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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.17 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.150 by root, Wed Nov 16 23:42:02 2016 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
23#include <assert.h> 25#include <assert.h>
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <material.h> 28#include <material.h>
27#include <skills.h> 29#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 30#include <sounds.h>
34 31#include <sproto.h>
35typedef struct att_msg_str
36{
37 char *msg1;
38 char *msg2;
39} att_msg;
40 32
41/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
42
43/* cancels object *op. Cancellation basically means an object loses
44 * its magical benefits.
45 */
46void
47cancellation (object *op)
48{
49 object *tmp;
50
51 if (op->invisible)
52 return;
53
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 {
56 /* Recur through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp);
60 }
61 else if (FABS (op->magic) <= (rndm (0, 5)))
62 {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic = 0;
66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op);
73 }
74 }
75}
76
77
78 34
79/* 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
80 * 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
81 * any further action (like destroying the item). 37 * any further action (like destroying the item).
82 */ 38 */
83 39static int
84int
85did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
86{ 41{
87 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
88 materialtype_t *mt; 43 materialtype_t *mt = op->material;
89 44
90 if (op->materialname == NULL) 45 // destroying objects without material has many bad effects
91 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
94 if (op->material & mt->material)
95 break;
96 }
97 }
98 else
99 mt = name_to_material (op->materialname);
100 if (mt == NULL) 46 if (mt == MATERIAL_NULL)
101 return TRUE; 47 return 1;
48
102 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
103 50
104 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
105 * 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
106 * 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
107 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
108 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
109 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
110 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
111 */ 58 */
112 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116 63
117 if (type == 0)
118 return TRUE;
119 if (roll == 20)
120 return TRUE;
121 if (roll == 1)
122 return FALSE;
123 64
124 for (number = 0; number < NROFATTACKS; number++) 65 if (type == 0) return TRUE;
66
67 if (roll == 20) return TRUE;
68 if (roll == 1) return FALSE;
69
70 for_all_bits_sparse_32 (type, number)
125 { 71 {
126 i = 1 << number;
127 if (!(i & type))
128 continue;
129 attacks++; 72 attacks++;
73
130 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
131 saves++; 75 saves++;
132 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)
133 saves++; 77 saves++;
134 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
135 saves++; 79 saves++;
136 } 80 }
137 81
138 if (saves == attacks || attacks == 0) 82 if (saves == attacks || attacks == 0)
139 return TRUE; 83 return TRUE;
84
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 85 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 86 return FALSE;
87
142 return TRUE; 88 return TRUE;
89}
90
91/* cancels object *op. Cancellation basically means an object loses
92 * its magical benefits.
93 */
94void
95cancellation (object *op)
96{
97 if (op->invisible)
98 return;
99
100 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
101 {
102 /* Recurse through the inventory */
103 for (object *tmp = op->inv; tmp; tmp = tmp->below)
104 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
105 cancellation (tmp);
106 }
107 else if (fabs (op->magic) <= rndm (0, 5))
108 {
109 /* Nullify this object. This code could probably be more complete */
110 /* in what abilities it should cancel */
111 op->magic = 0;
112
113 op->clr_flag (FLAG_DAMNED);
114 op->clr_flag (FLAG_CURSED);
115 op->clr_flag (FLAG_KNOWN_MAGICAL);
116 op->clr_flag (FLAG_KNOWN_CURSED);
117
118 if (object *pl = op->visible_to ())
119 esrv_update_item (UPD_FLAGS, pl, op);
120 }
143} 121}
144 122
145/* This function calls did_make_save_item. It then performs the 123/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 124 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 125 * calling cancellation, etc.)
148 */ 126 */
149
150void 127void
151save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
152{ 129{
130 op = op->head_ ();
131
153 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
154 { 133 {
155 object *env = op->env; 134 object *env = op->env;
156 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
157 mapstruct *m = op->map; 136 maptile *m = op->map;
158 137
159 op = stop_item (op); 138 op = stop_item (op);
160 if (op == NULL) 139 if (!op)
161 return; 140 return;
162 141
163 /* Hacked the following so that type LIGHTER will work. 142 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by 143 * Also, objects which are potential "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any 144 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
167 * (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
168 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 149 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
172 { 151 {
173 const char *arch = op->other_arch->name; 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
174 153 if (op->type == LAMP || op->type == TORCH)
175 op = decrease_ob_nr (op, 1);
176
177 if (op)
178 fix_stopped_item (op, m, originator);
179
180 if ((op = get_archetype (arch)) != NULL)
181 { 154 {
182 if (env) 155 apply_lamp (op, true); // turn on a lamp
156 return;
157 }
158 else if (op->flag [FLAG_IS_LIGHTABLE])
159 {
160 if (op->other_arch)
183 { 161 {
184 op->x = env->x, op->y = env->y; 162 const char *arch = op->other_arch->archname;
185 insert_ob_in_ob (op, env); 163
164 if (op->decrease ())
165 fix_stopped_item (op, m, originator);
166
167 if ((op = archetype::get (arch)))
168 {
186 if (env->contr) 169 if (env)
187 esrv_send_item (env, op); 170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
188 } 174 }
175
189 else 176 return;
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0);
193 }
194 } 177 }
195
196 return;
197 } 178 }
198 179
199 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
200 { /* Cancellation. */ 181 { /* Cancellation. */
201 cancellation (op); 182 cancellation (op);
202 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
203 return; 185 return;
204 }
205
206 if (op->nrof > 1)
207 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
209
210 if (op)
211 fix_stopped_item (op, m, originator);
212 }
213 else
214 {
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
218
219 if (tmp)
220 esrv_del_item (tmp->contr, op->count);
221 }
222
223 if (!QUERY_FLAG (op, FLAG_REMOVED))
224 remove_ob (op);
225
226 free_object (op);
227 } 186 }
228 187
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 189 if (env)
231 { 190 {
232 op = get_archetype ("burnout"); 191 object *op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 193 env->insert (op);
235 } 194 }
236 else 195 else
237 replace_insert_ob_in_map ("burnout", originator); 196 replace_insert_ob_in_map (shstr_burnout, originator);
197
198 if (op->nrof > 1)
199 {
200 if (op->decrease (rndm (0, op->nrof - 1)))
201 fix_stopped_item (op, m, originator);
202 }
203 else
204 {
205 // drop everything to the ground, if possible
206 op->insert_at (originator);
207 op->drop_and_destroy ();
208 }
238 209
239 return; 210 return;
240 } 211 }
241 212
242 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 214 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
244 { 215 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube"); 216 archetype *at = archetype::find (shstr_icecube);
247 217
248 if (at == NULL) 218 if (at == NULL)
249 return; 219 return;
250 220
251 op = stop_item (op); 221 op = stop_item (op);
252 if (op == NULL) 222 if (op == NULL)
253 return; 223 return;
254 224
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 225 object *tmp = present_arch (at, op->map, op->x, op->y);
226 if (!tmp)
256 { 227 {
257 tmp = arch_to_object (at); 228 tmp = at->instance ();
258 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
261 * that for ones we create. 232 * that for ones we create.
262 */ 233 */
263 tmp->move_slow_penalty = 0; 234 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0; 235 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 236 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 237 }
267 238
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 239 tmp->insert (op);
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return; 240 return;
273 } 241 }
274} 242}
275 243
276/* Object op is hitting the map. 244/* Object op is hitting the map.
277 * op is going in direction 'dir' 245 * op is going in direction 'dir'
278 * type is the attacktype of the object. 246 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
281 */ 249 */
282
283int 250int
284hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
285{ 252{
286 object *tmp, *next;
287 mapstruct *map;
288 sint16 x, y; 253 sint16 x, y;
289 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 */
290 255
291 tag_t op_tag, next_tag = 0; 256 if (op->flag [FLAG_FREED])
292
293 if (QUERY_FLAG (op, FLAG_FREED))
294 { 257 {
295 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
296 return 0; 259 return 0;
297 } 260 }
298 261
299 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
300 { 263 {
301 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 264 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
302 return 0; 265 return 0;
303 } 266 }
304 267
305 if (!op->map) 268 if (!op->map)
306 { 269 {
309 } 272 }
310 273
311 if (op->head) 274 if (op->head)
312 op = op->head; 275 op = op->head;
313 276
314 op_tag = op->count; 277 mapxy pos (op);
278 pos.move (dir);
315 279
316 map = op->map; 280 if (!pos.normalise ())
317 x = op->x + freearr_x[dir]; 281 return 0;
318 y = op->y + freearr_y[dir];
319
320 int mflags = get_map_flags (map, &map, x, y, &x, &y);
321 282
322 // elmex: a safe map tile can't be hit! 283 // elmex: a safe map tile can't be hit!
323 // this should prevent most harmful effects on items and players there. 284 // this should prevent most harmful effects on items and players there.
324 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 285 mapspace &ms = pos.ms ();
286
287 if (ms.flags () & P_SAFE)
325 return 0; 288 return 0;
326 289
327 /* peterm: a few special cases for special attacktypes --counterspell 290 /* peterm: a few special cases for special attacktypes --counterspell
328 * must be out here because it strikes things which are not alive 291 * must be out here because it strikes things which are not alive
329 */ 292 */
330 293 if (type & (AT_COUNTERSPELL | AT_CHAOS))
294 {
331 if (type & AT_COUNTERSPELL) 295 if (type & AT_COUNTERSPELL)
332 { 296 {
333 counterspell (op, dir); /* see spell_effect.c */ 297 counterspell (op, dir); /* see spell_effect.c */
334 298
335 /* If the only attacktype is counterspell or magic, don't need 299 /* If the only attacktype is counterspell or magic, don't need
336 * to do any further processing. 300 * to do any further processing.
337 */
338 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
339 return 0;
340
341 type &= ~AT_COUNTERSPELL;
342 }
343
344 if (type & AT_CHAOS)
345 {
346 shuffle_attack (op, 1); /*1 flag tells it to change the face */
347 update_object (op, UP_OBJ_FACE);
348 type &= ~AT_CHAOS;
349 }
350
351 next = get_map_ob (map, x, y);
352 if (next)
353 next_tag = next->count;
354
355 while (next)
356 {
357 if (was_destroyed (next, next_tag))
358 {
359 /* There may still be objects that were above 'next', but there is no
360 * simple way to find out short of copying all object references and
361 * tags into a temporary array before we start processing the first
362 * object. That's why we just abort.
363 *
364 * This happens whenever attack spells (like fire) hit a pile
365 * of objects. This is not a bug - nor an error. The errormessage
366 * below was spamming the logs for absolutely no reason.
367 */ 301 */
368 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 302 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
369 break; 303 return 0;
304
305 type &= ~AT_COUNTERSPELL;
306 }
307
308 if (type & AT_CHAOS)
370 } 309 {
310 shuffle_attack (op, 1); /* flag tells it to change the face */
311 update_object (op, UP_OBJ_FACE);
312 type &= ~AT_CHAOS;
313 }
314 }
371 315
316 /* There may still be objects that were above 'next', but there is no
317 * simple way to find out short of copying all object references and
318 * tags into a temporary array before we start processing the first
319 * object. That's why we just abort on destroy.
320 *
321 * This happens whenever attack spells (like fire) hit a pile
322 * of objects. This is not a bug - nor an error.
323 */
324 for (object *next = ms.bot; next && !next->destroyed (); )
325 {
372 tmp = next; 326 object *tmp = next;
373 next = tmp->above; 327 next = tmp->above;
374
375 if (next)
376 next_tag = next->count;
377
378 if (QUERY_FLAG (tmp, FLAG_FREED))
379 {
380 LOG (llevError, "BUG: hit_map(): found freed object\n");
381 break;
382 }
383 328
384 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
385 * For example, 'tmp' was put in an icecube. 330 * For example, 'tmp' was put in an icecube.
386 * 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.
387 */ 332 */
388 if (tmp->map != map || tmp->x != x || tmp->y != y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
389 continue; 334 continue;
390 335
391 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
392 { 337 {
393 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
394 retflag |= 1; 339 retflag |= 1;
340
395 if (was_destroyed (op, op_tag)) 341 if (op->destroyed ())
396 break; 342 break;
397 } 343 }
398
399 /* Here we are potentially destroying an object. If the object has 344 /* Here we are potentially destroying an object. If the object has
400 * NO_PASS set, it is also immune - you can't destroy walls. Note 345 * NO_PASS set, it is also immune - you can't destroy walls. Note
401 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
402 * passing over/through them. We don't care what type of movement 347 * passing over/through them. We don't care what type of movement
403 * the wall blocks - if it blocks any type of movement, can't be 348 * the wall blocks - if it blocks any type of movement, can't be
404 * destroyed right now. 349 * destroyed right now.
350 * Without the material check the server completely fails to work,
351 * objects detsroy themselves, floors get destroyed etc. etc.
405 */ 352 */
406 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 353 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
407 { 354 {
408 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
356
409 if (was_destroyed (op, op_tag)) 357 if (op->destroyed ())
410 break; 358 break;
411 } 359 }
412 } 360 }
413 361
414 return 0; 362 return retflag;
415} 363}
416 364
417void 365static void
418attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
419{ 367{
420 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
421 int i, found = 0; 369 int i, found = 0;
422 mapstruct *map; 370 maptile *map;
423 object *next, *tmp; 371 object *next, *tmp;
424 372
425 /* put in a few special messages for some of the common attacktypes 373 /* put in a few special messages for some of the common attacktypes
426 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
427 * [garbled 20010919] 375 * [garbled 20010919]
428 */ 376 */
429
430 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
431 { 378 {
432 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
433 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
434 found++; 381 found++;
435 } 382 }
436 if (dam < 0) 383 else if (dam < 0)
437 { 384 {
438 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
439 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
440 found++; 387 found++;
441 } 388 }
444 sprintf (buf1, "missed %s", &op->name); 391 sprintf (buf1, "missed %s", &op->name);
445 sprintf (buf2, " misses"); 392 sprintf (buf2, " misses");
446 found++; 393 found++;
447 } 394 }
448 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 395 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
449 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 396 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
450 { 397 {
451 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 398 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
452 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 399 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
453 { 400 {
454 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 401 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
466 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
467 found++; 414 found++;
468 break; 415 break;
469 } 416 }
470 } 417 }
471 else if (hitter->type == PLAYER && IS_LIVE (op)) 418 else if (hitter->type == PLAYER && op->is_alive ())
472 { 419 {
473 if (USING_SKILL (hitter, SK_KARATE)) 420 if (USING_SKILL (hitter, SK_KARATE))
474 { 421 {
475 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 422 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
476 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 423 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
502 found++; 449 found++;
503 break; 450 break;
504 } 451 }
505 } 452 }
506 } 453 }
454
507 if (found) 455 if (found)
508 { 456 {
509 /* done */ 457 /* done */
510 } 458 }
511 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 459 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
512 { 460 {
513 sprintf (buf1, "hit"); /* just in case */ 461 sprintf (buf1, "hit"); /* just in case */
514 for (i = 0; i < MAXATTACKMESS; i++) 462 for (i = 0; i < MAXATTACKMESS; i++)
515 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 463 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
516 { 464 {
517 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 465 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
518 found++; 466 found++;
519 break; 467 break;
520 } 468 }
521 } 469 }
522 else if (type & AT_DRAIN && IS_LIVE (op)) 470 else if (type & AT_DRAIN && op->is_alive ())
523 { 471 {
524 /* drain is first, because some items have multiple attypes */ 472 /* drain is first, because some items have multiple attypes */
525 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 473 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
526 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 474 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
527 { 475 {
529 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 477 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
530 found++; 478 found++;
531 break; 479 break;
532 } 480 }
533 } 481 }
534 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 482 else if (type & AT_ELECTRICITY && op->is_alive ())
535 { 483 {
536 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 484 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
537 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 485 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
538 { 486 {
539 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 487 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
540 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 488 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
541 found++; 489 found++;
542 break; 490 break;
543 } 491 }
544 } 492 }
545 else if (type & AT_COLD && IS_LIVE (op)) 493 else if (type & AT_COLD && op->is_alive ())
546 { 494 {
547 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 495 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
548 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 496 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
549 { 497 {
550 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 498 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
562 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
563 found++; 511 found++;
564 break; 512 break;
565 } 513 }
566 } 514 }
567 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
568 { 516 {
569 int mtype; 517 int mtype;
570 518
571 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
572 { 520 {
573 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
574 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
575 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
576 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
577 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
578 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
579 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
580 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
581 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
582 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
583 mtype = ATM_CLEAVE;
584 break;
585 case WEAP_SLICE:
586 mtype = ATM_SLICE;
587 break;
588 case WEAP_STAB:
589 mtype = ATM_STAB;
590 break;
591 case WEAP_WHIP:
592 mtype = ATM_WHIP;
593 break;
594 case WEAP_CRUSH:
595 mtype = ATM_CRUSH;
596 break;
597 case WEAP_BLUD:
598 mtype = ATM_BLUD;
599 break;
600 default:
601 mtype = ATM_BASIC;
602 break;
603 } 531 }
532
604 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++)
605 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)
606 { 535 {
607 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 536 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
608 strcpy (buf2, attack_mess[mtype][i].buf3); 537 strcpy (buf2, attack_mess[mtype][i].buf3);
627 strcpy (buf1, "hit"); 556 strcpy (buf1, "hit");
628 strcpy (buf2, " hits"); 557 strcpy (buf2, " hits");
629 } 558 }
630 559
631 /* bail out if a monster is casting spells */ 560 /* bail out if a monster is casting spells */
632 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 561 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
633 return; 562 return;
634 563
635 /* scale down magic considerably. */ 564 /* scale down magic considerably. */
636 if (type & AT_MAGIC && rndm (0, 5)) 565 if (type & AT_MAGIC && rndm (0, 5))
637 return; 566 return;
638 567
639 /* Did a player hurt another player? Inform both! */ 568 /* Did a player hurt another player? Inform both! */
640 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 569 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
641 { 570 {
642 if (get_owner (hitter) != NULL) 571 if (hitter->owner != NULL)
643 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 572 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
644 else 573 else
645 { 574 {
646 sprintf (buf, "%s%s you.", &hitter->name, buf2); 575 sprintf (buf, "%s%s you.", &hitter->name, buf2);
576
647 if (dam != 0) 577 if (dam != 0)
648 { 578 {
649 if (dam < 10) 579 if (dam < 10)
650 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 580 op->contr->play_sound (sound_find ("player_is_hit1"));
651 else if (dam < 20) 581 else if (dam < 20)
652 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 582 op->contr->play_sound (sound_find ("player_is_hit2"));
653 else 583 else
654 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 584 op->contr->play_sound (sound_find ("player_is_hit3"));
655 } 585 }
656 } 586 }
587
657 new_draw_info (NDI_BLACK, 0, op, buf); 588 new_draw_info (NDI_BLACK, 0, op, buf);
658 } /* end of player hitting player */ 589 } /* end of player hitting player */
659 590
660 if (hitter->type == PLAYER) 591 if (hitter->type == PLAYER)
661 { 592 {
662 sprintf (buf, "You %s.", buf1); 593 sprintf (buf, "You %s.", buf1);
594
663 if (dam != 0) 595 if (dam != 0)
664 { 596 {
665 if (dam < 10) 597 if (dam < 10)
666 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 598 op->play_sound (sound_find ("player_hits1"));
667 else if (dam < 20) 599 else if (dam < 20)
668 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 600 op->play_sound (sound_find ("player_hits2"));
669 else 601 else
670 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 602 op->play_sound (sound_find ("player_hits3"));
671 } 603 }
604
672 new_draw_info (NDI_BLACK, 0, hitter, buf); 605 new_draw_info (NDI_BLACK, 0, hitter, buf);
673 } 606 }
674 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 607 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
675 { 608 {
676 /* look for stacked spells and start reducing the message chances */ 609 /* look for stacked spells and start reducing the message chances */
677 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 610 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
678 { 611 {
679 i = 4; 612 i = 4;
680 map = hitter->map; 613 map = hitter->map;
681 if (out_of_map (map, hitter->x, hitter->y)) 614 if (out_of_map (map, hitter->x, hitter->y))
682 return; 615 return;
616
683 next = get_map_ob (map, hitter->x, hitter->y); 617 next = GET_MAP_OB (map, hitter->x, hitter->y);
684 if (next) 618 if (next)
685 while (next) 619 while (next)
686 { 620 {
687 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 621 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
688 i *= 3; 622 i *= 3;
623
689 tmp = next; 624 tmp = next;
690 next = tmp->above; 625 next = tmp->above;
691 } 626 }
627
692 if (i < 0) 628 if (i < 0)
693 return; 629 return;
630
694 if (rndm (0, i) != 0) 631 if (rndm (0, i) != 0)
695 return; 632 return;
696 } 633 }
697 else if (rndm (0, 5) != 0) 634 else if (rndm (0, 5) != 0)
698 return; 635 return;
636
699 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 637 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
700 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 638 op->play_sound (sound_find ("player_hits4"));
701 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
702 } 640 }
703} 641}
704
705 642
706static int 643static int
707get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
708{ 645{
709 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
710 { 647 {
711 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
712 return 1; 649 return 1;
713 } 650 }
714 if ((*target)->head) 651
715 *target = (*target)->head; 652 *target = (*target)->head_ ();
716 if ((*hitter)->head)
717 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
718 if ((*hitter)->env != NULL || (*target)->env != NULL) 658 if ((*hitter)->env || (*target)->env)
719 { 659 {
720 *simple_attack = 1; 660 *simple_attack = 1;
721 return 0; 661 return 0;
722 } 662 }
723 if (QUERY_FLAG (*target, FLAG_REMOVED) 663
724 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 664 if ((*target)->flag [FLAG_REMOVED]
665 || (*hitter)->flag [FLAG_REMOVED]
666 || !(*hitter)->map
667 || !on_same_map (*hitter, *target))
725 { 668 {
726 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
670 (*hitter)->debug_desc (), (*target)->debug_desc ());
727 return 1; 671 return 1;
728 } 672 }
673
729 *simple_attack = 0; 674 *simple_attack = 0;
730 return 0; 675 return 0;
731} 676}
732 677
733static int 678static int
734abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
735{ 680{
736
737/* Check if target and hitter are still in a relation similar to the one 681 /* Check if target and hitter are still in a relation similar to the one
738 * determined by get_attack_mode(). Returns true if the relation has changed. 682 * determined by get_attack_mode(). Returns true if the relation has changed.
739 */ 683 */
740 int new_mode; 684 int new_mode;
741 685
742 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
743 new_mode = 1; 687 new_mode = 1;
744 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 688 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
689 || hitter->map == NULL || !on_same_map (hitter, target))
745 return 1; 690 return 1;
746 else 691 else
747 new_mode = 0; 692 new_mode = 0;
693
748 return new_mode != simple_attack; 694 return new_mode != simple_attack;
749} 695}
750 696
697/* thrown_item_effect() - handles any special effects of thrown
698 * items (like attacking living creatures--a potion thrown at a
699 * monster).
700 */
701static void
751static void thrown_item_effect (object *, object *); 702thrown_item_effect (object *hitter, object *victim)
703{
704 if (!hitter->flag [FLAG_ALIVE])
705 {
706 /* May not need a switch for just 2 types, but this makes it
707 * easier for expansion.
708 */
709 switch (hitter->type)
710 {
711 case POTION:
712 /* should player get a save throw instead of checking magic protection? */
713 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
714 apply_potion (victim, hitter);
715 break;
716
717 case POISON: /* poison drinks */
718 /* As with potions, should monster get a save? */
719 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
720 apply_poison (victim, hitter);
721 break;
722
723 /* Removed case statements that did nothing.
724 * food may be poisonous, but monster must be willing to eat it,
725 * so we don't handle it here.
726 * Containers should perhaps break open, but that code was disabled.
727 */
728 }
729 }
730}
731
732/* determine if the object is an 'aimed' missile */
733static int
734is_aimed_missile (object *op)
735{
736 /* I broke what used to be one big if into a few nested
737 * ones so that figuring out the logic is at least possible.
738 */
739 if (op && (op->move_type & MOVE_FLYING))
740 if (op->type == ARROW || op->type == THROWN_OBJ)
741 return 1;
742 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
743 return 1;
744
745 return 0;
746}
747/* adj_attackroll() - adjustments to attacks by various conditions */
748static int
749adj_attackroll (object *hitter, object *target)
750{
751 object *attacker = hitter;
752 int adjust = 0;
753
754 /* safety */
755 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
756 {
757 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
758 return 0;
759 }
760
761 /* aimed missiles use the owning object's sight */
762 if (is_aimed_missile (hitter))
763 {
764 if ((attacker = hitter->owner) == NULL)
765 attacker = hitter;
766 /* A player who saves but hasn't quit still could have objects
767 * owned by him - need to handle that case to avoid crashes.
768 */
769 if (attacker->flag [FLAG_REMOVED])
770 attacker = hitter;
771 }
772 else if (!hitter->flag [FLAG_ALIVE])
773 return 0;
774
775 /* determine the condtions under which we make an attack.
776 * Add more cases, as the need occurs. */
777
778 if (!can_see_enemy (attacker, target))
779 {
780 /* target is unseen */
781 if (target->invisible || attacker->flag [FLAG_BLIND])
782 adjust -= 10;
783 /* dark map penalty for the hitter (lacks infravision if we got here). */
784 else if (!stand_in_light (target))
785 adjust -= target->map->darklevel ();
786 }
787
788 if (attacker->flag [FLAG_SCARED])
789 adjust -= 3;
790
791 if (target->flag [FLAG_UNAGGRESSIVE])
792 adjust += 1;
793
794 if (target->flag [FLAG_SCARED])
795 adjust += 1;
796
797 if (attacker->flag [FLAG_CONFUSED])
798 adjust -= 3;
799
800 /* if we attack at a different 'altitude' its harder */
801 if ((attacker->move_type & target->move_type) == 0)
802 adjust -= 2;
803
804#if 0
805 /* slower attacks are less likely to succeed. We should use a
806 * comparison between attacker/target speeds BUT, players have
807 * a generally faster speed, so this will wind up being a HUGE
808 * disadantage for the monsters! Too bad, because missiles which
809 * fly fast should have a better chance of hitting a slower target.
810 */
811 if (hitter->speed < target->speed)
812 adjust += ((float) hitter->speed - target->speed);
813#endif
814
815#if 0
816 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
817#endif
818
819 return adjust;
820}
752 821
753static int 822static int
754attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 823attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
755{ 824{
756 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
757 uint32 type; 826 uint32 type;
758 shstr op_name; 827 shstr op_name;
759 tag_t op_tag, hitter_tag;
760 828
761 if (get_attack_mode (&op, &hitter, &simple_attack)) 829 if (get_attack_mode (&op, &hitter, &simple_attack))
762 goto error; 830 goto error;
763 831
764 if (hitter->current_weapon) 832 if (hitter->current_weapon)
765 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) 833 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
766 return RESULT_INT (0); 834 return RESULT_INT (0);
767 835
768 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) 836 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
769 return RESULT_INT (0); 837 return RESULT_INT (0);
770
771 op_tag = op->count;
772 hitter_tag = hitter->count;
773 838
774 /* 839 /*
775 * 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
776 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
777 */ 842 */
778 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
779 { 844 {
780 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
781 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
782 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
783 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
784 */ 849 */
785 op->speed_left--; 850 --op->speed_left;
786 process_object (op); 851 process_object (op);
852
787 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 853 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
788 goto error; 854 goto error;
789 } 855 }
790 856
791 op_name = op->name; 857 op_name = op->name;
792 858
799 /* See if we hit the creature */ 865 /* See if we hit the creature */
800 if (roll == 20 || op->stats.ac >= base_wc - roll) 866 if (roll == 20 || op->stats.ac >= base_wc - roll)
801 { 867 {
802 int hitdam = base_dam; 868 int hitdam = base_dam;
803 869
804 if (settings.casting_time == TRUE)
805 {
806 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
807 {
808 hitter->casting_time = -1;
809 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
810 }
811 if ((op->casting_time > -1) && (hitdam > 0))
812 {
813 op->casting_time = -1;
814 if (op->type == PLAYER)
815 {
816 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
817 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
818 }
819 }
820 }
821 if (!simple_attack) 870 if (!simple_attack)
822 { 871 {
823 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
824 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
825 * -b.t. */ 874 * -b.t. */
826 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
827 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
828 877
829 /* 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
830 * for help. */ 879 * for help. */
831 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 880 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
832 npc_call_help (op); 881 npc_call_help (op);
833 882
834 /* if you were hidden and hit by a creature, you are discovered */ 883 /* if you were hidden and hit by a creature, you are discovered */
835 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
836 { 885 {
837 make_visible (op); 886 make_visible (op);
887
838 if (op->type == PLAYER) 888 if (op->type == PLAYER)
839 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 889 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
840 } 890 }
841 891
842 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
843 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
844 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
845 * wrapper object. 895 * wrapper object.
846 */ 896 */
847 thrown_item_effect (hitter, op); 897 thrown_item_effect (hitter, op);
898
848 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 899 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
849 goto leave; 900 goto leave;
850 } 901 }
851 902
852 /* 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
853 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
854 */ 905 */
855 if (hitdam <= 0) 906 max_it (hitdam, 1);
856 hitdam = 1;
857 907
858 type = hitter->attacktype; 908 type = hitter->attacktype;
909
910 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
911 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
912 * This check is important for the most simple monsters out there in the
913 * game content (maps, archs). For example orcs: They would have
914 * no attacktype at all.
915 *
916 * Some time in the future someone should just go into the game data
917 * and fix every monster out there ;-/ Until then we will kill some
918 * more trees in the african rain forests with this check.
919 */
859 if (!type) 920 if (!type)
860 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
922
861 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
862 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])
863 { 925 {
864 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
865 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");
928
866 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);
930
867 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 931 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
868 goto leave; 932 goto leave;
869 } 933 }
870 934
871 /* In the new attack code, it should handle multiple attack 935 /* In the new attack code, it should handle multiple attack
872 * types in its area, so remove it from here. 936 * types in its area, so remove it from here.
873 */ 937 */
874 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); 938 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
939
875 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) 940 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
876 goto leave; 941 goto leave;
877 } /* end of if hitter hit op */ 942 } /* end of if hitter hit op */
878 /* if we missed, dam=0 */ 943 /* if we missed, dam=0 */
879 944
880 /*attack_message(dam, type, op, hitter); */ 945 /*attack_message(dam, type, op, hitter); */
890} 955}
891 956
892int 957int
893attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
894{ 959{
895
896 if (hitter->head)
897 hitter = hitter->head;
898 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);
899} 961}
900 962
901/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
902 * 964 *
903 * 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.
911 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 973 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
912 * stick around. 974 * stick around.
913 */ 975 */
914 if (op->weight <= 5000 && tmp->stats.hp >= 0) 976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
915 { 977 {
916 if (tmp->head != NULL) 978 tmp->head_ ()->insert (op);
917 tmp = tmp->head;
918
919 remove_ob (op);
920 op = insert_ob_in_ob (op, tmp);
921
922 if (tmp->type == PLAYER)
923 esrv_send_item (tmp, op);
924
925 return 1; 979 return 1;
926 } 980 }
927 else 981 else
928 return 0; 982 return 0;
929} 983}
937object * 991object *
938hit_with_arrow (object *op, object *victim) 992hit_with_arrow (object *op, object *victim)
939{ 993{
940 object *container, *hitter; 994 object *container, *hitter;
941 int hit_something = 0; 995 int hit_something = 0;
942 tag_t victim_tag, hitter_tag;
943 sint16 victim_x, victim_y;
944 996
945 /* Disassemble missile */ 997 /* Disassemble missile */
946 if (op->inv) 998 if (op->inv)
947 { 999 {
948 container = op; 1000 container = op;
949 hitter = op->inv; 1001 hitter = op->inv;
950 remove_ob (hitter);
951 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1002 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
952 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1003 /* Note that we now have an empty THROWN_OBJ on the map. Code that
953 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
954 * removed at the end of this function must be able to deal with empty 1005 * removed at the end of this function must be able to deal with empty
955 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
956 } 1007 }
957 else 1008 else
958 { 1009 {
959 container = NULL; 1010 container = 0;
960 hitter = op; 1011 hitter = op;
961 } 1012 }
962 1013
963 /* Try to hit victim */ 1014 /* Try to hit victim */
964 victim_x = victim->x;
965 victim_y = victim->y;
966 victim_tag = victim->count;
967 hitter_tag = hitter->count;
968
969 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 1015 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
970 1016
971 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1017 /* Arrow attacks door, rune of summoning is triggered, demon is put on
972 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
973 * 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
974 * 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
975 * other places as well!) 1021 * other places as well!)
976 */ 1022 */
977 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env)
978 { 1024 {
979 if (container) 1025 if (container)
980 { 1026 container->destroy ();
981 remove_ob (container); 1027
982 free_object (container);
983 }
984 return NULL; 1028 return 0;
985 } 1029 }
986 1030
987 /* Missile hit victim */ 1031 /* Missile hit victim */
988 /* 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
989 * through the target 1033 * through the target
990 */ 1034 */
991 if (hit_something && op->speed <= 10.0) 1035 if (hit_something)
1036 if (op->speed < 10.0)
992 { 1037 {
993 /* Stop arrow */ 1038 /* Stop arrow */
994 if (container == NULL) 1039 if (!container)
995 { 1040 {
996 hitter = fix_stopped_arrow (hitter); 1041 hitter = fix_stopped_arrow (hitter);
997 if (hitter == NULL) 1042 if (!hitter)
998 return NULL; 1043 return 0;
999 } 1044 }
1000 else 1045 else
1001 { 1046 container->destroy ();
1002 remove_ob (container);
1003 free_object (container);
1004 }
1005 1047
1006 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
1007 if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) 1049 if (!victim->destroyed () && stick_arrow (hitter, victim))
1008 return NULL; 1050 return 0;
1009 1051
1010 /* Else try to put arrow on victim's map square 1052 /* Else try to put arrow on victim's map square
1011 * remove check for P_WALL here. If the arrow got to this 1053 * remove check for P_WALL here. If the arrow got to this
1012 * space, that is good enough - with the new movement code, 1054 * space, that is good enough - with the new movement code,
1013 * there is now the potential for lots of spaces where something 1055 * there is now the potential for lots of spaces where something
1014 * can fly over but not otherwise move over. What is the correct 1056 * can fly over but not otherwise move over. What is the correct
1015 * way to handle those otherwise? 1057 * way to handle those otherwise?
1016 */ 1058 */
1017 if (victim_x != hitter->x || victim_y != hitter->y) 1059 if (victim->x != hitter->x || victim->y != hitter->y)
1018 { 1060 {
1019 remove_ob (hitter); 1061 if (victim->destroyed ())
1062 hitter->destroy ();
1063 else
1064 {
1065 hitter->remove ();
1020 hitter->x = victim_x; 1066 hitter->x = victim->x;
1021 hitter->y = victim_y; 1067 hitter->y = victim->y;
1022 insert_ob_in_map (hitter, victim->map, hitter, 0); 1068 insert_ob_in_map (hitter, victim->map, hitter, 0);
1069 }
1023 } 1070 }
1024 else 1071 else
1025 {
1026 /* Else leave arrow where it is */ 1072 /* Else leave arrow where it is */
1027 merge_ob (hitter, NULL); 1073 merge_ob (hitter, NULL);
1074
1075 return 0;
1028 } 1076 }
1029 return NULL; 1077 else
1030 } 1078 op->set_speed (op->speed - 1.f);
1031
1032 if (hit_something && op->speed >= 10.0)
1033 op->speed -= 1.0;
1034 1079
1035 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
1036 if (container) 1081 if (container)
1037 { 1082 {
1038 remove_ob (hitter); 1083 hitter->remove ();
1039 insert_ob_in_ob (hitter, container); 1084 insert_ob_in_ob (hitter, container);
1040 } 1085 }
1086
1041 return op; 1087 return op;
1042} 1088}
1043 1089
1044 1090static void
1045void
1046tear_down_wall (object *op) 1091tear_down_wall (object *op)
1047{ 1092{
1048 int perc = 0;
1049
1050 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
1051 {
1052 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1094 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1053 perc = 1; 1095 else if (!op->has_anim ())
1054 }
1055 else if (!GET_ANIM_ID (op))
1056 { 1096 {
1057 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
1058 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
1099 op->destroy ();
1059 { 1100
1060 remove_ob (op); /* Should update LOS */
1061 free_object (op);
1062 /* Don't know why this is here - remove_ob should do it for us */
1063 /*update_position(m, x, y); */
1064 }
1065 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1066 } 1102 }
1067 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1103
1068 if (perc >= (int) NUM_ANIMATIONS (op)) 1104 // we use frames 1..num-2 as intermediate frames, so
1069 perc = NUM_ANIMATIONS (op) - 1; 1105 // the last frame is used only when hp < 0.
1070 else if (perc < 1) 1106 int perc = clamp (
1071 perc = 1; 1107 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1072 SET_ANIMATION (op, perc); 1108 0, op->anim_frames () - 1
1109 );
1110
1111 op->set_anim_frame (perc);
1073 update_object (op, UP_OBJ_FACE); 1112 update_object (op, UP_OBJ_FACE);
1074 if (perc == NUM_ANIMATIONS (op) - 1) 1113
1114 if (op->stats.hp < 0)
1075 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1076 if (op->face == blank_face) 1116 if (op->face == blank_face)
1077 {
1078 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1079 remove_ob (op); /* Should update LOS */ 1118 op->destroy ();
1080 free_object (op);
1081
1082 /* remove_ob should call update_position for us */
1083 /*update_position(m, x, y); */
1084
1085 }
1086 else 1119 else
1087 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1088 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1089 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1090 op->move_block = 0; 1123 op->move_block = 0;
1091 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1092 } 1125 }
1093 } 1126 }
1094} 1127}
1095 1128
1096void 1129static void
1097scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1098{ 1131{
1099 object *owner = get_owner (hitter); 1132 target->flag [FLAG_SCARED] = true;
1100 1133
1101 if (!owner)
1102 owner = hitter;
1103
1104 SET_FLAG (target, FLAG_SCARED);
1105 if (!target->enemy) 1134 if (!target->enemy)
1106 target->enemy = owner; 1135 target->enemy = hitter->outer_owner ();
1107} 1136}
1108
1109
1110/* This returns the amount of damage hitter does to op with the
1111 * appropriate attacktype. Only 1 attacktype should be set at a time.
1112 * This doesn't damage the player, but returns how much it should
1113 * take. However, it will do other effects (paralyzation, slow, etc.)
1114 * Note - changed for PR code - we now pass the attack number and not
1115 * the attacktype. Makes it easier for the PR code. */
1116
1117int
1118hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1119{
1120
1121 int doesnt_slay = 1;
1122
1123 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1124 if (attacknum >= NROFATTACKS)
1125 {
1126 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1127 return 0;
1128 }
1129
1130 if (dam < 0)
1131 {
1132 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1133 return 0;
1134 }
1135
1136 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1137 * people can't mess with that or it otherwise get confused. */
1138 if (attacknum == ATNR_INTERNAL)
1139 return dam;
1140
1141 if (hitter->slaying)
1142 {
1143 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1144 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1145 {
1146 doesnt_slay = 0;
1147 dam *= 3;
1148 }
1149 }
1150
1151 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1152 if (op->resist[attacknum])
1153 {
1154 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1155 * in case 0>dam>1, we try to "simulate" a float value-effect */
1156 dam *= (100 - op->resist[attacknum]);
1157 if (dam >= 100)
1158 dam /= 100;
1159 else
1160 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1161 }
1162
1163 /* Special hack. By default, if immune to something, you
1164 * shouldn't need to worry. However, acid is an exception, since
1165 * it can still damage your items. Only include attacktypes if
1166 * special processing is needed */
1167
1168 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1169 return 0;
1170
1171 /* Keep this in order - makes things easier to find */
1172
1173 switch (attacknum)
1174 {
1175 case ATNR_PHYSICAL:
1176 /* here also check for diseases */
1177 check_physically_infect (op, hitter);
1178 break;
1179
1180 /* Don't need to do anything for:
1181 magic,
1182 fire,
1183 electricity,
1184 cold */
1185
1186 case ATNR_CONFUSION:
1187 case ATNR_POISON:
1188 case ATNR_SLOW:
1189 case ATNR_PARALYZE:
1190 case ATNR_FEAR:
1191 case ATNR_CANCELLATION:
1192 case ATNR_DEPLETE:
1193 case ATNR_BLIND:
1194 {
1195 /* chance for inflicting a special attack depends on the
1196 * difference between attacker's and defender's level
1197 */
1198 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1199
1200 /* First, only creatures/players with speed can be affected.
1201 * Second, just getting hit doesn't mean it always affects
1202 * you. Third, you still get a saving through against the
1203 * effect.
1204 */
1205 if (op->speed &&
1206 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1207 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1208 {
1209
1210 /* Player has been hit by something */
1211 if (attacknum == ATNR_CONFUSION)
1212 confuse_player (op, hitter, dam);
1213 else if (attacknum == ATNR_POISON)
1214 poison_player (op, hitter, dam);
1215 else if (attacknum == ATNR_SLOW)
1216 slow_player (op, hitter, dam);
1217 else if (attacknum == ATNR_PARALYZE)
1218 paralyze_player (op, hitter, dam);
1219 else if (attacknum == ATNR_FEAR)
1220 scare_creature (op, hitter);
1221 else if (attacknum == ATNR_CANCELLATION)
1222 cancellation (op);
1223 else if (attacknum == ATNR_DEPLETE)
1224 drain_stat (op);
1225 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1226 blind_player (op, hitter, dam);
1227 }
1228 dam = 0; /* These are all effects and don't do real damage */
1229 }
1230 break;
1231 case ATNR_ACID:
1232 {
1233 int flag = 0;
1234
1235 /* Items only get corroded if you're not on a battleground and
1236 * if your acid resistance is below 50%. */
1237 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1238 {
1239 object *tmp;
1240
1241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1242 {
1243 if (tmp->invisible)
1244 continue;
1245 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1246 /* >= 10% acid res. on itmes will protect these */
1247 continue;
1248 if (!(tmp->material & M_IRON))
1249 continue;
1250 if (tmp->magic < -4) /* Let's stop at -5 */
1251 continue;
1252 if (tmp->type == RING ||
1253 /* removed boots and gloves from exclusion list in
1254 PR */
1255 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1256 continue; /* To avoid some strange effects */
1257
1258 /* High damage acid has better chance of corroding
1259 objects */
1260 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1261 {
1262 if (op->type == PLAYER)
1263 /* Make this more visible */
1264 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1265 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1266 flag = 1;
1267 tmp->magic--;
1268 if (op->type == PLAYER)
1269 esrv_send_item (op, tmp);
1270 }
1271 }
1272 if (flag)
1273 fix_player (op); /* Something was corroded */
1274 }
1275 }
1276 break;
1277 case ATNR_DRAIN:
1278 {
1279 /* rate is the proportion of exp drained. High rate means
1280 * not much is drained, low rate means a lot is drained.
1281 */
1282 int rate;
1283
1284 if (op->resist[ATNR_DRAIN] >= 0)
1285 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1286 else
1287 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1288
1289 if (op->stats.exp <= rate)
1290 {
1291 if (op->type == GOLEM)
1292 dam = 999; /* Its force is "sucked" away. 8) */
1293 else
1294 /* If we can't drain, lets try to do physical damage */
1295 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1296 }
1297 else
1298 {
1299 /* Randomly give the hitter some hp */
1300 if (hitter->stats.hp < hitter->stats.maxhp &&
1301 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1302 hitter->stats.hp++;
1303
1304 /* Can't do drains on battleground spaces.
1305 * Move the wiz check up here - before, the hitter wouldn't gain exp
1306 * exp, but the wiz would still lose exp! If drainee is a wiz,
1307 * nothing happens.
1308 * Try to credit the owner. We try to display player -> player drain
1309 * attacks, hence all the != PLAYER checks.
1310 */
1311 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1312 {
1313 object *owner = get_owner (hitter);
1314
1315 if (owner && owner != hitter)
1316 {
1317 if (op->type != PLAYER || owner->type != PLAYER)
1318 change_exp (owner, op->stats.exp / (rate * 2),
1319 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1320 }
1321 else if (op->type != PLAYER || hitter->type != PLAYER)
1322 {
1323 change_exp (hitter, op->stats.exp / (rate * 2),
1324 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1325 }
1326 change_exp (op, -op->stats.exp / rate, NULL, 0);
1327 }
1328 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1329 * drain attack, you won't know that you are actually sucking out EXP,
1330 * as the messages will say you missed
1331 */
1332 }
1333 }
1334 break;
1335 case ATNR_TURN_UNDEAD:
1336 {
1337 if (QUERY_FLAG (op, FLAG_UNDEAD))
1338 {
1339 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1340 object *god = find_god (determine_god (owner));
1341 int div = 1;
1342
1343 /* if undead are not an enemy of your god, you turn them
1344 * at half strength */
1345 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1346 div = 2;
1347 /* Give a bonus if you resist turn undead */
1348 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1349 scare_creature (op, owner);
1350 }
1351 else
1352 dam = 0; /* don't damage non undead - should we damage
1353 undead? */
1354 }
1355 break;
1356 case ATNR_DEATH:
1357 deathstrike_player (op, hitter, &dam);
1358 break;
1359 case ATNR_CHAOS:
1360 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1361 dam = 0;
1362 break;
1363 case ATNR_COUNTERSPELL:
1364 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1365 dam = 0;
1366 /* This should never happen. Counterspell is handled
1367 * seperately and filtered out. If this does happen,
1368 * Counterspell has no effect on anything but spells, so it
1369 * does no damage. */
1370 break;
1371 case ATNR_HOLYWORD:
1372 {
1373 /* This has already been handled by hit_player,
1374 * no need to check twice -- DAMN */
1375 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1376
1377 /* As with turn undead above, give a bonus on the saving throw */
1378 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1379 scare_creature (op, owner);
1380 }
1381 break;
1382 case ATNR_LIFE_STEALING:
1383 {
1384 int new_hp;
1385
1386 /* this is replacement to drain for players, instead of taking
1387 * exp it takes hp. It is geared for players, probably not
1388 * much use giving it to monsters
1389 *
1390 * life stealing doesn't do a lot of damage, but it gives the
1391 * damage it does do to the player. Given that,
1392 * it only does 1/10'th normal damage (hence the divide by
1393 * 1000).
1394 */
1395 /* You can't steal life from something undead */
1396 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1397 return 0;
1398 /* If drain protection is higher than life stealing, use that */
1399 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1400 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1401 else
1402 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1403 /* You die at -1 hp, not zero. */
1404 if (dam > (op->stats.hp + 1))
1405 dam = op->stats.hp + 1;
1406 new_hp = hitter->stats.hp + dam;
1407 if (new_hp > hitter->stats.maxhp)
1408 new_hp = hitter->stats.maxhp;
1409 if (new_hp > hitter->stats.hp)
1410 hitter->stats.hp = new_hp;
1411 }
1412 }
1413 return dam;
1414}
1415
1416 1137
1417/* GROS: This code comes from hit_player. It has been made external to 1138/* GROS: This code comes from hit_player. It has been made external to
1418 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1419 * It was initially used by (kill-object) developed for the Collector's 1140 * It was initially used by (kill-object) developed for the Collector's
1420 * Sword. Note that nothing has been changed from the original version 1141 * Sword. Note that nothing has been changed from the original version
1430 * MSW 2002-07-17 1151 * MSW 2002-07-17
1431 */ 1152 */
1432int 1153int
1433kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1434{ 1155{
1435 char buf[MAX_BUF]; 1156 shstr skill;
1436 const char *skill;
1437 int maxdam = 0; 1157 int maxdam = 0;
1438 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1439 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 */
1440 object *owner = NULL; 1160 object *owner = 0;
1441 object *skop = NULL; 1161 object *skop = 0;
1442 1162
1443 if (op->stats.hp >= 0) 1163 if (op->stats.hp >= 0)
1444 return -1; 1164 return -1;
1445 1165
1446 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1166 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1450 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1451 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1452 */ 1172 */
1453 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1454 1174
1455 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1456 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 */
1457 1177
1458 if (op->type == DOOR) 1178 if (op->type == DOOR)
1459 { 1179 {
1460 op->speed = 0.1; 1180 op->set_speed (0.1f);
1461 update_ob_speed (op);
1462 op->speed_left = -0.05; 1181 op->speed_left = -0.05f;
1463 return maxdam; 1182 return maxdam;
1464 } 1183 }
1184
1465 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1466 { 1186 {
1467 remove_friendly_object (op); 1187 op->drop_and_destroy ();
1468 if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1469 {
1470 op->owner->contr->ranges[range_golem] = NULL;
1471 op->owner->contr->golem_count = 0;
1472 }
1473
1474 remove_ob (op);
1475 free_object (op);
1476 return maxdam; 1188 return maxdam;
1477 } 1189 }
1478 1190
1479 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1480 1192
1481 owner = get_owner (hitter); 1193 owner = hitter->outer_owner ();
1482 if (owner == NULL) 1194 if (!owner)
1483 owner = hitter; 1195 owner = hitter;
1484 1196
1485 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1486 if (op_on_battleground (op, NULL, NULL)) 1198 if (op_on_battleground (op, NULL, NULL))
1487 battleg = 1; 1199 battleg = 1;
1491 pk = 1; 1203 pk = 1;
1492 1204
1493 /* Player killed something */ 1205 /* Player killed something */
1494 if (owner->type == PLAYER) 1206 if (owner->type == PLAYER)
1495 { 1207 {
1496 Log_Kill (owner->name,
1497 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1498
1499 /* Log players killing other players - makes it easier to detect 1208 /* Log players killing other players - makes it easier to detect
1500 * and filter out malicious player killers - that is why the 1209 * and filter out malicious player killers - that is why the
1501 * ip address is included. 1210 * ip address is included.
1502 */ 1211 */
1503 if (op->type == PLAYER && !battleg) 1212 if (op->type == PLAYER && !battleg)
1507 char buf[256]; 1216 char buf[256];
1508 1217
1509 tmv = localtime (&t); 1218 tmv = localtime (&t);
1510 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1219 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1511 1220
1512 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1221 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1513 } 1222 }
1514 1223
1515 /* try to filter some things out - basically, if you are 1224 /* try to filter some things out - basically, if you are
1516 * killing a level 1 creature and your level 20, you 1225 * killing a level 1 creature and your level 20, you
1517 * probably don't want to see that. 1226 * probably don't want to see that.
1518 */ 1227 */
1519 if (owner->level < op->level * 2 || op->stats.exp > 1000) 1228 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1520 { 1229 {
1521 if (owner != hitter) 1230 if (owner != hitter)
1522 {
1523 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); 1231 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1524 }
1525 else 1232 else
1526 {
1527 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1233 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1528 } 1234
1529 /* Only play sounds for melee kills */ 1235 /* Only play sounds for melee kills */
1530 if (hitter->type == PLAYER) 1236 if (hitter->type == PLAYER)
1531 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1237 owner->play_sound (sound_find ("player_kills"));
1532 } 1238 }
1533 1239
1534 /* If a player kills another player, not on 1240 /* If a player kills another player, not on
1535 * battleground, the "killer" looses 1 luck. Since this is 1241 * battleground, the "killer" looses 1 luck. Since this is
1536 * not reversible, it's actually quite a pain IMHO. -AV 1242 * not reversible, it's actually quite a pain IMHO. -AV
1538 * player that the object belonged to - so if you killed another player 1244 * player that the object belonged to - so if you killed another player
1539 * with spells, pets, whatever, there was no penalty. 1245 * with spells, pets, whatever, there was no penalty.
1540 * Changed to make luck penalty configurable in settings. 1246 * Changed to make luck penalty configurable in settings.
1541 */ 1247 */
1542 if (op->type == PLAYER && owner != op && !battleg) 1248 if (op->type == PLAYER && owner != op && !battleg)
1543 change_luck (owner, -settings.pk_luck_penalty); 1249 owner->change_luck (-settings.pk_luck_penalty);
1544 1250
1545 /* This code below deals with finding the appropriate skill 1251 /* This code below deals with finding the appropriate skill
1546 * to credit exp to. This is a bit problematic - we should 1252 * to credit exp to. This is a bit problematic - we should
1547 * probably never really have to look at current_weapon->skill 1253 * probably never really have to look at current_weapon->skill
1548 */ 1254 */
1549 skill = NULL;
1550 if (hitter->skill && hitter->type != PLAYER) 1255 if (hitter->skill && hitter->type != PLAYER)
1551 skill = hitter->skill; 1256 skill = hitter->skill;
1552 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1553 { 1258 {
1554 skill = owner->chosen_skill->skill;
1555 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1260 skill = skop->skill;
1556 } 1261 }
1557 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1558 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1559 else 1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1560 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1267 "BUG: kill_object - unable to find skill that killed monster\n"
1268 "op: %s\n" "hitter: %s\n" "op: %s\n",
1269 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1270 skill = 0;
1271 }
1561 1272
1562 /* 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
1563 * 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!
1564 */ 1275 */
1565 if ((!skop || skop->type != SKILL) && skill) 1276 skop = owner->contr->find_skill (skill);
1566 {
1567 int i;
1568
1569 for (i = 0; i < NUM_SKILLS; i++)
1570 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1571 {
1572 skop = owner->contr->last_skill_ob[i];
1573 break;
1574 }
1575 }
1576 } /* Was it a player that hit somethign */ 1277 } /* Was it a player that hit somethign */
1577 else 1278 else
1578 {
1579 skill = NULL; 1279 skill = 0;
1580 }
1581 1280
1582 /* Pet (or spell) killed something. */
1583 if (owner != hitter)
1584 {
1585 (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1586 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1587 }
1588 else
1589 {
1590 (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1591 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1592 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1593 }
1594 /* These may have been set in the player code section above */ 1281 /* These may have been set in the player code section above */
1595 if (!skop) 1282 if (!skop)
1596 skop = hitter->chosen_skill; 1283 skop = hitter->chosen_skill;
1284
1597 if (!skill && skop) 1285 if (!skill && skop)
1598 skill = skop->skill; 1286 skill = skop->skill;
1599 1287
1600 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1601
1602
1603 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1604 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1605 { 1290 {
1606 int exp; 1291 int exp;
1607 1292
1608 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1609 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1610 if (op->type == PLAYER)
1611 {
1612 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1613 { 1298 {
1614 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1615 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1616 } 1301 }
1617 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1618 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1619 }
1620 else 1307 else
1621 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1622
1623 /* if op is standing on "battleground" (arena), no way to gain
1624 * exp by killing him
1625 */
1626 if (battleg)
1627 exp = 0;
1628 1309
1629 /* Don't know why this is set this way - doesn't make 1310 /* Don't know why this is set this way - doesn't make
1630 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1631 */ 1312 */
1632 1313
1633 if (!settings.simple_exp) 1314 if (!settings.simple_exp)
1634 exp = exp / 2; 1315 exp = exp / 2;
1635 1316
1636 if (owner->type != PLAYER || owner->contr->party == NULL) 1317 if (owner->type != PLAYER || owner->contr->party == NULL)
1637 {
1638 change_exp (owner, exp, skill, 0); 1318 change_exp (owner, exp, skill, 0);
1639 }
1640 else 1319 else
1641 { 1320 {
1642 int shares = 0, count = 0; 1321 int shares = 0, count = 0;
1643
1644 player *pl;
1645
1646 partylist *party = owner->contr->party; 1322 partylist *party = owner->contr->party;
1647 1323
1648#ifdef PARTY_KILL_LOG
1649 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1324 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1650#endif 1325
1651 for (pl = first_player; pl != NULL; pl = pl->next) 1326 for_all_players (pl)
1652 {
1653 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1327 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1654 { 1328 {
1655 count++; 1329 count++;
1656 shares += (pl->ob->level + 4); 1330 shares += (pl->ob->level + 4);
1657 } 1331 }
1658 } 1332
1659 if (count == 1 || shares > exp) 1333 if (count == 1 || shares > exp || !shares)
1660 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1334 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1661 else 1335 else
1662 { 1336 {
1663 int share = exp / shares, given = 0, nexp; 1337 int share = exp / shares, given = 0, nexp;
1664 1338
1665 for (pl = first_player; pl != NULL; pl = pl->next) 1339 for_all_players (pl)
1666 {
1667 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1340 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1668 { 1341 {
1669 nexp = (pl->ob->level + 4) * share; 1342 nexp = (pl->ob->level + 4) * share;
1670 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1343 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1671 given += nexp; 1344 given += nexp;
1672 } 1345 }
1673 } 1346
1674 exp -= given; 1347 exp -= given;
1675 /* give any remainder to the player */ 1348 /* give any remainder to the player */
1676 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); 1349 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1677 } 1350 }
1678 } /* else part of a party */ 1351 } /* else part of a party */
1679
1680 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1681 1353
1682 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1683 { 1355 {
1684 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1685 { 1357 {
1686 object *owner1 = get_owner (op); 1358 object *owner1 = op->owner;
1687 1359
1688 if (owner1 != NULL && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1689 { 1361 {
1690 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1691 /* Maybe we should include the owner that killed this, maybe not */ 1363 /* Maybe we should include the owner that killed this, maybe not */
1692 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1364 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1693 } 1365 }
1694 1366
1695 remove_friendly_object (op); 1367 remove_friendly_object (op);
1696 } 1368 }
1697 1369
1698 remove_ob (op); 1370 op->drop_and_destroy ();
1699 free_object (op);
1700 } 1371 }
1701 /* Player has been killed! */
1702 else 1372 else
1703 { 1373 /* Player has been killed! */
1704 if (owner->type == PLAYER) 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1705 {
1706 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1707 }
1708 else
1709 assign (op->contr->killer, hitter->name);
1710 }
1711 1375
1712 /* This was return -1 - that doesn't seem correct - if we return -1, process 1376 /* This was return -1 - that doesn't seem correct - if we return -1, process
1713 * continues in the calling function. 1377 * continues in the calling function.
1714 */ 1378 */
1715 return maxdam; 1379 return maxdam;
1716} 1380}
1717 1381
1718/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1382/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1719 * Returns 0 this is not friendly fire 1383 * Returns 0 this is not friendly fire
1720 */ 1384 */
1721
1722int 1385int
1723friendly_fire (object *op, object *hitter) 1386friendly_fire (object *op, object *hitter)
1724{ 1387{
1725 object *owner; 1388 object *owner;
1726 int friendlyfire; 1389 int friendlyfire;
1736 return 0; 1399 return 0;
1737 1400
1738 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1401 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1739 return 1; 1402 return 1;
1740 1403
1741 if ((owner = get_owner (hitter)) != NULL) 1404 if ((owner = hitter->owner) != NULL)
1742 { 1405 {
1743 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1406 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1744 friendlyfire = 2; 1407 friendlyfire = 2;
1745 } 1408 }
1746 1409
1747 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1410 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1748 friendlyfire = 0; 1411 friendlyfire = 0;
1749 } 1412 }
1413
1750 return friendlyfire; 1414 return friendlyfire;
1751} 1415}
1752
1753 1416
1754/* This isn't used just for players, but in fact most objects. 1417/* This isn't used just for players, but in fact most objects.
1755 * op is the object to be hit, dam is the amount of damage, hitter 1418 * op is the object to be hit, dam is the amount of damage, hitter
1756 * is what is hitting the object, type is the attacktype, and 1419 * is what is hitting the object, type is the attacktype, and
1757 * full_hit is set if monster area does not matter. 1420 * full_hit is set if monster area does not matter.
1758 * dam is base damage - protections/vulnerabilities/slaying matches can 1421 * dam is base damage - protections/vulnerabilities/slaying matches can
1759 * modify it. 1422 * modify it.
1760 */ 1423 */
1761
1762 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1763 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1764
1765int 1426int
1766hit_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)
1767{ 1428{
1768 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1769 int maxattacktype, attacknum;
1770 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;
1771 int simple_attack; 1433 int simple_attack;
1772 tag_t op_tag, hitter_tag;
1773 int rtn_kill = 0; 1434 int rtn_kill = 0;
1774 int friendlyfire; 1435 int friendlyfire;
1775 1436
1776 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1777 return 0; 1438 return 0;
1778 1439
1779 /* 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 */
1780 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1781 return 0; 1442 return 0;
1782 1443
1783#ifdef PROHIBIT_PLAYERKILL 1444 // only allow pk for hostile players
1784 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1785 { 1446 {
1786 object *owner = get_owner (hitter); 1447 object *owner = hitter->owner;
1787 1448
1788 if (!owner) 1449 if (!owner)
1789 owner = hitter; 1450 owner = hitter;
1790 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1451
1791 { 1452 if (owner->type == PLAYER
1453 && (!op_on_battleground (op, 0, 0)
1454 && (op->contr->peaceful || owner->contr->peaceful))
1455 && op != owner)
1792 return 0; 1456 return 0;
1793 }
1794 } 1457 }
1795#endif
1796
1797 op_tag = op->count;
1798 hitter_tag = hitter->count;
1799 1458
1800 if (body_attack) 1459 if (body_attack)
1801 { 1460 {
1802 /* slow and paralyze must hit the head. But we don't want to just 1461 /* slow and paralyze must hit the head. But we don't want to just
1803 * return - we still need to process other attacks the spell still 1462 * return - we still need to process other attacks the spell still
1809 * attack so we don't cancel out things like magic bullet. 1468 * attack so we don't cancel out things like magic bullet.
1810 */ 1469 */
1811 if (type & (AT_PARALYZE | AT_SLOW)) 1470 if (type & (AT_PARALYZE | AT_SLOW))
1812 { 1471 {
1813 type &= ~(AT_PARALYZE | AT_SLOW); 1472 type &= ~(AT_PARALYZE | AT_SLOW);
1473
1814 if (!type || type == AT_MAGIC) 1474 if (!type || type == AT_MAGIC)
1815 return 0; 1475 return 0;
1816 } 1476 }
1817 } 1477 }
1818 1478
1819 if (!simple_attack && op->type == DOOR) 1479 if (!simple_attack && op->type == DOOR)
1820 { 1480 {
1821 object *tmp;
1822
1823 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1481 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1824 if (tmp->type == RUNE || tmp->type == TRAP) 1482 if (tmp->type == RUNE || tmp->type == TRAP)
1825 { 1483 {
1826 spring_trap (tmp, hitter); 1484 spring_trap (tmp, hitter);
1485
1827 if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) 1486 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1828 return 0; 1487 return 0;
1488
1829 break; 1489 break;
1830 } 1490 }
1831 } 1491 }
1832 1492
1833 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1834 { 1494 {
1835 /* 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
1836 * was_destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1837 */ 1497 */
1498
1499 /* FIXME: This for example happens when a dead door is on a mover and
1500 gets it's speed_left raised on each mover-tick.
1501 Doors are removed in a kinda funny way by giving them speed and speed_left
1502 and waiting for that to run out.
1503 */
1838 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1504 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1839 return 0; 1505 return 0;
1840 } 1506 }
1841 1507
1842#ifdef ATTACK_DEBUG 1508#ifdef ATTACK_DEBUG
1843 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1509 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1849 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1515 * in case 0>dam>1, we try to "simulate" a float value-effect */
1850 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1516 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1851 if (dam >= 100) 1517 if (dam >= 100)
1852 dam /= 100; 1518 dam /= 100;
1853 else 1519 else
1854 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1520 dam = (dam > rndm (0, 99)) ? 1 : 0;
1855 } 1521 }
1856 1522
1857 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1523 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1858 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1524 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1859 */ 1525 */
1870 */ 1536 */
1871 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1872 { 1538 {
1873 object *god; 1539 object *god;
1874 1540
1875 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1876 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1877 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1878 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1879 (hitter->title != NULL 1545 || (hitter->title
1880 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1546 && (god = find_god (determine_god (hitter))) != NULL
1547 && god->race.contains (shstr_undead))))
1881 return 0; 1548 return 0;
1882 } 1549 }
1883 1550
1884 maxattacktype = type; /* initialize this to something */ 1551 maxattacktype = type; /* initialise this to something */
1885 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1886 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1887 /* 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
1888 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1889 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1890 */ 1559 */
1891 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1894 /* 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.
1895 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1896 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1897 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1898 */ 1567 */
1899 if (type & attacktype)
1900 {
1901 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1902 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1903 * the damage is equal. 1571 * the damage is equal.
1904 */ 1572 */
1905 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1906 { 1574 {
1907 maxdam = ndam; 1575 maxdam = ndam;
1908 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1909 }
1910 } 1577 }
1911 } 1578 }
1912 1579
1913 /* 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
1914 * 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
1917 */ 1584 */
1918 friendlyfire = friendly_fire (op, hitter); 1585 friendlyfire = friendly_fire (op, hitter);
1919 if (friendlyfire && maxdam) 1586 if (friendlyfire && maxdam)
1920 { 1587 {
1921 maxdam = ((dam * settings.set_friendly_fire) / 100); 1588 maxdam = ((dam * settings.set_friendly_fire) / 100);
1922#ifndef COZY_SERVER
1923 maxdam++;
1924#endif
1925 1589
1926#ifdef ATTACK_DEBUG 1590#ifdef ATTACK_DEBUG
1927 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1591 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1928 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1592 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1929#endif 1593#endif
1930 } 1594 }
1931 1595
1932 if (!full_hit) 1596 if (!full_hit)
1933 { 1597 {
1934 archetype *at;
1935 int area; 1598 int area;
1936 int remainder; 1599 int remainder;
1937 1600
1938 area = 0; 1601 area = 0;
1939 for (at = op->arch; at != NULL; at = at->more) 1602
1603 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1940 area++; 1604 area++;
1605
1941 assert (area > 0); 1606 assert (area > 0);
1942 1607
1943 /* basically: maxdam /= area; we try to "simulate" a float 1608 /* basically: maxdam /= area; we try to "simulate" a float
1944 value-effect */ 1609 value-effect */
1945 remainder = 100 * (maxdam % area) / area; 1610 remainder = 100 * (maxdam % area) / area;
1946 maxdam /= area; 1611 maxdam /= area;
1947 if (RANDOM () % 100 < remainder) 1612 if (rndm (100) < remainder)
1948 maxdam++; 1613 maxdam++;
1949 } 1614 }
1950 1615
1951#ifdef ATTACK_DEBUG 1616#ifdef ATTACK_DEBUG
1952 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1617 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1953#endif 1618#endif
1954 1619
1955 if (get_owner (hitter)) 1620 // for now, only do this for active objects, otherwise they
1621 // keep a refcount for a long time and I see no usefulness
1622 // for an non-active objetc to know its enemy.
1623 if (op->active)
1624 if (hitter->owner)
1956 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1957 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1958 op->enemy = hitter; 1627 op->enemy = hitter;
1959 1628
1960 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1961 { 1630 {
1962 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1963 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1964 npc_call_help (op); 1633 npc_call_help (op);
1965 } 1634 }
1966 1635
1967 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1968 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1970 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1971 1640
1972 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1973 1642
1974 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1975 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1976 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1977 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)
1978 { 1647 {
1979 1648
1980 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1981 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1982 else 1651 else
1983 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1984 } 1653 }
1985 1654
1986 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1987 { 1656 {
1988 if (maxdam) 1657 if (maxdam)
1989 tear_down_wall (op); 1658 tear_down_wall (op);
1659
1990 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1991 } 1661 }
1992 1662
1993 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1994 rtn_kill = kill_object (op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1995 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1996 return rtn_kill; 1666 return rtn_kill;
1997 1667
1998
1999 /* 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
2000 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
2001 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
2002 */ 1671 */
2003 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
2004 { 1673 hitter->drop_and_destroy ();
2005 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
2006 remove_friendly_object (hitter);
2007 remove_ob (hitter);
2008 free_object (hitter);
2009 }
2010 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
2011 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])
2012 { 1676 {
2013 int i;
2014 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
2015 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
2016 object *owner = get_owner (op); 1679 object *owner = op->owner;
2017 1680
2018 if (!op->other_arch) 1681 if (!op->other_arch)
2019 { 1682 {
2020 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
2021 return maxdam; 1684 return maxdam;
2022 } 1685 }
1686
2023 remove_ob (op); 1687 op->remove ();
2024 for (i = 0; i < NROFNEWOBJS (op); i++) 1688
1689 for (int i = 0; i < op->stats.food; i++)
2025 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
2026 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
2027 int j;
2028 1692
2029 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1694
2030 if (friendly) 1695 if (friendly)
2031 { 1696 {
2032 SET_FLAG (tmp, FLAG_FRIENDLY);
2033 add_friendly_object (tmp); 1697 add_friendly_object (tmp);
2034 tmp->attack_movement = PETMOVE; 1698 tmp->attack_movement = PETMOVE;
1699
2035 if (owner != NULL) 1700 if (owner)
2036 set_owner (tmp, owner); 1701 tmp->set_owner (owner);
2037 } 1702 }
1703
2038 if (unaggressive) 1704 if (unaggressive)
2039 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1706
2040 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);
1708
2041 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
2042 free_object (tmp); 1710 tmp->destroy ();
2043 else 1711 else
2044 { 1712 {
2045 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1713 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2046 insert_ob_in_map (tmp, op->map, NULL, 0); 1714 insert_ob_in_map (tmp, op->map, NULL, 0);
2047 } 1715 }
2048 } 1716 }
2049 if (friendly) 1717
2050 remove_friendly_object (op); 1718 op->destroy ();
2051 free_object (op);
2052 } 1719 }
2053 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2054 { 1721 hitter->drop_and_destroy ();
2055 remove_ob (hitter); 1722
2056 free_object (hitter);
2057 }
2058 return maxdam; 1723 return maxdam;
2059} 1724}
2060 1725
2061 1726static void
2062void
2063poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
2064{ 1728{
2065 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
2066 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
2067 1731
2068 if (tmp == NULL) 1732 if (!tmp)
2069 { 1733 {
2070 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
2071 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;
2072 else 1745 else
2073 {
2074 tmp = insert_ob_in_ob (tmp, op);
2075 /* peterm: give poisoning some teeth. It should
2076 * be able to kill things better than it does:
2077 * damage should be dependent something--I choose to
2078 * do this: if it's a monster, the damage from the
2079 * poisoning goes as the level of the monster/2.
2080 * If anything else, goes as damage.
2081 */
2082
2083 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2084 tmp->stats.dam += hitter->level / 2;
2085 else
2086 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
2087 1747
2088 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2089 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2090 {
2091 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2092 }
2093 1751
2094 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2095 1753
2096 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2097 { 1755 {
2098 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2099 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2100 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2101 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2102 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2103 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2104 fix_player (op); 1762 op->update_stats ();
2105 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.");
1764 op->play_sound (tmp->sound);
2106 } 1765 }
1766
2107 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2108 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);
2109 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2110 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);
2111 } 1771
2112 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2113 } 1773 }
2114 else 1774 else
2115 tmp->stats.food++; 1775 tmp->stats.food++;
2116} 1776}
2117 1777
2118void 1778static void
2119slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2120{ 1780{
2121 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2122 object *tmp; 1782 object *tmp;
2123 1783
2124 if (at == NULL) 1784 if (!at)
2125 {
2126 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2127 } 1786
2128 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2129 { 1788 {
2130 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2131 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2132 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!");
2133 } 1792 }
2134 else 1793 else
2135 tmp->stats.food++; 1794 tmp->stats.food++;
2136 SET_FLAG (tmp, FLAG_APPLIED); 1795
1796 tmp->set_flag (FLAG_APPLIED);
2137 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2138 fix_player (op); 1798 op->update_stats ();
2139} 1799}
2140 1800
2141void 1801void
2142confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2143{ 1803{
2144 object *tmp; 1804 object *tmp;
2145 int maxduration; 1805 int maxduration;
2146 1806
2147 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2148 if (!tmp) 1808 if (!tmp)
2149 { 1809 {
2150 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2151 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2152 } 1812 }
2153 1813
2154 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2155 * on the player's resistance 1815 * on the player's resistance
2156 */ 1816 */
2157 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2158 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2159 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);
2160 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2161 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1822
2162 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2163 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2164 1825
2165 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2166 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!");
2167 SET_FLAG (op, FLAG_CONFUSED); 1828
1829 op->set_flag (FLAG_CONFUSED);
2168} 1830}
2169 1831
2170void 1832void
2171blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2172{ 1834{
2173 object *tmp, *owner;
2174
2175 /* 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 */
2176 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2177 return; 1837 return;
2178 1838
2179 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2180 if (!tmp) 1840 if (!tmp)
2181 { 1841 {
2182 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2183 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2184 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2185 /* 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.
2186 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2187 */
2188 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2189 1847
2190 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2191 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2192 fix_player (op); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2193 1851
2194 if (hitter->owner)
2195 owner = get_owner (hitter);
2196 else
2197 owner = hitter;
2198
2199 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));
2200 } 1853 }
1854
2201 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2202 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2203 tmp->stats.food = 10;
2204} 1857}
2205 1858
2206void 1859void
2207paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2208{ 1861{
2209 float effect, max;
2210
2211 /* object *tmp; */
2212
2213 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2214 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2215 */ 1864 */
2216 1865
2217 /* 1866 /*
2221 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1870 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2222 } 1871 }
2223 */ 1872 */
2224 1873
2225 /* 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 */
2226 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1875 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2227 1876
2228 if (effect == 0)
2229 return;
2230
2231 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2232 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2233 1879
2234 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2235 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2236 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2237 op->speed_left = (float) -(FABS (op->speed) * max);
2238 1884
2239/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2240} 1886}
2241
2242 1887
2243/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2244 * the computed damaged. 1889 * the computed damaged.
2245 */ 1890 */
2246void 1891static void
2247deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2248{ 1893{
2249 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2250 ** that are a lot weaker than the attacker, have a chance of killing 1895 ** that are a lot weaker than the attacker, have a chance of killing
2251 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2255 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2256 1901
2257 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2258 1903
2259 if (hitter->slaying) 1904 if (hitter->slaying)
2260 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1905 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1906 || (op->race && hitter->slaying.contains (op->race))))
2261 return; 1907 return;
2262 1908
2263 def_lev = op->level; 1909 def_lev = op->level;
2264 if (def_lev < 1) 1910 if (def_lev < 1)
2265 { 1911 {
2266 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1912 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2267 def_lev = 1; 1913 def_lev = 1;
2268 } 1914 }
1915
2269 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1916 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2270 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2271 atk_lev, def_lev); */ 1918 atk_lev, def_lev); */
2272 1919
2273 if (atk_lev >= def_lev) 1920 if (atk_lev >= def_lev)
2288 */ 1935 */
2289 *dam *= kill_lev / def_lev; 1936 *dam *= kill_lev / def_lev;
2290 } 1937 }
2291 } 1938 }
2292 else 1939 else
2293 {
2294 *dam = 0; /* no harm done */ 1940 *dam = 0; /* no harm done */
1941}
1942
1943/* This returns the amount of damage hitter does to op with the
1944 * appropriate attacktype. Only 1 attacktype should be set at a time.
1945 * This doesn't damage the player, but returns how much it should
1946 * take. However, it will do other effects (paralyzation, slow, etc.)
1947 * Note - changed for PR code - we now pass the attack number and not
1948 * the attacktype. Makes it easier for the PR code. */
1949int
1950hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1951{
1952 int doesnt_slay = 1;
1953
1954 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1955 if (attacknum >= NROFATTACKS)
2295 } 1956 {
2296} 1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2297 1958 return 0;
2298/* thrown_item_effect() - handles any special effects of thrown
2299 * items (like attacking living creatures--a potion thrown at a
2300 * monster).
2301 */
2302static void
2303thrown_item_effect (object *hitter, object *victim)
2304{
2305 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2306 { 1959 }
2307 /* May not need a switch for just 2 types, but this makes it 1960
2308 * easier for expansion. 1961 if (dam < 0)
1962 {
1963 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1964 dam, hitter->debug_desc (), op->debug_desc ());
1965 return 0;
1966 }
1967
1968 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1969 * people can't mess with that or it otherwise get confused. */
1970 if (attacknum == ATNR_INTERNAL)
1971 return dam;
1972
1973 if (hitter->slaying)
1974 {
1975 if ((op->race && hitter->slaying.contains (op->race))
1976 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2309 */ 1977 {
2310 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2311 { 1980 }
2312 case POTION: 1981 }
2313 /* should player get a save throw instead of checking magic protection? */ 1982
2314 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1983 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2315 (void) apply_potion (victim, hitter); 1984 if (op->resist[attacknum])
1985 {
1986 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1987 * in case 0>dam>1, we try to "simulate" a float value-effect */
1988 dam *= (100 - op->resist[attacknum]);
1989 if (dam >= 100)
1990 dam /= 100;
1991 else
1992 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1993 }
1994
1995 /* Special hack. By default, if immune to something, you
1996 * shouldn't need to worry. However, acid is an exception, since
1997 * it can still damage your items. Only include attacktypes if
1998 * special processing is needed */
1999
2000 if (op->resist[attacknum] >= 100
2001 && doesnt_slay
2002 && attacknum != ATNR_ACID)
2003 return 0;
2004
2005 /* Keep this in order - makes things easier to find */
2006
2007 switch (attacknum)
2008 {
2009 case ATNR_PHYSICAL:
2010 /* here also check for diseases */
2011 check_physically_infect (op, hitter);
2316 break; 2012 break;
2317 2013
2318 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2319 /* As with potions, should monster get a save? */ 2015 magic,
2320 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2321 apply_poison (victim, hitter); 2017 electricity,
2018 cold */
2019
2020 case ATNR_CONFUSION:
2021 case ATNR_POISON:
2022 case ATNR_SLOW:
2023 case ATNR_PARALYZE:
2024 case ATNR_FEAR:
2025 case ATNR_CANCELLATION:
2026 case ATNR_DEPLETE:
2027 case ATNR_BLIND:
2028 {
2029 /* chance for inflicting a special attack depends on the
2030 * difference between attacker's and defender's level
2031 */
2032 int level_diff = min (110, max (0, op->level - hitter->level));
2033
2034 /* First, only creatures/players with speed can be affected.
2035 * Second, just getting hit doesn't mean it always affects
2036 * you. Third, you still get a saving through against the
2037 * effect.
2038 */
2039 if (op->has_active_speed ()
2040 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2041 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2042 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2043 {
2044
2045 /* Player has been hit by something */
2046 if (attacknum == ATNR_CONFUSION)
2047 confuse_player (op, hitter, dam);
2048 else if (attacknum == ATNR_POISON)
2049 poison_player (op, hitter, dam);
2050 else if (attacknum == ATNR_SLOW)
2051 slow_player (op, hitter, dam);
2052 else if (attacknum == ATNR_PARALYZE)
2053 paralyze_player (op, hitter, dam);
2054 else if (attacknum == ATNR_FEAR)
2055 scare_creature (op, hitter);
2056 else if (attacknum == ATNR_CANCELLATION)
2057 cancellation (op);
2058 else if (attacknum == ATNR_DEPLETE)
2059 op->drain_stat ();
2060 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2061 blind_player (op, hitter, dam);
2062 }
2063
2064 dam = 0; /* These are all effects and don't do real damage */
2065 }
2322 break; 2066 break;
2323 2067
2324 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2325 * food may be poisonous, but monster must be willing to eat it, 2069 {
2326 * so we don't handle it here. 2070 int flag = 0;
2327 * Containers should perhaps break open, but that code was disabled. 2071
2072 /* Items only get corroded if you're not on a battleground and
2073 * if your acid resistance is below 50%. */
2074 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2075 {
2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077 {
2078 if (tmp->invisible)
2079 continue;
2080 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2081 /* >= 10% acid res. on items will protect these */
2082 continue;
2083 if (!(tmp->materials & M_IRON))
2084 continue;
2085 if (tmp->magic < -4) /* Let's stop at -5 */
2086 continue;
2087 if (tmp->type == RING
2088 /* removed boots and gloves from exclusion list in PR */
2089 || tmp->type == GIRDLE
2090 || tmp->type == AMULET
2091 || tmp->type == WAND
2092 || tmp->type == ROD
2093 || tmp->type == HORN)
2094 continue; /* To avoid some strange effects */
2095
2096 /* High damage acid has better chance of corroding
2097 objects */
2098 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2099 {
2100 flag = 1;
2101 tmp->magic--;
2102
2103 if (object *pl = tmp->visible_to ())
2104 {
2105 /* Make this more visible */
2106 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2107 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2108
2109 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2110 }
2111 }
2112 }
2113
2114 if (flag)
2115 op->update_stats (); /* Something was corroded */
2116 }
2117 }
2118 break;
2119
2120 case ATNR_DRAIN:
2121 {
2122 /* rate is the proportion of exp drained. High rate means
2123 * not much is drained, low rate means a lot is drained.
2124 */
2125 int rate;
2126
2127 if (op->resist[ATNR_DRAIN] >= 0)
2128 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2129 else
2130 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2131
2132 if (op->stats.exp <= rate)
2133 {
2134 if (op->type == GOLEM)
2135 dam = 9998; /* Its force is "sucked" away. 8) */
2136 else
2137 /* If we can't drain, lets try to do physical damage */
2138 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2139 }
2140 else
2141 {
2142 /* Randomly give the hitter some hp */
2143 if (hitter->stats.hp < hitter->stats.maxhp &&
2144 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2145 hitter->stats.hp++;
2146
2147 /* Can't do drains on battleground spaces.
2148 * Move the wiz check up here - before, the hitter wouldn't gain exp
2149 * exp, but the wiz would still lose exp! If drainee is a wiz,
2150 * nothing happens.
2151 * Try to credit the owner. We try to display player -> player drain
2152 * attacks, hence all the != PLAYER checks.
2328 */ 2153 */
2154 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2155 {
2156 object *owner = hitter->owner;
2157
2158 if (owner && owner != hitter)
2159 {
2160 if (op->type != PLAYER || owner->type != PLAYER)
2161 change_exp (owner, op->stats.exp / (rate * 2),
2162 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2163 }
2164 else if (op->type != PLAYER || hitter->type != PLAYER)
2165 change_exp (hitter, op->stats.exp / (rate * 2),
2166 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2167
2168 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2169 }
2170
2171 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2172 * drain attack, you won't know that you are actually sucking out EXP,
2173 * as the messages will say you missed
2174 */
2175 }
2176 }
2177 break;
2178
2179 case ATNR_TURN_UNDEAD:
2329 } 2180 {
2330 } 2181 if (op->flag [FLAG_UNDEAD])
2331} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2332 2186
2333/* adj_attackroll() - adjustments to attacks by various conditions */ 2187 /* if undead are not an enemy of your god, you turn them
2188 * at half strength */
2189 if (!god || !god->slaying.contains (shstr_undead))
2190 div = 2;
2334 2191
2335int 2192 /* Give a bonus if you resist turn undead */
2336adj_attackroll (object *hitter, object *target) 2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2337{ 2194 scare_creature (op, owner);
2338 object *attacker = hitter; 2195 }
2339 int adjust = 0; 2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2340 2201
2341 /* safety */ 2202 case ATNR_DEATH:
2342 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2203 deathstrike_player (op, hitter, &dam);
2343 { 2204 break;
2344 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2345 return 0;
2346 }
2347 2205
2348 /* aimed missiles use the owning object's sight */ 2206 case ATNR_CHAOS:
2349 if (is_aimed_missile (hitter)) 2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2350 { 2208 dam = 0;
2351 if ((attacker = get_owner (hitter)) == NULL) 2209 break;
2352 attacker = hitter; 2210
2353 /* A player who saves but hasn't quit still could have objects 2211 case ATNR_COUNTERSPELL:
2354 * owned by him - need to handle that case to avoid crashes. 2212 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2213 dam = 0;
2214 /* This should never happen. Counterspell is handled
2215 * seperately and filtered out. If this does happen,
2216 * Counterspell has no effect on anything but spells, so it
2217 * does no damage. */
2218 break;
2219
2220 case ATNR_HOLYWORD:
2221 {
2222 /* This has already been handled by hit_player,
2223 * no need to check twice -- DAMN */
2224 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2225
2226 /* As with turn undead above, give a bonus on the saving throw */
2227 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2228 scare_creature (op, owner);
2229 }
2230 break;
2231
2232 case ATNR_LIFE_STEALING:
2233 {
2234 int new_hp;
2235
2236 /* this is replacement to drain for players, instead of taking
2237 * exp it takes hp. It is geared for players, probably not
2238 * much use giving it to monsters
2239 *
2240 * life stealing doesn't do a lot of damage, but it gives the
2241 * damage it does do to the player. Given that,
2242 * it only does 1/10'th normal damage (hence the divide by
2243 * 1000).
2355 */ 2244 */
2356 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2245 /* You can't steal life from something undead */
2357 attacker = hitter; 2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2358 }
2359 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2360 return 0;
2361
2362 /* determine the condtions under which we make an attack.
2363 * Add more cases, as the need occurs. */
2364
2365 if (!can_see_enemy (attacker, target))
2366 {
2367 /* target is unseen */
2368 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2369 adjust -= 10;
2370 /* dark map penalty for the hitter (lacks infravision if we got here). */
2371 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2372 adjust -= target->map->darkness;
2373 }
2374
2375 if (QUERY_FLAG (attacker, FLAG_SCARED))
2376 adjust -= 3;
2377
2378 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2379 adjust += 1;
2380
2381 if (QUERY_FLAG (target, FLAG_SCARED))
2382 adjust += 1;
2383
2384 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2385 adjust -= 3;
2386
2387 /* if we attack at a different 'altitude' its harder */
2388 if ((attacker->move_type & target->move_type) == 0)
2389 adjust -= 2;
2390
2391#if 0
2392 /* slower attacks are less likely to succeed. We should use a
2393 * comparison between attacker/target speeds BUT, players have
2394 * a generally faster speed, so this will wind up being a HUGE
2395 * disadantage for the monsters! Too bad, because missiles which
2396 * fly fast should have a better chance of hitting a slower target.
2397 */
2398 if (hitter->speed < target->speed)
2399 adjust += ((float) hitter->speed - target->speed);
2400#endif
2401
2402#if 0
2403 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2404#endif
2405
2406 return adjust;
2407}
2408
2409
2410/* determine if the object is an 'aimed' missile */
2411int
2412is_aimed_missile (object *op)
2413{
2414
2415 /* I broke what used to be one big if into a few nested
2416 * ones so that figuring out the logic is at least possible.
2417 */
2418 if (op && (op->move_type & MOVE_FLYING))
2419 {
2420 if (op->type == ARROW || op->type == THROWN_OBJ)
2421 return 1; 2247 return 0;
2422 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2248
2423 return 1; 2249 /* If drain protection is higher than life stealing, use that */
2250 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2251 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2252 else
2253 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2254
2255 /* You die at -1 hp, not zero. */
2256 if (dam > (op->stats.hp + 1))
2257 dam = op->stats.hp + 1;
2258
2259 new_hp = hitter->stats.hp + dam;
2260 if (new_hp > hitter->stats.maxhp)
2261 new_hp = hitter->stats.maxhp;
2262
2263 if (new_hp > hitter->stats.hp)
2264 hitter->stats.hp = new_hp;
2265 }
2424 } 2266 }
2267
2425 return 0; 2268 return dam;
2426} 2269}
2270

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