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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.129 by root, Sat Jan 9 13:43:19 2010 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>
27#include <living.h> 27#include <living.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
33typedef struct att_msg_str
34{
35 char *msg1;
36 char *msg2;
37} att_msg;
38 32
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
101cancellation (object *op) 95cancellation (object *op)
102{ 96{
103 if (op->invisible) 97 if (op->invisible)
104 return; 98 return;
105 99
106 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)
107 { 101 {
108 /* Recurse through the inventory */ 102 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below) 103 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 104 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp); 105 cancellation (tmp);
114 { 108 {
115 /* Nullify this object. This code could probably be more complete */ 109 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */ 110 /* in what abilities it should cancel */
117 op->magic = 0; 111 op->magic = 0;
118 112
119 CLEAR_FLAG (op, FLAG_DAMNED); 113 op->clr_flag (FLAG_DAMNED);
120 CLEAR_FLAG (op, FLAG_CURSED); 114 op->clr_flag (FLAG_CURSED);
121 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 115 op->clr_flag (FLAG_KNOWN_MAGICAL);
122 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 116 op->clr_flag (FLAG_KNOWN_CURSED);
123 117
124 if (object *pl = op->visible_to ()) 118 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op); 119 esrv_update_item (UPD_FLAGS, pl, op);
126 } 120 }
127} 121}
215 209
216 return; 210 return;
217 } 211 }
218 212
219 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
220 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))
221 { 215 {
222 archetype *at = archetype::find (shstr_icecube); 216 archetype *at = archetype::find (shstr_icecube);
223 217
224 if (at == NULL) 218 if (at == NULL)
225 return; 219 return;
254 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
255 */ 249 */
256int 250int
257hit_map (object *op, int dir, uint32_t type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
258{ 252{
259 maptile *map;
260 sint16 x, y; 253 sint16 x, y;
261 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 */
262 255
263 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
264 { 257 {
265 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
266 return 0; 259 return 0;
267 } 260 }
268 261
269 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
270 { 263 {
271 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);
272 return 0; 265 return 0;
273 } 266 }
274 267
338 * 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.
339 */ 332 */
340 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)
341 continue; 334 continue;
342 335
343 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
344 { 337 {
345 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
346 retflag |= 1; 339 retflag |= 1;
347 340
348 if (op->destroyed ()) 341 if (op->destroyed ())
364 if (op->destroyed ()) 357 if (op->destroyed ())
365 break; 358 break;
366 } 359 }
367 } 360 }
368 361
369 return 0; 362 return retflag;
370} 363}
371 364
372static void 365static void
373attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
374{ 367{
523 { 516 {
524 int mtype; 517 int mtype;
525 518
526 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
527 { 520 {
528 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
529 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
530 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
531 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
532 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
533 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
534 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
535 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
536 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
537 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
538 mtype = ATM_CLEAVE;
539 break;
540 case WEAP_SLICE:
541 mtype = ATM_SLICE;
542 break;
543 case WEAP_STAB:
544 mtype = ATM_STAB;
545 break;
546 case WEAP_WHIP:
547 mtype = ATM_WHIP;
548 break;
549 case WEAP_CRUSH:
550 mtype = ATM_CRUSH;
551 break;
552 case WEAP_BLUD:
553 mtype = ATM_BLUD;
554 break;
555 default:
556 mtype = ATM_BASIC;
557 break;
558 } 531 }
559 532
560 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++)
561 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)
562 { 535 {
668} 641}
669 642
670static int 643static int
671get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
672{ 645{
673 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
674 { 647 {
675 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
676 return 1; 649 return 1;
677 } 650 }
678 651
686 { 659 {
687 *simple_attack = 1; 660 *simple_attack = 1;
688 return 0; 661 return 0;
689 } 662 }
690 663
691 if (QUERY_FLAG (*target, FLAG_REMOVED) 664 if ((*target)->flag [FLAG_REMOVED]
692 || QUERY_FLAG (*hitter, FLAG_REMOVED) 665 || (*hitter)->flag [FLAG_REMOVED]
693 || !(*hitter)->map 666 || !(*hitter)->map
694 || !on_same_map (*hitter, *target)) 667 || !on_same_map (*hitter, *target))
695 { 668 {
696 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",
697 (*hitter)->debug_desc (), (*target)->debug_desc ()); 670 (*hitter)->debug_desc (), (*target)->debug_desc ());
710 */ 683 */
711 int new_mode; 684 int new_mode;
712 685
713 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
714 new_mode = 1; 687 new_mode = 1;
715 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) 688 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
716 || hitter->map == NULL || !on_same_map (hitter, target)) 689 || hitter->map == NULL || !on_same_map (hitter, target))
717 return 1; 690 return 1;
718 else 691 else
719 new_mode = 0; 692 new_mode = 0;
720 693
726 * monster). 699 * monster).
727 */ 700 */
728static void 701static void
729thrown_item_effect (object *hitter, object *victim) 702thrown_item_effect (object *hitter, object *victim)
730{ 703{
731 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 704 if (!hitter->flag [FLAG_ALIVE])
732 { 705 {
733 /* 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
734 * easier for expansion. 707 * easier for expansion.
735 */ 708 */
736 switch (hitter->type) 709 switch (hitter->type)
737 { 710 {
738 case POTION: 711 case POTION:
739 /* should player get a save throw instead of checking magic protection? */ 712 /* should player get a save throw instead of checking magic protection? */
740 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))
741 apply_potion (victim, hitter); 714 apply_potion (victim, hitter);
742 break; 715 break;
743 716
744 case POISON: /* poison drinks */ 717 case POISON: /* poison drinks */
745 /* As with potions, should monster get a save? */ 718 /* As with potions, should monster get a save? */
746 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))
747 apply_poison (victim, hitter); 720 apply_poison (victim, hitter);
748 break; 721 break;
749 722
750 /* Removed case statements that did nothing. 723 /* Removed case statements that did nothing.
751 * 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,
758 731
759/* determine if the object is an 'aimed' missile */ 732/* determine if the object is an 'aimed' missile */
760static int 733static int
761is_aimed_missile (object *op) 734is_aimed_missile (object *op)
762{ 735{
763
764 /* 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
765 * ones so that figuring out the logic is at least possible. 737 * ones so that figuring out the logic is at least possible.
766 */ 738 */
767 if (op && (op->move_type & MOVE_FLYING)) 739 if (op && (op->move_type & MOVE_FLYING))
768 if (op->type == ARROW || op->type == THROWN_OBJ) 740 if (op->type == ARROW || op->type == THROWN_OBJ)
792 if ((attacker = hitter->owner) == NULL) 764 if ((attacker = hitter->owner) == NULL)
793 attacker = hitter; 765 attacker = hitter;
794 /* 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
795 * owned by him - need to handle that case to avoid crashes. 767 * owned by him - need to handle that case to avoid crashes.
796 */ 768 */
797 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 769 if (attacker->flag [FLAG_REMOVED])
798 attacker = hitter; 770 attacker = hitter;
799 } 771 }
800 else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 772 else if (!hitter->flag [FLAG_ALIVE])
801 return 0; 773 return 0;
802 774
803 /* determine the condtions under which we make an attack. 775 /* determine the condtions under which we make an attack.
804 * Add more cases, as the need occurs. */ 776 * Add more cases, as the need occurs. */
805 777
806 if (!can_see_enemy (attacker, target)) 778 if (!can_see_enemy (attacker, target))
807 { 779 {
808 /* target is unseen */ 780 /* target is unseen */
809 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 781 if (target->invisible || attacker->flag [FLAG_BLIND])
810 adjust -= 10; 782 adjust -= 10;
811 /* 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). */
812 else if (!stand_in_light (target)) 784 else if (!stand_in_light (target))
813 adjust -= target->map->darklevel (); 785 adjust -= target->map->darklevel ();
814 } 786 }
815 787
816 if (QUERY_FLAG (attacker, FLAG_SCARED)) 788 if (attacker->flag [FLAG_SCARED])
817 adjust -= 3; 789 adjust -= 3;
818 790
819 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) 791 if (target->flag [FLAG_UNAGGRESSIVE])
820 adjust += 1; 792 adjust += 1;
821 793
822 if (QUERY_FLAG (target, FLAG_SCARED)) 794 if (target->flag [FLAG_SCARED])
823 adjust += 1; 795 adjust += 1;
824 796
825 if (QUERY_FLAG (attacker, FLAG_CONFUSED)) 797 if (attacker->flag [FLAG_CONFUSED])
826 adjust -= 3; 798 adjust -= 3;
827 799
828 /* if we attack at a different 'altitude' its harder */ 800 /* if we attack at a different 'altitude' its harder */
829 if ((attacker->move_type & target->move_type) == 0) 801 if ((attacker->move_type & target->move_type) == 0)
830 adjust -= 2; 802 adjust -= 2;
866 838
867 /* 839 /*
868 * 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
869 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
870 */ 842 */
871 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > op->speed * -0.3f) 843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
872 { 844 {
873 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
874 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
875 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
876 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
898 if (!simple_attack) 870 if (!simple_attack)
899 { 871 {
900 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
901 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
902 * -b.t. */ 874 * -b.t. */
903 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
904 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
905 877
906 /* 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
907 * for help. */ 879 * for help. */
908 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))
909 npc_call_help (op); 881 npc_call_help (op);
929 } 901 }
930 902
931 /* 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
932 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
933 */ 905 */
934 if (hitdam <= 0) 906 max_it (hitdam, 1);
935 hitdam = 1;
936 907
937 type = hitter->attacktype; 908 type = hitter->attacktype;
938 909
939 /* 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*
940 * Crossfire we have to default the attacktype here to AT_PHYSICAL. 911 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
948 */ 919 */
949 if (!type) 920 if (!type)
950 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
951 922
952 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
953 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])
954 { 925 {
955 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
956 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");
957 928
958 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);
984} 955}
985 956
986int 957int
987attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
988{ 959{
989 hitter = hitter->head_ ();
990
991 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);
992} 961}
993 962
994/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
995 * 964 *
996 * 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.
1049 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
1050 * 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
1051 * 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
1052 * other places as well!) 1021 * other places as well!)
1053 */ 1022 */
1054 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env)
1055 { 1024 {
1056 if (container) 1025 if (container)
1057 container->destroy (); 1026 container->destroy ();
1058 1027
1059 return 0; 1028 return 0;
1060 } 1029 }
1061 1030
1062 /* Missile hit victim */ 1031 /* Missile hit victim */
1063 /* 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
1064 * through the target 1033 * through the target
1065 */ 1034 */
1066 if (hit_something && op->speed <= 10.0) 1035 if (hit_something)
1036 if (op->speed < 10.0)
1067 { 1037 {
1068 /* Stop arrow */ 1038 /* Stop arrow */
1069 if (!container) 1039 if (!container)
1070 { 1040 {
1071 hitter = fix_stopped_arrow (hitter); 1041 hitter = fix_stopped_arrow (hitter);
1072 if (!hitter) 1042 if (!hitter)
1073 return 0; 1043 return 0;
1074 } 1044 }
1075 else 1045 else
1076 container->destroy (); 1046 container->destroy ();
1077 1047
1078 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
1079 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
1080 return 0; 1075 return 0;
1081
1082 /* Else try to put arrow on victim's map square
1083 * remove check for P_WALL here. If the arrow got to this
1084 * space, that is good enough - with the new movement code,
1085 * there is now the potential for lots of spaces where something
1086 * can fly over but not otherwise move over. What is the correct
1087 * way to handle those otherwise?
1088 */
1089 if (victim->x != hitter->x || victim->y != hitter->y)
1090 {
1091 if (victim->destroyed ())
1092 hitter->destroy ();
1093 else
1094 {
1095 hitter->remove ();
1096 hitter->x = victim->x;
1097 hitter->y = victim->y;
1098 insert_ob_in_map (hitter, victim->map, hitter, 0);
1099 }
1100 } 1076 }
1101 else 1077 else
1102 /* Else leave arrow where it is */ 1078 op->set_speed (op->speed - 1.f);
1103 merge_ob (hitter, NULL);
1104
1105 return 0;
1106 }
1107
1108 if (hit_something && op->speed >= 10.0)
1109 op->speed -= 1.0;
1110 1079
1111 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
1112 if (container) 1081 if (container)
1113 { 1082 {
1114 hitter->remove (); 1083 hitter->remove ();
1182 * MSW 2002-07-17 1151 * MSW 2002-07-17
1183 */ 1152 */
1184int 1153int
1185kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1186{ 1155{
1187 char buf[MAX_BUF];
1188 shstr skill; 1156 shstr skill;
1189 int maxdam = 0; 1157 int maxdam = 0;
1190 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1191 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 */
1192 object *owner = 0; 1160 object *owner = 0;
1202 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1203 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1204 */ 1172 */
1205 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1206 1174
1207 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1208 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 */
1209 1177
1210 if (op->type == DOOR) 1178 if (op->type == DOOR)
1211 { 1179 {
1212 op->set_speed (0.1f); 1180 op->set_speed (0.1f);
1213 op->speed_left = -0.05f; 1181 op->speed_left = -0.05f;
1214 return maxdam; 1182 return maxdam;
1215 } 1183 }
1216 1184
1217 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1218 { 1186 {
1219 op->drop_and_destroy (); 1187 op->drop_and_destroy ();
1220 return maxdam; 1188 return maxdam;
1221 } 1189 }
1222 1190
1289 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1290 { 1258 {
1291 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1292 skill = skop->skill; 1260 skill = skop->skill;
1293 } 1261 }
1294 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1295 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1296 else 1264 else
1297 { 1265 {
1266 LOG (llevError | logBacktrace,
1298 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"
1299 "op: %s\n" "hitter: %s\n" "owner: %s\n", 1268 "op: %s\n" "hitter: %s\n" "op: %s\n",
1300 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); 1269 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1301 skill = 0; 1270 skill = 0;
1302 } 1271 }
1303 1272
1304 /* 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
1305 * 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!
1315 1284
1316 if (!skill && skop) 1285 if (!skill && skop)
1317 skill = skop->skill; 1286 skill = skop->skill;
1318 1287
1319 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1320 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1321 { 1290 {
1322 int exp; 1291 int exp;
1323 1292
1324 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1325 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1382 } /* else part of a party */ 1351 } /* else part of a party */
1383 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1384 1353
1385 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1386 { 1355 {
1387 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1388 { 1357 {
1389 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1390 1359
1391 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1392 { 1361 {
1457int 1426int
1458hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit) 1427hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1459{ 1428{
1460 int magic = type & AT_MAGIC; 1429 int magic = type & AT_MAGIC;
1461 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? */
1462 int maxdam = 0, ndam = 0, attacktype = 1; 1431 int maxdam = 0, ndam = 0;
1463 int maxattacktype; 1432 int maxattacktype;
1464 int simple_attack; 1433 int simple_attack;
1465 int rtn_kill = 0; 1434 int rtn_kill = 0;
1466 int friendlyfire; 1435 int friendlyfire;
1467 1436
1468 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1469 return 0; 1438 return 0;
1470 1439
1471 /* 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 */
1472 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1473 return 0; 1442 return 0;
1474 1443
1475 // only allow pk for hostile players 1444 // only allow pk for hostile players
1476 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1477 { 1446 {
1519 1488
1520 break; 1489 break;
1521 } 1490 }
1522 } 1491 }
1523 1492
1524 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1525 { 1494 {
1526 /* 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
1527 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1528 */ 1497 */
1529 1498
1570 object *god; 1539 object *god;
1571 1540
1572 if ((!hitter->slaying 1541 if ((!hitter->slaying
1573 || (!(op->race && hitter->slaying.contains (op->race)) 1542 || (!(op->race && hitter->slaying.contains (op->race))
1574 && !(op->name && hitter->slaying.contains (op->name)))) 1543 && !(op->name && hitter->slaying.contains (op->name))))
1575 && (!QUERY_FLAG (op, FLAG_UNDEAD) 1544 && (!op->flag [FLAG_UNDEAD]
1576 || (hitter->title 1545 || (hitter->title
1577 && (god = find_god (determine_god (hitter))) != NULL 1546 && (god = find_god (determine_god (hitter))) != NULL
1578 && god->race.contains (shstr_undead)))) 1547 && god->race.contains (shstr_undead))))
1579 return 0; 1548 return 0;
1580 } 1549 }
1652 // 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
1653 // for an non-active objetc to know its enemy. 1622 // for an non-active objetc to know its enemy.
1654 if (op->active) 1623 if (op->active)
1655 if (hitter->owner) 1624 if (hitter->owner)
1656 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1657 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1658 op->enemy = hitter; 1627 op->enemy = hitter;
1659 1628
1660 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1661 { 1630 {
1662 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1663 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1664 npc_call_help (op); 1633 npc_call_help (op);
1665 } 1634 }
1666 1635
1667 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1668 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1671 1640
1672 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1673 1642
1674 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1675 if (op->stats.hp >= 0 1644 if (op->stats.hp >= 0
1676 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1677 && op->stats.hp * 100 < op->stats.maxhp * op->run_away) 1646 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1678 { 1647 {
1679 1648
1680 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1681 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1682 else 1651 else
1683 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1684 } 1653 }
1685 1654
1686 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1687 { 1656 {
1688 if (maxdam) 1657 if (maxdam)
1689 tear_down_wall (op); 1658 tear_down_wall (op);
1690 1659
1691 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1698 1667
1699 /* 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
1700 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1701 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1702 */ 1671 */
1703 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1704 hitter->drop_and_destroy (); 1673 hitter->drop_and_destroy ();
1705 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1706 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])
1707 { 1676 {
1708 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1709 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1710 object *owner = op->owner; 1679 object *owner = op->owner;
1711 1680
1712 if (!op->other_arch) 1681 if (!op->other_arch)
1713 { 1682 {
1714 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1731 if (owner) 1700 if (owner)
1732 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1733 } 1702 }
1734 1703
1735 if (unaggressive) 1704 if (unaggressive)
1736 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1737 1706
1738 int 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);
1739 1708
1740 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1741 tmp->destroy (); 1710 tmp->destroy ();
1758poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1759{ 1728{
1760 archetype *at = archetype::find (shstr_poisoning); 1729 archetype *at = archetype::find (shstr_poisoning);
1761 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
1762 1731
1763 if (tmp == NULL) 1732 if (!tmp)
1764 { 1733 {
1765 tmp = insert_ob_in_ob (at->instance (), op); 1734 tmp = insert_ob_in_ob (at->instance (), op);
1766 /* peterm: give poisoning some teeth. It should 1735 /* peterm: give poisoning some teeth. It should
1767 * be able to kill things better than it does: 1736 * be able to kill things better than it does:
1768 * damage should be dependent something--I choose to 1737 * damage should be dependent something--I choose to
1769 * do this: if it's a monster, the damage from the 1738 * do this: if it's a monster, the damage from the
1770 * poisoning goes as the level of the monster/2. 1739 * poisoning goes as the level of the monster/2.
1771 * If anything else, goes as damage. 1740 * If anything else, goes as damage.
1772 */ 1741 */
1773 1742
1774 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1743 if (hitter->flag [FLAG_ALIVE])
1775 tmp->stats.dam += hitter->level / 2; 1744 tmp->stats.dam += hitter->level / 2;
1776 else 1745 else
1777 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
1778 1747
1779 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1787 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
1788 tmp->stats.Con = max (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1789 tmp->stats.Str = max (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1790 tmp->stats.Dex = max (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1791 tmp->stats.Int = max (-(dam / 7 ), -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
1792 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
1793 op->update_stats (); 1762 op->update_stats ();
1794 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.");
1795 op->play_sound (tmp->sound); 1764 op->play_sound (tmp->sound);
1796 } 1765 }
1797 1766
1810slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
1811{ 1780{
1812 archetype *at = archetype::find (shstr_slowness); 1781 archetype *at = archetype::find (shstr_slowness);
1813 object *tmp; 1782 object *tmp;
1814 1783
1815 if (at == NULL) 1784 if (!at)
1816 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
1817 1786
1818 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1819 { 1788 {
1820 tmp = at->instance (); 1789 tmp = at->instance ();
1822 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!");
1823 } 1792 }
1824 else 1793 else
1825 tmp->stats.food++; 1794 tmp->stats.food++;
1826 1795
1827 SET_FLAG (tmp, FLAG_APPLIED); 1796 tmp->set_flag (FLAG_APPLIED);
1828 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
1829 op->update_stats (); 1798 op->update_stats ();
1830} 1799}
1831 1800
1832void 1801void
1836 int maxduration; 1805 int maxduration;
1837 1806
1838 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1839 if (!tmp) 1808 if (!tmp)
1840 { 1809 {
1841 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
1842 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
1843 } 1812 }
1844 1813
1845 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
1846 * on the player's resistance 1815 * on the player's resistance
1847 */ 1816 */
1848 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
1849 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
1850 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);
1851 tmp->name = shstr_confusion; 1820 tmp->name = shstr_confusion;
1852 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1853 1822
1854 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
1855 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
1856 1825
1857 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
1858 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!");
1859 1828
1860 SET_FLAG (op, FLAG_CONFUSED); 1829 op->set_flag (FLAG_CONFUSED);
1861} 1830}
1862 1831
1863void 1832void
1864blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
1865{ 1834{
1866 object *tmp, *owner;
1867
1868 /* 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 */
1869 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
1870 return; 1837 return;
1871 1838
1872 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
1873 if (!tmp) 1840 if (!tmp)
1874 { 1841 {
1875 tmp = get_archetype (shstr_blindness); 1842 tmp = archetype::get (shstr_blindness);
1876 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
1877 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
1878 /* 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.
1879 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
1880 */
1881 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1882 1847
1883 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
1884 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
1885 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
1886 1851
1887 if (hitter->owner)
1888 owner = hitter->owner;
1889 else
1890 owner = hitter;
1891
1892 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));
1893 } 1853 }
1854
1894 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
1895 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
1896 tmp->stats.food = 10;
1897} 1857}
1898 1858
1899void 1859void
1900paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
1901{ 1861{
1940 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
1941 1901
1942 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
1943 1903
1944 if (hitter->slaying) 1904 if (hitter->slaying)
1945 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) 1905 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1946 || (op->race && hitter->slaying.contains (op->race)))) 1906 || (op->race && hitter->slaying.contains (op->race))))
1947 return; 1907 return;
1948 1908
1949 def_lev = op->level; 1909 def_lev = op->level;
1950 if (def_lev < 1) 1910 if (def_lev < 1)
2075 * Second, just getting hit doesn't mean it always affects 2035 * Second, just getting hit doesn't mean it always affects
2076 * you. Third, you still get a saving through against the 2036 * you. Third, you still get a saving through against the
2077 * effect. 2037 * effect.
2078 */ 2038 */
2079 if (op->has_active_speed () 2039 if (op->has_active_speed ()
2080 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) 2040 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2081 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) 2041 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2082 && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 2042 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2083 { 2043 {
2084 2044
2085 /* Player has been hit by something */ 2045 /* Player has been hit by something */
2095 scare_creature (op, hitter); 2055 scare_creature (op, hitter);
2096 else if (attacknum == ATNR_CANCELLATION) 2056 else if (attacknum == ATNR_CANCELLATION)
2097 cancellation (op); 2057 cancellation (op);
2098 else if (attacknum == ATNR_DEPLETE) 2058 else if (attacknum == ATNR_DEPLETE)
2099 op->drain_stat (); 2059 op->drain_stat ();
2100 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])
2101 blind_player (op, hitter, dam); 2061 blind_player (op, hitter, dam);
2102 } 2062 }
2103 2063
2104 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 */
2105 } 2065 }
2115 { 2075 {
2116 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 { 2077 {
2118 if (tmp->invisible) 2078 if (tmp->invisible)
2119 continue; 2079 continue;
2120 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 2080 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2121 /* >= 10% acid res. on items will protect these */ 2081 /* >= 10% acid res. on items will protect these */
2122 continue; 2082 continue;
2123 if (!(tmp->materials & M_IRON)) 2083 if (!(tmp->materials & M_IRON))
2124 continue; 2084 continue;
2125 if (tmp->magic < -4) /* Let's stop at -5 */ 2085 if (tmp->magic < -4) /* Let's stop at -5 */
2170 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 2130 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2171 2131
2172 if (op->stats.exp <= rate) 2132 if (op->stats.exp <= rate)
2173 { 2133 {
2174 if (op->type == GOLEM) 2134 if (op->type == GOLEM)
2175 dam = 999; /* Its force is "sucked" away. 8) */ 2135 dam = 9998; /* Its force is "sucked" away. 8) */
2176 else 2136 else
2177 /* If we can't drain, lets try to do physical damage */ 2137 /* If we can't drain, lets try to do physical damage */
2178 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 2138 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2179 } 2139 }
2180 else 2140 else
2189 * 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,
2190 * nothing happens. 2150 * nothing happens.
2191 * 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
2192 * attacks, hence all the != PLAYER checks. 2152 * attacks, hence all the != PLAYER checks.
2193 */ 2153 */
2194 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) 2154 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2195 { 2155 {
2196 object *owner = hitter->owner; 2156 object *owner = hitter->owner;
2197 2157
2198 if (owner && owner != hitter) 2158 if (owner && owner != hitter)
2199 { 2159 {
2200 if (op->type != PLAYER || owner->type != PLAYER) 2160 if (op->type != PLAYER || owner->type != PLAYER)
2201 change_exp (owner, op->stats.exp / (rate * 2), 2161 change_exp (owner, op->stats.exp / (rate * 2),
2202 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);
2203 } 2163 }
2204 else if (op->type != PLAYER || hitter->type != PLAYER) 2164 else if (op->type != PLAYER || hitter->type != PLAYER)
2205 change_exp (hitter, op->stats.exp / (rate * 2), 2165 change_exp (hitter, op->stats.exp / (rate * 2),
2206 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 2166 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2207 2167
2208 change_exp (op, -op->stats.exp / rate, NULL, 0); 2168 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2209 } 2169 }
2210 2170
2211 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
2212 * 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,
2213 * as the messages will say you missed 2173 * as the messages will say you missed
2216 } 2176 }
2217 break; 2177 break;
2218 2178
2219 case ATNR_TURN_UNDEAD: 2179 case ATNR_TURN_UNDEAD:
2220 { 2180 {
2221 if (QUERY_FLAG (op, FLAG_UNDEAD)) 2181 if (op->flag [FLAG_UNDEAD])
2222 { 2182 {
2223 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2224 object *god = find_god (determine_god (owner)); 2184 object *god = find_god (determine_god (owner));
2225 int div = 1; 2185 int div = 1;
2226 2186
2281 * damage it does do to the player. Given that, 2241 * damage it does do to the player. Given that,
2282 * 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
2283 * 1000). 2243 * 1000).
2284 */ 2244 */
2285 /* You can't steal life from something undead */ 2245 /* You can't steal life from something undead */
2286 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2287 return 0; 2247 return 0;
2288 2248
2289 /* If drain protection is higher than life stealing, use that */ 2249 /* If drain protection is higher than life stealing, use that */
2290 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 2250 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2291 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 2251 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;

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