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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.21 by root, Thu Sep 21 18:58:39 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 maptile *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 maptile *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 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
292 { 257 {
293 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
294 return 0; 259 return 0;
295 } 260 }
296 261
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
298 { 263 {
299 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);
300 return 0; 265 return 0;
301 } 266 }
302 267
303 if (!op->map) 268 if (!op->map)
304 { 269 {
307 } 272 }
308 273
309 if (op->head) 274 if (op->head)
310 op = op->head; 275 op = op->head;
311 276
312 map = op->map; 277 mapxy pos (op);
313 x = op->x + freearr_x[dir]; 278 pos.move (dir);
314 y = op->y + freearr_y[dir];
315 279
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 280 if (!pos.normalise ())
281 return 0;
317 282
318 // elmex: a safe map tile can't be hit! 283 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 284 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 285 mapspace &ms = pos.ms ();
286
287 if (ms.flags () & P_SAFE)
321 return 0; 288 return 0;
322 289
323 /* peterm: a few special cases for special attacktypes --counterspell 290 /* peterm: a few special cases for special attacktypes --counterspell
324 * 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
325 */ 292 */
326 293 if (type & (AT_COUNTERSPELL | AT_CHAOS))
294 {
327 if (type & AT_COUNTERSPELL) 295 if (type & AT_COUNTERSPELL)
328 { 296 {
329 counterspell (op, dir); /* see spell_effect.c */ 297 counterspell (op, dir); /* see spell_effect.c */
330 298
331 /* If the only attacktype is counterspell or magic, don't need 299 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 300 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */ 301 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 302 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 303 return 0;
304
305 type &= ~AT_COUNTERSPELL;
306 }
307
308 if (type & AT_CHAOS)
364 } 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 }
365 315
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 {
366 tmp = next; 326 object *tmp = next;
367 next = tmp->above; 327 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 328
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 330 * For example, 'tmp' was put in an icecube.
377 * 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.
378 */ 332 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
380 continue; 334 continue;
381 335
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
383 { 337 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 339 retflag |= 1;
340
386 if (op->destroyed ()) 341 if (op->destroyed ())
387 break; 342 break;
388 } 343 }
389
390 /* Here we are potentially destroying an object. If the object has 344 /* Here we are potentially destroying an object. If the object has
391 * 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
392 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
393 * 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
394 * 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
395 * 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.
396 */ 352 */
397 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)
398 { 354 {
399 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
356
400 if (op->destroyed ()) 357 if (op->destroyed ())
401 break; 358 break;
402 } 359 }
403 } 360 }
404 361
405 return 0; 362 return retflag;
406} 363}
407 364
408void 365static void
409attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
410{ 367{
411 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
412 int i, found = 0; 369 int i, found = 0;
413 maptile *map; 370 maptile *map;
415 372
416 /* 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
417 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
418 * [garbled 20010919] 375 * [garbled 20010919]
419 */ 376 */
420
421 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
422 { 378 {
423 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
424 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
425 found++; 381 found++;
426 } 382 }
427 if (dam < 0) 383 else if (dam < 0)
428 { 384 {
429 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
430 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
431 found++; 387 found++;
432 } 388 }
435 sprintf (buf1, "missed %s", &op->name); 391 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 392 sprintf (buf2, " misses");
437 found++; 393 found++;
438 } 394 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 395 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 396 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 397 {
442 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++)
443 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)
444 { 400 {
445 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);
457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 413 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 414 found++;
459 break; 415 break;
460 } 416 }
461 } 417 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 418 else if (hitter->type == PLAYER && op->is_alive ())
463 { 419 {
464 if (USING_SKILL (hitter, SK_KARATE)) 420 if (USING_SKILL (hitter, SK_KARATE))
465 { 421 {
466 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++)
467 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)
493 found++; 449 found++;
494 break; 450 break;
495 } 451 }
496 } 452 }
497 } 453 }
454
498 if (found) 455 if (found)
499 { 456 {
500 /* done */ 457 /* done */
501 } 458 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 459 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 460 {
504 sprintf (buf1, "hit"); /* just in case */ 461 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 462 for (i = 0; i < MAXATTACKMESS; i++)
506 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)
507 { 464 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 465 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 466 found++;
510 break; 467 break;
511 } 468 }
512 } 469 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 470 else if (type & AT_DRAIN && op->is_alive ())
514 { 471 {
515 /* drain is first, because some items have multiple attypes */ 472 /* drain is first, because some items have multiple attypes */
516 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++)
517 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)
518 { 475 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 477 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 478 found++;
522 break; 479 break;
523 } 480 }
524 } 481 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 482 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 483 {
527 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++)
528 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)
529 { 486 {
530 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);
531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 488 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 489 found++;
533 break; 490 break;
534 } 491 }
535 } 492 }
536 else if (type & AT_COLD && IS_LIVE (op)) 493 else if (type & AT_COLD && op->is_alive ())
537 { 494 {
538 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++)
539 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)
540 { 497 {
541 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);
553 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
554 found++; 511 found++;
555 break; 512 break;
556 } 513 }
557 } 514 }
558 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
559 { 516 {
560 int mtype; 517 int mtype;
561 518
562 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
563 { 520 {
564 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
565 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
566 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
567 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
568 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
569 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
570 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
571 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
572 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
573 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
574 mtype = ATM_CLEAVE;
575 break;
576 case WEAP_SLICE:
577 mtype = ATM_SLICE;
578 break;
579 case WEAP_STAB:
580 mtype = ATM_STAB;
581 break;
582 case WEAP_WHIP:
583 mtype = ATM_WHIP;
584 break;
585 case WEAP_CRUSH:
586 mtype = ATM_CRUSH;
587 break;
588 case WEAP_BLUD:
589 mtype = ATM_BLUD;
590 break;
591 default:
592 mtype = ATM_BASIC;
593 break;
594 } 531 }
532
595 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++)
596 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)
597 { 535 {
598 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);
599 strcpy (buf2, attack_mess[mtype][i].buf3); 537 strcpy (buf2, attack_mess[mtype][i].buf3);
618 strcpy (buf1, "hit"); 556 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 557 strcpy (buf2, " hits");
620 } 558 }
621 559
622 /* bail out if a monster is casting spells */ 560 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 561 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 562 return;
625 563
626 /* scale down magic considerably. */ 564 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 565 if (type & AT_MAGIC && rndm (0, 5))
628 return; 566 return;
629 567
630 /* Did a player hurt another player? Inform both! */ 568 /* Did a player hurt another player? Inform both! */
631 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)
632 { 570 {
633 if (get_owner (hitter) != NULL) 571 if (hitter->owner != NULL)
634 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);
635 else 573 else
636 { 574 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 575 sprintf (buf, "%s%s you.", &hitter->name, buf2);
576
638 if (dam != 0) 577 if (dam != 0)
639 { 578 {
640 if (dam < 10) 579 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 580 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 581 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 582 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 583 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 584 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 585 }
647 } 586 }
587
648 new_draw_info (NDI_BLACK, 0, op, buf); 588 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 589 } /* end of player hitting player */
650 590
651 if (hitter->type == PLAYER) 591 if (hitter->type == PLAYER)
652 { 592 {
653 sprintf (buf, "You %s.", buf1); 593 sprintf (buf, "You %s.", buf1);
594
654 if (dam != 0) 595 if (dam != 0)
655 { 596 {
656 if (dam < 10) 597 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 598 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 599 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 600 op->play_sound (sound_find ("player_hits2"));
660 else 601 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 602 op->play_sound (sound_find ("player_hits3"));
662 } 603 }
604
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 605 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 606 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 607 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 608 {
667 /* look for stacked spells and start reducing the message chances */ 609 /* look for stacked spells and start reducing the message chances */
668 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))
669 { 611 {
670 i = 4; 612 i = 4;
671 map = hitter->map; 613 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 614 if (out_of_map (map, hitter->x, hitter->y))
673 return; 615 return;
616
674 next = get_map_ob (map, hitter->x, hitter->y); 617 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 618 if (next)
676 while (next) 619 while (next)
677 { 620 {
678 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))
679 i *= 3; 622 i *= 3;
623
680 tmp = next; 624 tmp = next;
681 next = tmp->above; 625 next = tmp->above;
682 } 626 }
627
683 if (i < 0) 628 if (i < 0)
684 return; 629 return;
630
685 if (rndm (0, i) != 0) 631 if (rndm (0, i) != 0)
686 return; 632 return;
687 } 633 }
688 else if (rndm (0, 5) != 0) 634 else if (rndm (0, 5) != 0)
689 return; 635 return;
636
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 637 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 638 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 640 }
694} 641}
695
696 642
697static int 643static int
698get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
699{ 645{
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
701 { 647 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 649 return 1;
704 } 650 }
705 if ((*target)->head) 651
706 *target = (*target)->head; 652 *target = (*target)->head_ ();
707 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 658 if ((*hitter)->env || (*target)->env)
710 { 659 {
711 *simple_attack = 1; 660 *simple_attack = 1;
712 return 0; 661 return 0;
713 } 662 }
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 663
715 || 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))
716 { 668 {
717 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 ());
718 return 1; 671 return 1;
719 } 672 }
673
720 *simple_attack = 0; 674 *simple_attack = 0;
721 return 0; 675 return 0;
722} 676}
723 677
724static int 678static int
725abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
726{ 680{
727
728/* 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
729 * 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.
730 */ 683 */
731 int new_mode; 684 int new_mode;
732 685
733 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
734 new_mode = 1; 687 new_mode = 1;
735 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))
736 return 1; 690 return 1;
737 else 691 else
738 new_mode = 0; 692 new_mode = 0;
693
739 return new_mode != simple_attack; 694 return new_mode != simple_attack;
740} 695}
741 696
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
742static 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}
743 821
744static int 822static int
745attack_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)
746{ 824{
747 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
760 838
761 /* 839 /*
762 * 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
763 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
764 */ 842 */
765 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)
766 { 844 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
771 */ 849 */
772 op->speed_left--; 850 --op->speed_left;
773 process_object (op); 851 process_object (op);
852
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 853 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 854 goto error;
776 } 855 }
777 856
778 op_name = op->name; 857 op_name = op->name;
786 /* See if we hit the creature */ 865 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 866 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 867 {
789 int hitdam = base_dam; 868 int hitdam = base_dam;
790 869
791 if (settings.casting_time == TRUE)
792 {
793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794 {
795 hitter->casting_time = -1;
796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
797 }
798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
800 op->casting_time = -1;
801 if (op->type == PLAYER)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 }
806 }
807 }
808 if (!simple_attack) 870 if (!simple_attack)
809 { 871 {
810 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 874 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
814 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
815 877
816 /* 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
817 * for help. */ 879 * for help. */
818 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))
819 npc_call_help (op); 881 npc_call_help (op);
820 882
821 /* 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 */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
823 { 885 {
824 make_visible (op); 886 make_visible (op);
887
825 if (op->type == PLAYER) 888 if (op->type == PLAYER)
826 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!");
827 } 890 }
828 891
829 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 895 * wrapper object.
833 */ 896 */
834 thrown_item_effect (hitter, op); 897 thrown_item_effect (hitter, op);
898
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 899 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 900 goto leave;
837 } 901 }
838 902
839 /* 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
840 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
841 */ 905 */
842 if (hitdam <= 0) 906 max_it (hitdam, 1);
843 hitdam = 1;
844 907
845 type = hitter->attacktype; 908 type = hitter->attacktype;
846 909
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 */
847 if (!type) 920 if (!type)
848 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
849 922
850 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
851 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])
852 { 925 {
853 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
854 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");
855 928
856 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);
882} 955}
883 956
884int 957int
885attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
886{ 959{
887
888 if (hitter->head)
889 hitter = hitter->head;
890 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);
891} 961}
892 962
893/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
894 * 964 *
895 * 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.
903 * 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
904 * stick around. 974 * stick around.
905 */ 975 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 977 {
908 if (tmp->head != NULL) 978 tmp->head_ ()->insert (op);
909 tmp = tmp->head;
910
911 remove_ob (op);
912 op = insert_ob_in_ob (op, tmp);
913
914 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op);
916
917 return 1; 979 return 1;
918 } 980 }
919 else 981 else
920 return 0; 982 return 0;
921} 983}
935 /* Disassemble missile */ 997 /* Disassemble missile */
936 if (op->inv) 998 if (op->inv)
937 { 999 {
938 container = op; 1000 container = op;
939 hitter = op->inv; 1001 hitter = op->inv;
940 remove_ob (hitter);
941 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);
942 /* 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
943 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
944 * 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
945 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
946 } 1007 }
957 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
958 * 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
959 * 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
960 * other places as well!) 1021 * other places as well!)
961 */ 1022 */
962 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env)
963 { 1024 {
964 if (container) 1025 if (container)
965 { 1026 container->destroy ();
966 remove_ob (container);
967 free_object (container);
968 }
969 1027
970 return 0; 1028 return 0;
971 } 1029 }
972 1030
973 /* Missile hit victim */ 1031 /* Missile hit victim */
974 /* 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
975 * through the target 1033 * through the target
976 */ 1034 */
977 if (hit_something && op->speed <= 10.0) 1035 if (hit_something)
1036 if (op->speed < 10.0)
978 { 1037 {
979 /* Stop arrow */ 1038 /* Stop arrow */
980 if (!container) 1039 if (!container)
981 { 1040 {
982 hitter = fix_stopped_arrow (hitter); 1041 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 1042 if (!hitter)
984 return 0; 1043 return 0;
985 } 1044 }
986 else 1045 else
987 { 1046 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 1047
992 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1049 if (!victim->destroyed () && stick_arrow (hitter, victim))
1050 return 0;
1051
1052 /* Else try to put arrow on victim's map square
1053 * remove check for P_WALL here. If the arrow got to this
1054 * space, that is good enough - with the new movement code,
1055 * there is now the potential for lots of spaces where something
1056 * can fly over but not otherwise move over. What is the correct
1057 * way to handle those otherwise?
1058 */
1059 if (victim->x != hitter->x || victim->y != hitter->y)
1060 {
1061 if (victim->destroyed ())
1062 hitter->destroy ();
1063 else
1064 {
1065 hitter->remove ();
1066 hitter->x = victim->x;
1067 hitter->y = victim->y;
1068 insert_ob_in_map (hitter, victim->map, hitter, 0);
1069 }
1070 }
1071 else
1072 /* Else leave arrow where it is */
1073 merge_ob (hitter, NULL);
1074
994 return 0; 1075 return 0;
995
996 /* Else try to put arrow on victim's map square
997 * remove check for P_WALL here. If the arrow got to this
998 * space, that is good enough - with the new movement code,
999 * there is now the potential for lots of spaces where something
1000 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise?
1002 */
1003 if (victim->x != hitter->x || victim->y != hitter->y)
1004 {
1005 remove_ob (hitter);
1006 hitter->x = victim->x;
1007 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 1076 }
1010 else 1077 else
1011 /* Else leave arrow where it is */ 1078 op->set_speed (op->speed - 1.f);
1012 merge_ob (hitter, NULL);
1013
1014 return 0;
1015 }
1016
1017 if (hit_something && op->speed >= 10.0)
1018 op->speed -= 1.0;
1019 1079
1020 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
1021 if (container) 1081 if (container)
1022 { 1082 {
1023 remove_ob (hitter); 1083 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 1084 insert_ob_in_ob (hitter, container);
1025 } 1085 }
1026 1086
1027 return op; 1087 return op;
1028} 1088}
1029 1089
1030 1090static void
1031void
1032tear_down_wall (object *op) 1091tear_down_wall (object *op)
1033{ 1092{
1034 int perc = 0;
1035
1036 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
1037 {
1038 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);
1039 perc = 1; 1095 else if (!op->has_anim ())
1040 }
1041 else if (!GET_ANIM_ID (op))
1042 { 1096 {
1043 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
1099 op->destroy ();
1045 { 1100
1046 remove_ob (op); /* Should update LOS */
1047 free_object (op);
1048 /* Don't know why this is here - remove_ob should do it for us */
1049 /*update_position(m, x, y); */
1050 }
1051 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1052 } 1102 }
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1103
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1104 // we use frames 1..num-2 as intermediate frames, so
1055 perc = NUM_ANIMATIONS (op) - 1; 1105 // the last frame is used only when hp < 0.
1056 else if (perc < 1) 1106 int perc = clamp (
1057 perc = 1; 1107 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1058 SET_ANIMATION (op, perc); 1108 0, op->anim_frames () - 1
1109 );
1110
1111 op->set_anim_frame (perc);
1059 update_object (op, UP_OBJ_FACE); 1112 update_object (op, UP_OBJ_FACE);
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1113
1114 if (op->stats.hp < 0)
1061 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1062 if (op->face == blank_face) 1116 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1118 op->destroy ();
1066 free_object (op);
1067
1068 /* remove_ob should call update_position for us */
1069 /*update_position(m, x, y); */
1070
1071 }
1072 else 1119 else
1073 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1075 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1123 op->move_block = 0;
1077 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1078 } 1125 }
1079 } 1126 }
1080} 1127}
1081 1128
1082void 1129static void
1083scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1084{ 1131{
1085 object *owner = get_owner (hitter); 1132 target->flag [FLAG_SCARED] = true;
1086 1133
1087 if (!owner)
1088 owner = hitter;
1089
1090 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1134 if (!target->enemy)
1092 target->enemy = owner; 1135 target->enemy = hitter->outer_owner ();
1093} 1136}
1094
1095
1096/* This returns the amount of damage hitter does to op with the
1097 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * This doesn't damage the player, but returns how much it should
1099 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * Note - changed for PR code - we now pass the attack number and not
1101 * the attacktype. Makes it easier for the PR code. */
1102
1103int
1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1105{
1106
1107 int doesnt_slay = 1;
1108
1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1110 if (attacknum >= NROFATTACKS)
1111 {
1112 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1113 return 0;
1114 }
1115
1116 if (dam < 0)
1117 {
1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1119 return 0;
1120 }
1121
1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1123 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL)
1125 return dam;
1126
1127 if (hitter->slaying)
1128 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1131 {
1132 doesnt_slay = 0;
1133 dam *= 3;
1134 }
1135 }
1136
1137 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1138 if (op->resist[attacknum])
1139 {
1140 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1141 * in case 0>dam>1, we try to "simulate" a float value-effect */
1142 dam *= (100 - op->resist[attacknum]);
1143 if (dam >= 100)
1144 dam /= 100;
1145 else
1146 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1147 }
1148
1149 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */
1153
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1155 return 0;
1156
1157 /* Keep this in order - makes things easier to find */
1158
1159 switch (attacknum)
1160 {
1161 case ATNR_PHYSICAL:
1162 /* here also check for diseases */
1163 check_physically_infect (op, hitter);
1164 break;
1165
1166 /* Don't need to do anything for:
1167 magic,
1168 fire,
1169 electricity,
1170 cold */
1171
1172 case ATNR_CONFUSION:
1173 case ATNR_POISON:
1174 case ATNR_SLOW:
1175 case ATNR_PARALYZE:
1176 case ATNR_FEAR:
1177 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE:
1179 case ATNR_BLIND:
1180 {
1181 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level
1183 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185
1186 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the
1189 * effect.
1190 */
1191 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1193 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 {
1195
1196 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op);
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam);
1213 }
1214 dam = 0; /* These are all effects and don't do real damage */
1215 }
1216 break;
1217 case ATNR_ACID:
1218 {
1219 int flag = 0;
1220
1221 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1228 {
1229 if (tmp->invisible)
1230 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */
1233 continue;
1234 if (!(tmp->material & M_IRON))
1235 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue;
1238 if (tmp->type == RING ||
1239 /* removed boots and gloves from exclusion list in
1240 PR */
1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1242 continue; /* To avoid some strange effects */
1243
1244 /* High damage acid has better chance of corroding
1245 objects */
1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1247 {
1248 if (op->type == PLAYER)
1249 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1252 flag = 1;
1253 tmp->magic--;
1254 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp);
1256 }
1257 }
1258 if (flag)
1259 fix_player (op); /* Something was corroded */
1260 }
1261 }
1262 break;
1263 case ATNR_DRAIN:
1264 {
1265 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained.
1267 */
1268 int rate;
1269
1270 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274
1275 if (op->stats.exp <= rate)
1276 {
1277 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */
1279 else
1280 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 }
1283 else
1284 {
1285 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++;
1289
1290 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp
1292 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks.
1296 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1298 {
1299 object *owner = get_owner (hitter);
1300
1301 if (owner && owner != hitter)
1302 {
1303 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2),
1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 }
1312 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 }
1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1315 * drain attack, you won't know that you are actually sucking out EXP,
1316 * as the messages will say you missed
1317 */
1318 }
1319 }
1320 break;
1321 case ATNR_TURN_UNDEAD:
1322 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner));
1327 int div = 1;
1328
1329 /* if undead are not an enemy of your god, you turn them
1330 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1332 div = 2;
1333 /* Give a bonus if you resist turn undead */
1334 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner);
1336 }
1337 else
1338 dam = 0; /* don't damage non undead - should we damage
1339 undead? */
1340 }
1341 break;
1342 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam);
1344 break;
1345 case ATNR_CHAOS:
1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1347 dam = 0;
1348 break;
1349 case ATNR_COUNTERSPELL:
1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1351 dam = 0;
1352 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */
1356 break;
1357 case ATNR_HOLYWORD:
1358 {
1359 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362
1363 /* As with turn undead above, give a bonus on the saving throw */
1364 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1365 scare_creature (op, owner);
1366 }
1367 break;
1368 case ATNR_LIFE_STEALING:
1369 {
1370 int new_hp;
1371
1372 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters
1375 *
1376 * life stealing doesn't do a lot of damage, but it gives the
1377 * damage it does do to the player. Given that,
1378 * it only does 1/10'th normal damage (hence the divide by
1379 * 1000).
1380 */
1381 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0;
1384 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1389 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1;
1392 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp;
1395 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp;
1397 }
1398 }
1399 return dam;
1400}
1401
1402 1137
1403/* 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
1404 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * 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
1406 * Sword. Note that nothing has been changed from the original version 1141 * Sword. Note that nothing has been changed from the original version
1416 * MSW 2002-07-17 1151 * MSW 2002-07-17
1417 */ 1152 */
1418int 1153int
1419kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1420{ 1155{
1421 char buf[MAX_BUF]; 1156 shstr skill;
1422 const char *skill;
1423 int maxdam = 0; 1157 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1425 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 */
1426 object *owner = NULL; 1160 object *owner = 0;
1427 object *skop = NULL; 1161 object *skop = 0;
1428 1162
1429 if (op->stats.hp >= 0) 1163 if (op->stats.hp >= 0)
1430 return -1; 1164 return -1;
1431 1165
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1166 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1436 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1437 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1438 */ 1172 */
1439 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1440 1174
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1442 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 */
1443 1177
1444 if (op->type == DOOR) 1178 if (op->type == DOOR)
1445 { 1179 {
1446 op->speed = 0.1; 1180 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1181 op->speed_left = -0.05f;
1449 return maxdam; 1182 return maxdam;
1450 } 1183 }
1451 1184
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1453 { 1186 {
1454 remove_friendly_object (op); 1187 op->drop_and_destroy ();
1455 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1456 {
1457 op->owner->contr->ranges[range_golem] = 0;
1458 op->owner->contr->golem_count = 0;
1459 }
1460
1461 remove_ob (op);
1462 free_object (op);
1463 return maxdam; 1188 return maxdam;
1464 } 1189 }
1465 1190
1466 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1467 1192
1468 owner = get_owner (hitter); 1193 owner = hitter->outer_owner ();
1469 if (!owner) 1194 if (!owner)
1470 owner = hitter; 1195 owner = hitter;
1471 1196
1472 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1473 if (op_on_battleground (op, NULL, NULL)) 1198 if (op_on_battleground (op, NULL, NULL))
1478 pk = 1; 1203 pk = 1;
1479 1204
1480 /* Player killed something */ 1205 /* Player killed something */
1481 if (owner->type == PLAYER) 1206 if (owner->type == PLAYER)
1482 { 1207 {
1483 Log_Kill (owner->name,
1484 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1485
1486 /* Log players killing other players - makes it easier to detect 1208 /* Log players killing other players - makes it easier to detect
1487 * and filter out malicious player killers - that is why the 1209 * and filter out malicious player killers - that is why the
1488 * ip address is included. 1210 * ip address is included.
1489 */ 1211 */
1490 if (op->type == PLAYER && !battleg) 1212 if (op->type == PLAYER && !battleg)
1494 char buf[256]; 1216 char buf[256];
1495 1217
1496 tmv = localtime (&t); 1218 tmv = localtime (&t);
1497 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1219 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1498 1220
1499 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));
1500 } 1222 }
1501 1223
1502 /* try to filter some things out - basically, if you are 1224 /* try to filter some things out - basically, if you are
1503 * killing a level 1 creature and your level 20, you 1225 * killing a level 1 creature and your level 20, you
1504 * probably don't want to see that. 1226 * probably don't want to see that.
1510 else 1232 else
1511 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));
1512 1234
1513 /* Only play sounds for melee kills */ 1235 /* Only play sounds for melee kills */
1514 if (hitter->type == PLAYER) 1236 if (hitter->type == PLAYER)
1515 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1237 owner->play_sound (sound_find ("player_kills"));
1516 } 1238 }
1517 1239
1518 /* If a player kills another player, not on 1240 /* If a player kills another player, not on
1519 * battleground, the "killer" looses 1 luck. Since this is 1241 * battleground, the "killer" looses 1 luck. Since this is
1520 * not reversible, it's actually quite a pain IMHO. -AV 1242 * not reversible, it's actually quite a pain IMHO. -AV
1522 * 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
1523 * with spells, pets, whatever, there was no penalty. 1245 * with spells, pets, whatever, there was no penalty.
1524 * Changed to make luck penalty configurable in settings. 1246 * Changed to make luck penalty configurable in settings.
1525 */ 1247 */
1526 if (op->type == PLAYER && owner != op && !battleg) 1248 if (op->type == PLAYER && owner != op && !battleg)
1527 change_luck (owner, -settings.pk_luck_penalty); 1249 owner->change_luck (-settings.pk_luck_penalty);
1528 1250
1529 /* This code below deals with finding the appropriate skill 1251 /* This code below deals with finding the appropriate skill
1530 * to credit exp to. This is a bit problematic - we should 1252 * to credit exp to. This is a bit problematic - we should
1531 * probably never really have to look at current_weapon->skill 1253 * probably never really have to look at current_weapon->skill
1532 */ 1254 */
1533 skill = 0;
1534
1535 if (hitter->skill && hitter->type != PLAYER) 1255 if (hitter->skill && hitter->type != PLAYER)
1536 skill = hitter->skill; 1256 skill = hitter->skill;
1537 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1538 { 1258 {
1539 skill = owner->chosen_skill->skill;
1540 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1260 skill = skop->skill;
1541 } 1261 }
1542 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1543 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1544 else 1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1545 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 }
1546 1272
1547 /* 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
1548 * 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!
1549 */ 1275 */
1550 if ((!skop || skop->type != SKILL) && skill) 1276 skop = owner->contr->find_skill (skill);
1551 {
1552 int i;
1553
1554 for (i = 0; i < NUM_SKILLS; i++)
1555 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1556 {
1557 skop = owner->contr->last_skill_ob[i];
1558 break;
1559 }
1560 }
1561 } /* Was it a player that hit somethign */ 1277 } /* Was it a player that hit somethign */
1562 else 1278 else
1563 skill = 0; 1279 skill = 0;
1564 1280
1565 /* Pet (or spell) killed something. */
1566 if (owner != hitter)
1567 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1568 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1569 else
1570 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1571 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1572 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1573
1574 /* These may have been set in the player code section above */ 1281 /* These may have been set in the player code section above */
1575 if (!skop) 1282 if (!skop)
1576 skop = hitter->chosen_skill; 1283 skop = hitter->chosen_skill;
1577 1284
1578 if (!skill && skop) 1285 if (!skill && skop)
1579 skill = skop->skill; 1286 skill = skop->skill;
1580 1287
1581 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1582
1583 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1584 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1585 { 1290 {
1586 int exp; 1291 int exp;
1587 1292
1588 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1589 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1590 if (op->type == PLAYER)
1591 {
1592 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1593 { 1298 {
1594 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1595 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1596 } 1301 }
1597 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1598 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1599 }
1600 else 1307 else
1601 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1602
1603 /* if op is standing on "battleground" (arena), no way to gain
1604 * exp by killing him
1605 */
1606 if (battleg)
1607 exp = 0;
1608 1309
1609 /* 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
1610 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1611 */ 1312 */
1612 1313
1613 if (!settings.simple_exp) 1314 if (!settings.simple_exp)
1614 exp = exp / 2; 1315 exp = exp / 2;
1615 1316
1616 if (owner->type != PLAYER || owner->contr->party == NULL) 1317 if (owner->type != PLAYER || owner->contr->party == NULL)
1617 {
1618 change_exp (owner, exp, skill, 0); 1318 change_exp (owner, exp, skill, 0);
1619 }
1620 else 1319 else
1621 { 1320 {
1622 int shares = 0, count = 0; 1321 int shares = 0, count = 0;
1623 player *pl;
1624 partylist *party = owner->contr->party; 1322 partylist *party = owner->contr->party;
1625 1323
1626#ifdef PARTY_KILL_LOG
1627 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);
1628#endif 1325
1629 for (pl = first_player; pl != NULL; pl = pl->next) 1326 for_all_players (pl)
1630 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))
1631 { 1328 {
1632 count++; 1329 count++;
1633 shares += (pl->ob->level + 4); 1330 shares += (pl->ob->level + 4);
1634 } 1331 }
1635 1332
1636 if (count == 1 || shares > exp) 1333 if (count == 1 || shares > exp || !shares)
1637 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1334 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1638 else 1335 else
1639 { 1336 {
1640 int share = exp / shares, given = 0, nexp; 1337 int share = exp / shares, given = 0, nexp;
1641 1338
1642 for (pl = first_player; pl != NULL; pl = pl->next) 1339 for_all_players (pl)
1643 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))
1644 { 1341 {
1645 nexp = (pl->ob->level + 4) * share; 1342 nexp = (pl->ob->level + 4) * share;
1646 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1343 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1647 given += nexp; 1344 given += nexp;
1654 } /* else part of a party */ 1351 } /* else part of a party */
1655 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1656 1353
1657 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1658 { 1355 {
1659 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1660 { 1357 {
1661 object *owner1 = get_owner (op); 1358 object *owner1 = op->owner;
1662 1359
1663 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1664 { 1361 {
1665 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1666 /* Maybe we should include the owner that killed this, maybe not */ 1363 /* Maybe we should include the owner that killed this, maybe not */
1667 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);
1668 } 1365 }
1669 1366
1670 remove_friendly_object (op); 1367 remove_friendly_object (op);
1671 } 1368 }
1672 1369
1673 remove_ob (op); 1370 op->drop_and_destroy ();
1674 free_object (op);
1675 } 1371 }
1676 else 1372 else
1677 {
1678 /* Player has been killed! */ 1373 /* Player has been killed! */
1679 if (owner->type == PLAYER) 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1680 snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title);
1681 else
1682 assign (op->contr->killer, hitter->name);
1683 }
1684 1375
1685 /* 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
1686 * continues in the calling function. 1377 * continues in the calling function.
1687 */ 1378 */
1688 return maxdam; 1379 return maxdam;
1689} 1380}
1690 1381
1691/* 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
1692 * Returns 0 this is not friendly fire 1383 * Returns 0 this is not friendly fire
1693 */ 1384 */
1694
1695int 1385int
1696friendly_fire (object *op, object *hitter) 1386friendly_fire (object *op, object *hitter)
1697{ 1387{
1698 object *owner; 1388 object *owner;
1699 int friendlyfire; 1389 int friendlyfire;
1709 return 0; 1399 return 0;
1710 1400
1711 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1401 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1712 return 1; 1402 return 1;
1713 1403
1714 if ((owner = get_owner (hitter)) != NULL) 1404 if ((owner = hitter->owner) != NULL)
1715 { 1405 {
1716 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1406 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1717 friendlyfire = 2; 1407 friendlyfire = 2;
1718 } 1408 }
1719 1409
1720 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)
1721 friendlyfire = 0; 1411 friendlyfire = 0;
1722 } 1412 }
1413
1723 return friendlyfire; 1414 return friendlyfire;
1724} 1415}
1725
1726 1416
1727/* 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.
1728 * 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
1729 * is what is hitting the object, type is the attacktype, and 1419 * is what is hitting the object, type is the attacktype, and
1730 * full_hit is set if monster area does not matter. 1420 * full_hit is set if monster area does not matter.
1731 * dam is base damage - protections/vulnerabilities/slaying matches can 1421 * dam is base damage - protections/vulnerabilities/slaying matches can
1732 * modify it. 1422 * modify it.
1733 */ 1423 */
1734
1735 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1736 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1737
1738int 1426int
1739hit_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)
1740{ 1428{
1741 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1742 int maxattacktype, attacknum;
1743 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;
1744 int simple_attack; 1433 int simple_attack;
1745 int rtn_kill = 0; 1434 int rtn_kill = 0;
1746 int friendlyfire; 1435 int friendlyfire;
1747 1436
1748 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1749 return 0; 1438 return 0;
1750 1439
1751 /* 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 */
1752 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1753 return 0; 1442 return 0;
1754 1443
1755#ifdef PROHIBIT_PLAYERKILL 1444 // only allow pk for hostile players
1756 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1757 { 1446 {
1758 object *owner = get_owner (hitter); 1447 object *owner = hitter->owner;
1759 1448
1760 if (!owner) 1449 if (!owner)
1761 owner = hitter; 1450 owner = hitter;
1762 1451
1763 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1452 if (owner->type == PLAYER
1453 && (!op_on_battleground (op, 0, 0)
1454 && (op->contr->peaceful || owner->contr->peaceful))
1455 && op != owner)
1764 return 0; 1456 return 0;
1765 } 1457 }
1766#endif
1767 1458
1768 if (body_attack) 1459 if (body_attack)
1769 { 1460 {
1770 /* 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
1771 * return - we still need to process other attacks the spell still 1462 * return - we still need to process other attacks the spell still
1785 } 1476 }
1786 } 1477 }
1787 1478
1788 if (!simple_attack && op->type == DOOR) 1479 if (!simple_attack && op->type == DOOR)
1789 { 1480 {
1790 object *tmp;
1791
1792 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1481 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1793 if (tmp->type == RUNE || tmp->type == TRAP) 1482 if (tmp->type == RUNE || tmp->type == TRAP)
1794 { 1483 {
1795 spring_trap (tmp, hitter); 1484 spring_trap (tmp, hitter);
1485
1796 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1486 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1797 return 0; 1487 return 0;
1488
1798 break; 1489 break;
1799 } 1490 }
1800 } 1491 }
1801 1492
1802 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1803 { 1494 {
1804 /* 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
1805 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1806 */ 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 */
1807 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);
1808 return 0; 1505 return 0;
1809 } 1506 }
1810 1507
1811#ifdef ATTACK_DEBUG 1508#ifdef ATTACK_DEBUG
1812 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1509 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1818 * 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 */
1819 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1516 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1820 if (dam >= 100) 1517 if (dam >= 100)
1821 dam /= 100; 1518 dam /= 100;
1822 else 1519 else
1823 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1520 dam = (dam > rndm (0, 99)) ? 1 : 0;
1824 } 1521 }
1825 1522
1826 /* 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
1827 * 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
1828 */ 1525 */
1839 */ 1536 */
1840 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1841 { 1538 {
1842 object *god; 1539 object *god;
1843 1540
1844 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1845 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1846 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1847 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1848 (hitter->title != NULL 1545 || (hitter->title
1849 && (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))))
1850 return 0; 1548 return 0;
1851 } 1549 }
1852 1550
1853 maxattacktype = type; /* initialize this to something */ 1551 maxattacktype = type; /* initialise this to something */
1854 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1855 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1856 /* 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
1857 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1858 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1859 */ 1559 */
1860 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1863 /* 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.
1864 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1865 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1866 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1867 */ 1567 */
1868 if (type & attacktype)
1869 {
1870 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1871 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1872 * the damage is equal. 1571 * the damage is equal.
1873 */ 1572 */
1874 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1875 { 1574 {
1876 maxdam = ndam; 1575 maxdam = ndam;
1877 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1878 }
1879 } 1577 }
1880 } 1578 }
1881 1579
1882 /* 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
1883 * 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
1886 */ 1584 */
1887 friendlyfire = friendly_fire (op, hitter); 1585 friendlyfire = friendly_fire (op, hitter);
1888 if (friendlyfire && maxdam) 1586 if (friendlyfire && maxdam)
1889 { 1587 {
1890 maxdam = ((dam * settings.set_friendly_fire) / 100); 1588 maxdam = ((dam * settings.set_friendly_fire) / 100);
1891#ifndef COZY_SERVER
1892 maxdam++;
1893#endif
1894 1589
1895#ifdef ATTACK_DEBUG 1590#ifdef ATTACK_DEBUG
1896 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",
1897 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1592 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1898#endif 1593#endif
1899 } 1594 }
1900 1595
1901 if (!full_hit) 1596 if (!full_hit)
1902 { 1597 {
1903 archetype *at;
1904 int area; 1598 int area;
1905 int remainder; 1599 int remainder;
1906 1600
1907 area = 0; 1601 area = 0;
1908 for (at = op->arch; at != NULL; at = at->more) 1602
1603 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1909 area++; 1604 area++;
1605
1910 assert (area > 0); 1606 assert (area > 0);
1911 1607
1912 /* basically: maxdam /= area; we try to "simulate" a float 1608 /* basically: maxdam /= area; we try to "simulate" a float
1913 value-effect */ 1609 value-effect */
1914 remainder = 100 * (maxdam % area) / area; 1610 remainder = 100 * (maxdam % area) / area;
1915 maxdam /= area; 1611 maxdam /= area;
1916 if (RANDOM () % 100 < remainder) 1612 if (rndm (100) < remainder)
1917 maxdam++; 1613 maxdam++;
1918 } 1614 }
1919 1615
1920#ifdef ATTACK_DEBUG 1616#ifdef ATTACK_DEBUG
1921 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1617 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1922#endif 1618#endif
1923 1619
1924 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)
1925 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1926 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1927 op->enemy = hitter; 1627 op->enemy = hitter;
1928 1628
1929 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1930 { 1630 {
1931 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1932 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1933 npc_call_help (op); 1633 npc_call_help (op);
1934 } 1634 }
1935 1635
1936 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1937 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1939 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1940 1640
1941 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1942 1642
1943 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1944 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1945 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1946 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)
1947 { 1647 {
1948 1648
1949 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1950 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1951 else 1651 else
1952 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1953 } 1653 }
1954 1654
1955 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1956 { 1656 {
1957 if (maxdam) 1657 if (maxdam)
1958 tear_down_wall (op); 1658 tear_down_wall (op);
1659
1959 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1960 } 1661 }
1961 1662
1962 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1963 rtn_kill = kill_object (op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1964 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1965 return rtn_kill; 1666 return rtn_kill;
1966 1667
1967
1968 /* 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
1969 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1970 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1971 */ 1671 */
1972 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1973 { 1673 hitter->drop_and_destroy ();
1974 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1975 remove_friendly_object (hitter);
1976 remove_ob (hitter);
1977 free_object (hitter);
1978 }
1979 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1980 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])
1981 { 1676 {
1982 int i;
1983 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1984 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1985 object *owner = get_owner (op); 1679 object *owner = op->owner;
1986 1680
1987 if (!op->other_arch) 1681 if (!op->other_arch)
1988 { 1682 {
1989 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1990 return maxdam; 1684 return maxdam;
1991 } 1685 }
1686
1992 remove_ob (op); 1687 op->remove ();
1993 for (i = 0; i < NROFNEWOBJS (op); i++) 1688
1689 for (int i = 0; i < op->stats.food; i++)
1994 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1995 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1996 int j;
1997 1692
1998 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1694
1999 if (friendly) 1695 if (friendly)
2000 { 1696 {
2001 SET_FLAG (tmp, FLAG_FRIENDLY);
2002 add_friendly_object (tmp); 1697 add_friendly_object (tmp);
2003 tmp->attack_movement = PETMOVE; 1698 tmp->attack_movement = PETMOVE;
1699
2004 if (owner != NULL) 1700 if (owner)
2005 set_owner (tmp, owner); 1701 tmp->set_owner (owner);
2006 } 1702 }
1703
2007 if (unaggressive) 1704 if (unaggressive)
2008 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1706
2009 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
2010 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
2011 free_object (tmp); 1710 tmp->destroy ();
2012 else 1711 else
2013 { 1712 {
2014 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];
2015 insert_ob_in_map (tmp, op->map, NULL, 0); 1714 insert_ob_in_map (tmp, op->map, NULL, 0);
2016 } 1715 }
2017 } 1716 }
2018 if (friendly) 1717
2019 remove_friendly_object (op); 1718 op->destroy ();
2020 free_object (op);
2021 } 1719 }
2022 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2023 { 1721 hitter->drop_and_destroy ();
2024 remove_ob (hitter); 1722
2025 free_object (hitter);
2026 }
2027 return maxdam; 1723 return maxdam;
2028} 1724}
2029 1725
2030 1726static void
2031void
2032poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
2033{ 1728{
2034 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
2035 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
2036 1731
2037 if (tmp == NULL) 1732 if (!tmp)
2038 { 1733 {
2039 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
2040 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;
2041 else 1745 else
2042 {
2043 tmp = insert_ob_in_ob (tmp, op);
2044 /* peterm: give poisoning some teeth. It should
2045 * be able to kill things better than it does:
2046 * damage should be dependent something--I choose to
2047 * do this: if it's a monster, the damage from the
2048 * poisoning goes as the level of the monster/2.
2049 * If anything else, goes as damage.
2050 */
2051
2052 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2053 tmp->stats.dam += hitter->level / 2;
2054 else
2055 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
2056 1747
2057 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2058 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2059 {
2060 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2061 }
2062 1751
2063 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2064 1753
2065 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2066 { 1755 {
2067 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2068 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2069 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2070 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2071 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2072 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2073 fix_player (op); 1762 op->update_stats ();
2074 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);
2075 } 1765 }
1766
2076 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2077 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);
2078 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2079 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);
2080 } 1771
2081 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2082 } 1773 }
2083 else 1774 else
2084 tmp->stats.food++; 1775 tmp->stats.food++;
2085} 1776}
2086 1777
2087void 1778static void
2088slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2089{ 1780{
2090 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2091 object *tmp; 1782 object *tmp;
2092 1783
2093 if (at == NULL) 1784 if (!at)
2094 {
2095 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2096 } 1786
2097 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2098 { 1788 {
2099 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2100 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2101 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!");
2102 } 1792 }
2103 else 1793 else
2104 tmp->stats.food++; 1794 tmp->stats.food++;
2105 SET_FLAG (tmp, FLAG_APPLIED); 1795
1796 tmp->set_flag (FLAG_APPLIED);
2106 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2107 fix_player (op); 1798 op->update_stats ();
2108} 1799}
2109 1800
2110void 1801void
2111confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2112{ 1803{
2113 object *tmp; 1804 object *tmp;
2114 int maxduration; 1805 int maxduration;
2115 1806
2116 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2117 if (!tmp) 1808 if (!tmp)
2118 { 1809 {
2119 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2120 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2121 } 1812 }
2122 1813
2123 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2124 * on the player's resistance 1815 * on the player's resistance
2125 */ 1816 */
2126 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2127 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2128 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);
2129 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2130 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1822
2131 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2132 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2133 1825
2134 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2135 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!");
2136 SET_FLAG (op, FLAG_CONFUSED); 1828
1829 op->set_flag (FLAG_CONFUSED);
2137} 1830}
2138 1831
2139void 1832void
2140blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2141{ 1834{
2142 object *tmp, *owner;
2143
2144 /* 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 */
2145 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2146 return; 1837 return;
2147 1838
2148 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2149 if (!tmp) 1840 if (!tmp)
2150 { 1841 {
2151 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2152 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2153 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2154 /* 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.
2155 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2156 */
2157 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2158 1847
2159 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2160 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2161 fix_player (op); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2162 1851
2163 if (hitter->owner)
2164 owner = get_owner (hitter);
2165 else
2166 owner = hitter;
2167
2168 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));
2169 } 1853 }
1854
2170 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2171 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2172 tmp->stats.food = 10;
2173} 1857}
2174 1858
2175void 1859void
2176paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2177{ 1861{
2178 float effect, max;
2179
2180 /* object *tmp; */
2181
2182 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2183 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2184 */ 1864 */
2185 1865
2186 /* 1866 /*
2190 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);
2191 } 1871 }
2192 */ 1872 */
2193 1873
2194 /* 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 */
2195 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;
2196 1876
2197 if (effect == 0)
2198 return;
2199
2200 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2201 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2202 1879
2203 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2204 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2205 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2206 op->speed_left = (float) -(FABS (op->speed) * max);
2207 1884
2208/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2209} 1886}
2210
2211 1887
2212/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2213 * the computed damaged. 1889 * the computed damaged.
2214 */ 1890 */
2215void 1891static void
2216deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2217{ 1893{
2218 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2219 ** 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
2220 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2224 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2225 1901
2226 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2227 1903
2228 if (hitter->slaying) 1904 if (hitter->slaying)
2229 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))))
2230 return; 1907 return;
2231 1908
2232 def_lev = op->level; 1909 def_lev = op->level;
2233 if (def_lev < 1) 1910 if (def_lev < 1)
2234 { 1911 {
2235 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 ());
2236 def_lev = 1; 1913 def_lev = 1;
2237 } 1914 }
1915
2238 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;
2239 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2240 atk_lev, def_lev); */ 1918 atk_lev, def_lev); */
2241 1919
2242 if (atk_lev >= def_lev) 1920 if (atk_lev >= def_lev)
2257 */ 1935 */
2258 *dam *= kill_lev / def_lev; 1936 *dam *= kill_lev / def_lev;
2259 } 1937 }
2260 } 1938 }
2261 else 1939 else
2262 {
2263 *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)
2264 } 1956 {
2265} 1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2266 1958 return 0;
2267/* thrown_item_effect() - handles any special effects of thrown
2268 * items (like attacking living creatures--a potion thrown at a
2269 * monster).
2270 */
2271static void
2272thrown_item_effect (object *hitter, object *victim)
2273{
2274 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2275 { 1959 }
2276 /* May not need a switch for just 2 types, but this makes it 1960
2277 * 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)))
2278 */ 1977 {
2279 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2280 { 1980 }
2281 case POTION: 1981 }
2282 /* should player get a save throw instead of checking magic protection? */ 1982
2283 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. */
2284 (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);
2285 break; 2012 break;
2286 2013
2287 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2288 /* As with potions, should monster get a save? */ 2015 magic,
2289 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2290 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 }
2291 break; 2066 break;
2292 2067
2293 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2294 * food may be poisonous, but monster must be willing to eat it, 2069 {
2295 * so we don't handle it here. 2070 int flag = 0;
2296 * 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.
2297 */ 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:
2298 } 2180 {
2299 } 2181 if (op->flag [FLAG_UNDEAD])
2300} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2301 2186
2302/* 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;
2303 2191
2304int 2192 /* Give a bonus if you resist turn undead */
2305adj_attackroll (object *hitter, object *target) 2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2306{ 2194 scare_creature (op, owner);
2307 object *attacker = hitter; 2195 }
2308 int adjust = 0; 2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2309 2201
2310 /* safety */ 2202 case ATNR_DEATH:
2311 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2203 deathstrike_player (op, hitter, &dam);
2312 { 2204 break;
2313 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2314 return 0;
2315 }
2316 2205
2317 /* aimed missiles use the owning object's sight */ 2206 case ATNR_CHAOS:
2318 if (is_aimed_missile (hitter)) 2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2319 { 2208 dam = 0;
2320 if ((attacker = get_owner (hitter)) == NULL) 2209 break;
2321 attacker = hitter; 2210
2322 /* A player who saves but hasn't quit still could have objects 2211 case ATNR_COUNTERSPELL:
2323 * 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).
2324 */ 2244 */
2325 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2245 /* You can't steal life from something undead */
2326 attacker = hitter; 2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2327 }
2328 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2329 return 0;
2330
2331 /* determine the condtions under which we make an attack.
2332 * Add more cases, as the need occurs. */
2333
2334 if (!can_see_enemy (attacker, target))
2335 {
2336 /* target is unseen */
2337 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2338 adjust -= 10;
2339 /* dark map penalty for the hitter (lacks infravision if we got here). */
2340 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2341 adjust -= target->map->darkness;
2342 }
2343
2344 if (QUERY_FLAG (attacker, FLAG_SCARED))
2345 adjust -= 3;
2346
2347 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2348 adjust += 1;
2349
2350 if (QUERY_FLAG (target, FLAG_SCARED))
2351 adjust += 1;
2352
2353 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2354 adjust -= 3;
2355
2356 /* if we attack at a different 'altitude' its harder */
2357 if ((attacker->move_type & target->move_type) == 0)
2358 adjust -= 2;
2359
2360#if 0
2361 /* slower attacks are less likely to succeed. We should use a
2362 * comparison between attacker/target speeds BUT, players have
2363 * a generally faster speed, so this will wind up being a HUGE
2364 * disadantage for the monsters! Too bad, because missiles which
2365 * fly fast should have a better chance of hitting a slower target.
2366 */
2367 if (hitter->speed < target->speed)
2368 adjust += ((float) hitter->speed - target->speed);
2369#endif
2370
2371#if 0
2372 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2373#endif
2374
2375 return adjust;
2376}
2377
2378
2379/* determine if the object is an 'aimed' missile */
2380int
2381is_aimed_missile (object *op)
2382{
2383
2384 /* I broke what used to be one big if into a few nested
2385 * ones so that figuring out the logic is at least possible.
2386 */
2387 if (op && (op->move_type & MOVE_FLYING))
2388 {
2389 if (op->type == ARROW || op->type == THROWN_OBJ)
2390 return 1; 2247 return 0;
2391 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2248
2392 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 }
2393 } 2266 }
2267
2394 return 0; 2268 return dam;
2395} 2269}
2270

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