 { 844 {
880 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
881 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
882 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
883 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
905 if (!simple_attack) 870 if (!simple_attack)
906 { 871 {
907 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
908 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
909 * -b.t. */ 874 * -b.t. */
910 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
911 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
912 877
913 /* 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
914 * for help. */ 879 * for help. */
915 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))
916 npc_call_help (op); 881 npc_call_help (op);
936 } 901 }
937 902
938 /* 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
939 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
940 */ 905 */
941 if (hitdam <= 0) 906 max_it (hitdam, 1);
942 hitdam = 1;
943 907
944 type = hitter->attacktype; 908 type = hitter->attacktype;
945 909
946 /* 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*
947 * Crossfire we have to default the attacktype here to AT_PHYSICAL. 911 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
955 */ 919 */
956 if (!type) 920 if (!type)
957 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
958 922
959 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
960 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])
961 { 925 {
962 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
963 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");
964 928
965 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);
991} 955}
992 956
993int 957int
994attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
995{ 959{
996 hitter = hitter->head_ ();
997
998 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);
999} 961}
1000 962
1001/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
1002 * 964 *
1003 * 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.
1056 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
1057 * 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
1058 * 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
1059 * other places as well!) 1021 * other places as well!)
1060 */ 1022 */
1061 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env)
1062 { 1024 {
1063 if (container) 1025 if (container)
1064 container->destroy (); 1026 container->destroy ();
1065 1027
1066 return 0; 1028 return 0;
1067 } 1029 }
1068 1030
1069 /* Missile hit victim */ 1031 /* Missile hit victim */
1070 /* 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
1071 * through the target 1033 * through the target
1072 */ 1034 */
1073 if (hit_something && op->speed <= 10.0) 1035 if (hit_something)
1036 if (op->speed < 10.0)
1074 { 1037 {
1075 /* Stop arrow */ 1038 /* Stop arrow */
1076 if (!container) 1039 if (!container)
1077 { 1040 {
1078 hitter = fix_stopped_arrow (hitter); 1041 hitter = fix_stopped_arrow (hitter);
1079 if (!hitter) 1042 if (!hitter)
1080 return 0; 1043 return 0;
1081 } 1044 }
1082 else 1045 else
1083 container->destroy (); 1046 container->destroy ();
1084 1047
1085 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
1086 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
1087 return 0; 1075 return 0;
1088
1089 /* Else try to put arrow on victim's map square
1090 * remove check for P_WALL here. If the arrow got to this
1091 * space, that is good enough - with the new movement code,
1092 * there is now the potential for lots of spaces where something
1093 * can fly over but not otherwise move over. What is the correct
1094 * way to handle those otherwise?
1095 */
1096 if (victim->x != hitter->x || victim->y != hitter->y)
1097 {
1098 if (victim->destroyed ())
1099 hitter->destroy ();
1100 else
1101 {
1102 hitter->remove ();
1103 hitter->x = victim->x;
1104 hitter->y = victim->y;
1105 insert_ob_in_map (hitter, victim->map, hitter, 0);
1106 }
1107 } 1076 }
1108 else 1077 else
1109 /* Else leave arrow where it is */ 1078 op->set_speed (op->speed - 1.f);
1110 merge_ob (hitter, NULL);
1111
1112 return 0;
1113 }
1114
1115 if (hit_something && op->speed >= 10.0)
1116 op->speed -= 1.0;
1117 1079
1118 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
1119 if (container) 1081 if (container)
1120 { 1082 {
1121 hitter->remove (); 1083 hitter->remove ();
1189 * MSW 2002-07-17 1151 * MSW 2002-07-17
1190 */ 1152 */
1191int 1153int
1192kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1193{ 1155{
1194 char buf[MAX_BUF];
1195 shstr skill; 1156 shstr skill;
1196 int maxdam = 0; 1157 int maxdam = 0;
1197 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1198 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 */
1199 object *owner = 0; 1160 object *owner = 0;
1209 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1210 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1211 */ 1172 */
1212 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1213 1174
1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1215 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 */
1216 1177
1217 if (op->type == DOOR) 1178 if (op->type == DOOR)
1218 { 1179 {
1219 op->set_speed (0.1f); 1180 op->set_speed (0.1f);
1220 op->speed_left = -0.05f; 1181 op->speed_left = -0.05f;
1221 return maxdam; 1182 return maxdam;
1222 } 1183 }
1223 1184
1224 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1225 { 1186 {
1226 op->drop_and_destroy (); 1187 op->drop_and_destroy ();
1227 return maxdam; 1188 return maxdam;
1228 } 1189 }
1229 1190
1296 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1297 { 1258 {
1298 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1299 skill = skop->skill; 1260 skill = skop->skill;
1300 } 1261 }
1301 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1302 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1303 else 1264 else
1304 { 1265 {
1266 LOG (llevError | logBacktrace,
1305 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"
1306 "op: %s\n" "hitter: %s\n" "owner: %s\n", 1268 "op: %s\n" "hitter: %s\n" "op: %s\n",
1307 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); 1269 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1308 skill = 0; 1270 skill = 0;
1309 } 1271 }
1310 1272
1311 /* 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
1312 * 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!
1322 1284
1323 if (!skill && skop) 1285 if (!skill && skop)
1324 skill = skop->skill; 1286 skill = skop->skill;
1325 1287
1326 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1327 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1328 { 1290 {
1329 int exp; 1291 int exp;
1330 1292
1331 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1332 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1389 } /* else part of a party */ 1351 } /* else part of a party */
1390 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1391 1353
1392 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1393 { 1355 {
1394 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1395 { 1357 {
1396 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1397 1359
1398 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1399 { 1361 {
1460 * modify it. 1422 * modify it.
1461 */ 1423 */
1462/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1463 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1464int 1426int
1465hit_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)
1466{ 1428{
1467 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1468 int maxattacktype, attacknum;
1469 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;
1470 int simple_attack; 1433 int simple_attack;
1471 int rtn_kill = 0; 1434 int rtn_kill = 0;
1472 int friendlyfire; 1435 int friendlyfire;
1473 1436
1474 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1475 return 0; 1438 return 0;
1476 1439
1477 /* 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 */
1478 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1479 return 0; 1442 return 0;
1480 1443
1481 // only allow pk for hostile players 1444 // only allow pk for hostile players
1482 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1483 { 1446 {
1525 1488
1526 break; 1489 break;
1527 } 1490 }
1528 } 1491 }
1529 1492
1530 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1531 { 1494 {
1532 /* 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
1533 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1534 */ 1497 */
1535 1498
1576 object *god; 1539 object *god;
1577 1540
1578 if ((!hitter->slaying 1541 if ((!hitter->slaying
1579 || (!(op->race && hitter->slaying.contains (op->race)) 1542 || (!(op->race && hitter->slaying.contains (op->race))
1580 && !(op->name && hitter->slaying.contains (op->name)))) 1543 && !(op->name && hitter->slaying.contains (op->name))))
1581 && (!QUERY_FLAG (op, FLAG_UNDEAD) 1544 && (!op->flag [FLAG_UNDEAD]
1582 || (hitter->title 1545 || (hitter->title
1583 && (god = find_god (determine_god (hitter))) != NULL 1546 && (god = find_god (determine_god (hitter))) != NULL
1584 && god->race.contains (shstr_undead)))) 1547 && god->race.contains (shstr_undead))))
1585 return 0; 1548 return 0;
1586 } 1549 }
1587 1550
1588 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1589 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1590 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1591 /* 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
1592 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1593 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1594 */ 1559 */
1595 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1598 /* 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.
1599 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1600 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1601 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1602 */ 1567 */
1603 if (type & attacktype)
1604 {
1605 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1606 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1607 * the damage is equal. 1571 * the damage is equal.
1608 */ 1572 */
1609 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1610 { 1574 {
1611 maxdam = ndam; 1575 maxdam = ndam;
1612 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1613 }
1614 } 1577 }
1615 } 1578 }
1616 1579
1617 /* 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
1618 * 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
1658 // 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
1659 // for an non-active objetc to know its enemy. 1622 // for an non-active objetc to know its enemy.
1660 if (op->active) 1623 if (op->active)
1661 if (hitter->owner) 1624 if (hitter->owner)
1662 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1663 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1664 op->enemy = hitter; 1627 op->enemy = hitter;
1665 1628
1666 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1667 { 1630 {
1668 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1669 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1670 npc_call_help (op); 1633 npc_call_help (op);
1671 } 1634 }
1672 1635
1673 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1674 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1676 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1677 1640
1678 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1679 1642
1680 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1681 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1682 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1683 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)
1684 { 1647 {
1685 1648
1686 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1687 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1688 else 1651 else
1689 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1690 } 1653 }
1691 1654
1692 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1693 { 1656 {
1694 if (maxdam) 1657 if (maxdam)
1695 tear_down_wall (op); 1658 tear_down_wall (op);
1696 1659
1697 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1704 1667
1705 /* 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
1706 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1707 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1708 */ 1671 */
1709 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1710 hitter->drop_and_destroy (); 1673 hitter->drop_and_destroy ();
1711 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1712 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])
1713 { 1676 {
1714 int i;
1715 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1716 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1717 object *owner = op->owner; 1679 object *owner = op->owner;
1718 1680
1719 if (!op->other_arch) 1681 if (!op->other_arch)
1720 { 1682 {
1721 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1722 return maxdam; 1684 return maxdam;
1723 } 1685 }
1724 1686
1725 op->remove (); 1687 op->remove ();
1726 1688
1727 for (i = 0; i < op->stats.food; i++) 1689 for (int i = 0; i < op->stats.food; i++)
1728 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1729 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1730 int j;
1731 1692
1732 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1733 1694
1734 if (friendly) 1695 if (friendly)
1735 { 1696 {
1739 if (owner) 1700 if (owner)
1740 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1741 } 1702 }
1742 1703
1743 if (unaggressive) 1704 if (unaggressive)
1744 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1745 1706
1746 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);
1747 1708
1748 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1749 tmp->destroy (); 1710 tmp->destroy ();
1750 else 1711 else
1751 { 1712 {
1766poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1767{ 1728{
1768 archetype *at = archetype::find (shstr_poisoning); 1729 archetype *at = archetype::find (shstr_poisoning);
1769 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
1770 1731
1771 if (tmp == NULL) 1732 if (!tmp)
1772 { 1733 {
1773 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
1774 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;
1775 else 1745 else
1776 {
1777 tmp = insert_ob_in_ob (tmp, op);
1778 /* peterm: give poisoning some teeth. It should
1779 * be able to kill things better than it does:
1780 * damage should be dependent something--I choose to
1781 * do this: if it's a monster, the damage from the
1782 * poisoning goes as the level of the monster/2.
1783 * If anything else, goes as damage.
1784 */
1785
1786 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1787 tmp->stats.dam += hitter->level / 2;
1788 else
1789 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
1790 1747
1791 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1792 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
1793 {
1794 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
1795 }
1796 1751
1797 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
1798 1753
1799 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
1800 { 1755 {
1801 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
1802 tmp->stats.Con = max (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1803 tmp->stats.Str = max (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1804 tmp->stats.Dex = max (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1805 tmp->stats.Int = max (-(dam / 7 ), -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
1806 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
1807 op->update_stats (); 1762 op->update_stats ();
1808 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.");
1809 op->play_sound (tmp->sound); 1764 op->play_sound (tmp->sound);
1810 } 1765 }
1811 1766
1812 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
1813 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);
1814 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1815 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);
1816 }
1817 1771
1818 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
1819 } 1773 }
1820 else 1774 else
1821 tmp->stats.food++; 1775 tmp->stats.food++;
1825slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
1826{ 1780{
1827 archetype *at = archetype::find (shstr_slowness); 1781 archetype *at = archetype::find (shstr_slowness);
1828 object *tmp; 1782 object *tmp;
1829 1783
1830 if (at == NULL) 1784 if (!at)
1831 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
1832 1786
1833 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1834 { 1788 {
1835 tmp = arch_to_object (at); 1789 tmp = at->instance ();
1836 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
1837 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!");
1838 } 1792 }
1839 else 1793 else
1840 tmp->stats.food++; 1794 tmp->stats.food++;
1841 1795
1842 SET_FLAG (tmp, FLAG_APPLIED); 1796 tmp->set_flag (FLAG_APPLIED);
1843 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
1844 op->update_stats (); 1798 op->update_stats ();
1845} 1799}
1846 1800
1847void 1801void
1851 int maxduration; 1805 int maxduration;
1852 1806
1853 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1854 if (!tmp) 1808 if (!tmp)
1855 { 1809 {
1856 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
1857 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
1858 } 1812 }
1859 1813
1860 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
1861 * on the player's resistance 1815 * on the player's resistance
1862 */ 1816 */
1863 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
1864 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
1865 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);
1866 tmp->name = shstr_confusion; 1820 tmp->name = shstr_confusion;
1867 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1868 1822
1869 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
1870 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
1871 1825
1872 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
1873 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!");
1874 1828
1875 SET_FLAG (op, FLAG_CONFUSED); 1829 op->set_flag (FLAG_CONFUSED);
1876} 1830}
1877 1831
1878void 1832void
1879blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
1880{ 1834{
1881 object *tmp, *owner;
1882
1883 /* 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 */
1884 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
1885 return; 1837 return;
1886 1838
1887 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
1888 if (!tmp) 1840 if (!tmp)
1889 { 1841 {
1890 tmp = get_archetype (shstr_blindness); 1842 tmp = archetype::get (shstr_blindness);
1891 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
1892 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
1893 /* 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.
1894 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
1895 */
1896 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1897 1847
1898 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
1899 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
1900 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
1901 1851
1902 if (hitter->owner)
1903 owner = hitter->owner;
1904 else
1905 owner = hitter;
1906
1907 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));
1908 } 1853 }
1854
1909 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
1910 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
1911 tmp->stats.food = 10;
1912} 1857}
1913 1858
1914void 1859void
1915paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
1916{ 1861{
1927 */ 1872 */
1928 1873
1929 /* 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 */
1930 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; 1875 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
1931 1876
1932 op->speed_left -= fabs (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
1933 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
1934 1879
1935 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
1936 float max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1937 1882
1938 if (op->speed_left < -(fabs (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
1939 op->speed_left = -(fabs (op->speed) * max);
1940 1884
1941/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
1942} 1886}
1943 1887
1944/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
1945 * the computed damaged. 1889 * the computed damaged.
1946 */ 1890 */
1956 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
1957 1901
1958 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
1959 1903
1960 if (hitter->slaying) 1904 if (hitter->slaying)
1961 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) 1905 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1962 || (op->race && hitter->slaying.contains (op->race)))) 1906 || (op->race && hitter->slaying.contains (op->race))))
1963 return; 1907 return;
1964 1908
1965 def_lev = op->level; 1909 def_lev = op->level;
1966 if (def_lev < 1) 1910 if (def_lev < 1)
2091 * Second, just getting hit doesn't mean it always affects 2035 * Second, just getting hit doesn't mean it always affects
2092 * you. Third, you still get a saving through against the 2036 * you. Third, you still get a saving through against the
2093 * effect. 2037 * effect.
2094 */ 2038 */
2095 if (op->has_active_speed () 2039 if (op->has_active_speed ()
2096 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 2040 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2097 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) 2041 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2098 && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 2042 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2099 { 2043 {
2100 2044
2101 /* Player has been hit by something */ 2045 /* Player has been hit by something */
2111 scare_creature (op, hitter); 2055 scare_creature (op, hitter);
2112 else if (attacknum == ATNR_CANCELLATION) 2056 else if (attacknum == ATNR_CANCELLATION)
2113 cancellation (op); 2057 cancellation (op);
2114 else if (attacknum == ATNR_DEPLETE) 2058 else if (attacknum == ATNR_DEPLETE)
2115 op->drain_stat (); 2059 op->drain_stat ();
2116 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 2060 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2117 blind_player (op, hitter, dam); 2061 blind_player (op, hitter, dam);
2118 } 2062 }
2119 2063
2120 dam = 0; /* These are all effects and don't do real damage */ 2064 dam = 0; /* These are all effects and don't do real damage */
2121 } 2065 }
2131 { 2075 {
2132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 { 2077 {
2134 if (tmp->invisible) 2078 if (tmp->invisible)
2135 continue; 2079 continue;
2136 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 2080 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2137 /* >= 10% acid res. on items will protect these */ 2081 /* >= 10% acid res. on items will protect these */
2138 continue; 2082 continue;
2139 if (!(tmp->materials & M_IRON)) 2083 if (!(tmp->materials & M_IRON))
2140 continue; 2084 continue;
2141 if (tmp->magic < -4) /* Let's stop at -5 */ 2085 if (tmp->magic < -4) /* Let's stop at -5 */
2186 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 2130 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2187 2131
2188 if (op->stats.exp <= rate) 2132 if (op->stats.exp <= rate)
2189 { 2133 {
2190 if (op->type == GOLEM) 2134 if (op->type == GOLEM)
2191 dam = 999; /* Its force is "sucked" away. 8) */ 2135 dam = 9998; /* Its force is "sucked" away. 8) */
2192 else 2136 else
2193 /* If we can't drain, lets try to do physical damage */ 2137 /* If we can't drain, lets try to do physical damage */
2194 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 2138 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2195 } 2139 }
2196 else 2140 else
2205 * exp, but the wiz would still lose exp! If drainee is a wiz, 2149 * exp, but the wiz would still lose exp! If drainee is a wiz,
2206 * nothing happens. 2150 * nothing happens.
2207 * Try to credit the owner. We try to display player -> player drain 2151 * Try to credit the owner. We try to display player -> player drain
2208 * attacks, hence all the != PLAYER checks. 2152 * attacks, hence all the != PLAYER checks.
2209 */ 2153 */
2210 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) 2154 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2211 { 2155 {
2212 object *owner = hitter->owner; 2156 object *owner = hitter->owner;
2213 2157
2214 if (owner && owner != hitter) 2158 if (owner && owner != hitter)
2215 { 2159 {
2216 if (op->type != PLAYER || owner->type != PLAYER) 2160 if (op->type != PLAYER || owner->type != PLAYER)
2217 change_exp (owner, op->stats.exp / (rate * 2), 2161 change_exp (owner, op->stats.exp / (rate * 2),
2218 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 2162 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2219 } 2163 }
2220 else if (op->type != PLAYER || hitter->type != PLAYER) 2164 else if (op->type != PLAYER || hitter->type != PLAYER)
2221 change_exp (hitter, op->stats.exp / (rate * 2), 2165 change_exp (hitter, op->stats.exp / (rate * 2),
2222 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 2166 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2223 2167
2224 change_exp (op, -op->stats.exp / rate, NULL, 0); 2168 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2225 } 2169 }
2226 2170
2227 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 2171 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2228 * drain attack, you won't know that you are actually sucking out EXP, 2172 * drain attack, you won't know that you are actually sucking out EXP,
2229 * as the messages will say you missed 2173 * as the messages will say you missed
2232 } 2176 }
2233 break; 2177 break;
2234 2178
2235 case ATNR_TURN_UNDEAD: 2179 case ATNR_TURN_UNDEAD:
2236 { 2180 {
2237 if (QUERY_FLAG (op, FLAG_UNDEAD)) 2181 if (op->flag [FLAG_UNDEAD])
2238 { 2182 {
2239 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2240 object *god = find_god (determine_god (owner)); 2184 object *god = find_god (determine_god (owner));
2241 int div = 1; 2185 int div = 1;
2242 2186
2297 * damage it does do to the player. Given that, 2241 * damage it does do to the player. Given that,
2298 * it only does 1/10'th normal damage (hence the divide by 2242 * it only does 1/10'th normal damage (hence the divide by
2299 * 1000). 2243 * 1000).
2300 */ 2244 */
2301 /* You can't steal life from something undead */ 2245 /* You can't steal life from something undead */
2302 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2303 return 0; 2247 return 0;
2304 2248
2305 /* If drain protection is higher than life stealing, use that */ 2249 /* If drain protection is higher than life stealing, use that */
2306 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 2250 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2307 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 2251 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;

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