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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.41 by root, Mon Jan 15 00:40:49 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24
24#include <assert.h> 25#include <assert.h>
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <material.h> 28#include <material.h>
28#include <skills.h> 29#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 30#include <sounds.h>
35 31#include <sproto.h>
36typedef struct att_msg_str
37{
38 char *msg1;
39 char *msg2;
40} att_msg;
41 32
42/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
43
44/* cancels object *op. Cancellation basically means an object loses
45 * its magical benefits.
46 */
47void
48cancellation (object *op)
49{
50 object *tmp;
51
52 if (op->invisible)
53 return;
54
55 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
56 {
57 /* Recur through the inventory */
58 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
59 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
60 cancellation (tmp);
61 }
62 else if (FABS (op->magic) <= (rndm (0, 5)))
63 {
64 /* Nullify this object. This code could probably be more complete */
65 /* in what abilities it should cancel */
66 op->magic = 0;
67 CLEAR_FLAG (op, FLAG_DAMNED);
68 CLEAR_FLAG (op, FLAG_CURSED);
69 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
70 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
71 if (op->env && op->env->type == PLAYER)
72 {
73 esrv_send_item (op->env, op);
74 }
75 }
76}
77 34
78/* 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
79 * 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
80 * any further action (like destroying the item). 37 * any further action (like destroying the item).
81 */ 38 */
82int 39static int
83did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
84{ 41{
85 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
86 materialtype_t *mt; 43 materialtype_t *mt = op->material;
87 44
88 if (op->materialname == NULL) 45 // destroying objects without material has many bad effects
89 {
90 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
91 if (op->material & mt->material)
92 break;
93 }
94 else
95 mt = name_to_material (op->materialname);
96
97 if (mt == NULL) 46 if (mt == MATERIAL_NULL)
98 return TRUE; 47 return 1;
99 48
100 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
101 50
102 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
103 * 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
104 * 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
105 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
106 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
107 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
108 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
109 */ 58 */
110 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
111 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
112 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
113 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
114 63
115 if (type == 0)
116 return TRUE;
117 if (roll == 20)
118 return TRUE;
119 if (roll == 1)
120 return FALSE;
121 64
122 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)
123 { 71 {
124 i = 1 << number;
125 if (!(i & type))
126 continue;
127 attacks++; 72 attacks++;
73
128 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
129 saves++; 75 saves++;
130 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)
131 saves++; 77 saves++;
132 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
133 saves++; 79 saves++;
134 } 80 }
135 81
136 if (saves == attacks || attacks == 0) 82 if (saves == attacks || attacks == 0)
137 return TRUE; 83 return TRUE;
84
138 if ((saves == 0) || (rndm (1, attacks) > saves)) 85 if (saves == 0 || (rndm (1, attacks) > saves))
139 return FALSE; 86 return FALSE;
87
140 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 }
141} 121}
142 122
143/* This function calls did_make_save_item. It then performs the 123/* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up, 124 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.) 125 * calling cancellation, etc.)
146 */ 126 */
147
148void 127void
149save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
150{ 129{
130 op = op->head_ ();
131
151 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
152 { 133 {
153 object *env = op->env; 134 object *env = op->env;
154 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
155 maptile *m = op->map; 136 maptile *m = op->map;
156 137
157 op = stop_item (op); 138 op = stop_item (op);
158 if (op == NULL) 139 if (!op)
159 return; 140 return;
160 141
161 /* Hacked the following so that type LIGHTER will work. 142 /* Hacked the following so that type LIGHTER will work.
162 * Also, objects which are potenital "lights" that are hit by 143 * Also, objects which are potential "lights" that are hit by
163 * flame/elect attacks will be set to glow. "lights" are any 144 * flame/elect attacks will be set to glow. "lights" are any
164 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
165 * (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
166 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
167 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
168 */ 149 */
169 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
170 { 151 {
171 const char *arch = op->other_arch->name; 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
172 153 if (op->type == LAMP || op->type == TORCH)
173 op = decrease_ob_nr (op, 1);
174
175 if (op)
176 fix_stopped_item (op, m, originator);
177
178 if ((op = get_archetype (arch)) != NULL)
179 { 154 {
180 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)
181 { 161 {
182 op->x = env->x, op->y = env->y; 162 const char *arch = op->other_arch->archname;
183 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 {
184 if (env->contr) 169 if (env)
185 esrv_send_item (env, op); 170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
186 } 174 }
175
187 else 176 return;
188 {
189 op->x = x, op->y = y;
190 insert_ob_in_map (op, m, originator, 0);
191 }
192 } 177 }
193
194 return;
195 } 178 }
196 179
197 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
198 { /* Cancellation. */ 181 { /* Cancellation. */
199 cancellation (op); 182 cancellation (op);
200 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
201 return; 185 return;
202 }
203
204 if (op->nrof > 1)
205 {
206 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
207
208 if (op)
209 fix_stopped_item (op, m, originator);
210 }
211 else
212 {
213 if (op->env)
214 {
215 object *tmp = op->in_player ();
216
217 if (tmp)
218 esrv_del_item (tmp->contr, op->count);
219 }
220
221 op->destroy ();
222 } 186 }
223 187
224 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
225 if (env) 189 if (env)
226 { 190 {
227 op = get_archetype ("burnout"); 191 object *op = archetype::get (shstr_burnout);
228 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
229 insert_ob_in_ob (op, env); 193 env->insert (op);
230 } 194 }
231 else 195 else
232 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 }
233 209
234 return; 210 return;
235 } 211 }
236 212
237 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
238 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))
239 { 215 {
240 object *tmp;
241 archetype *at = archetype::find ("icecube"); 216 archetype *at = archetype::find (shstr_icecube);
242 217
243 if (at == NULL) 218 if (at == NULL)
244 return; 219 return;
245 220
246 op = stop_item (op); 221 op = stop_item (op);
247 if (op == NULL) 222 if (op == NULL)
248 return; 223 return;
249 224
250 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)
251 { 227 {
252 tmp = arch_to_object (at); 228 tmp = at->instance ();
253 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
254 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
255 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
256 * that for ones we create. 232 * that for ones we create.
257 */ 233 */
258 tmp->move_slow_penalty = 0; 234 tmp->move_slow_penalty = 0;
259 tmp->move_slow = 0; 235 tmp->move_slow = 0;
260 insert_ob_in_map (tmp, op->map, originator, 0); 236 insert_ob_in_map (tmp, op->map, originator, 0);
261 } 237 }
262 238
263 if (!QUERY_FLAG (op, FLAG_REMOVED)) 239 tmp->insert (op);
264 op->remove ();
265
266 insert_ob_in_ob (op, tmp);
267 return; 240 return;
268 } 241 }
269} 242}
270 243
271/* Object op is hitting the map. 244/* Object op is hitting the map.
272 * op is going in direction 'dir' 245 * op is going in direction 'dir'
273 * type is the attacktype of the object. 246 * type is the attacktype of the object.
274 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
275 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
276 */ 249 */
277
278int 250int
279hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
280{ 252{
281 maptile *map;
282 sint16 x, y; 253 sint16 x, y;
283 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 */
284 255
285 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
286 { 257 {
287 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
288 return 0; 259 return 0;
289 } 260 }
290 261
291 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
292 { 263 {
293 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);
294 return 0; 265 return 0;
295 } 266 }
296 267
297 if (!op->map) 268 if (!op->map)
298 { 269 {
301 } 272 }
302 273
303 if (op->head) 274 if (op->head)
304 op = op->head; 275 op = op->head;
305 276
306 map = op->map; 277 mapxy pos (op);
307 x = op->x + freearr_x[dir]; 278 pos.move (dir);
308 y = op->y + freearr_y[dir];
309 279
310 if (!xy_normalise (map, x, y)) 280 if (!pos.normalise ())
311 return 0; 281 return 0;
312 282
313 // elmex: a safe map tile can't be hit! 283 // elmex: a safe map tile can't be hit!
314 // this should prevent most harmful effects on items and players there. 284 // this should prevent most harmful effects on items and players there.
315 mapspace &ms = map->at (x, y); 285 mapspace &ms = pos.ms ();
316 286
317 if (ms.flags () & P_SAFE) 287 if (ms.flags () & P_SAFE)
318 return 0; 288 return 0;
319 289
320 /* peterm: a few special cases for special attacktypes --counterspell 290 /* peterm: a few special cases for special attacktypes --counterspell
321 * 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
322 */ 292 */
323 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 293 if (type & (AT_COUNTERSPELL | AT_CHAOS))
324 { 294 {
325 if (type & AT_COUNTERSPELL) 295 if (type & AT_COUNTERSPELL)
358 328
359 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
360 * For example, 'tmp' was put in an icecube. 330 * For example, 'tmp' was put in an icecube.
361 * 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.
362 */ 332 */
363 if (tmp->map != map || tmp->x != x || tmp->y != y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
364 continue; 334 continue;
365 335
366 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
367 { 337 {
368 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
369 retflag |= 1; 339 retflag |= 1;
370 340
371 if (op->destroyed ()) 341 if (op->destroyed ())
375 * 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
376 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
377 * 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
378 * 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
379 * 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.
380 */ 352 */
381 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)
382 { 354 {
383 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
384 356
385 if (op->destroyed ()) 357 if (op->destroyed ())
386 break; 358 break;
387 } 359 }
388 } 360 }
389 361
390 return 0; 362 return retflag;
391} 363}
392 364
393void 365static void
394attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
395{ 367{
396 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
397 int i, found = 0; 369 int i, found = 0;
398 maptile *map; 370 maptile *map;
400 372
401 /* 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
402 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
403 * [garbled 20010919] 375 * [garbled 20010919]
404 */ 376 */
405
406 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
407 { 378 {
408 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
409 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
410 found++; 381 found++;
411 } 382 }
412 if (dam < 0) 383 else if (dam < 0)
413 { 384 {
414 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
415 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
416 found++; 387 found++;
417 } 388 }
539 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
540 found++; 511 found++;
541 break; 512 break;
542 } 513 }
543 } 514 }
544 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
545 { 516 {
546 int mtype; 517 int mtype;
547 518
548 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
549 { 520 {
550 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
551 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
552 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
553 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
554 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
555 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
556 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
557 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
558 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
559 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
560 mtype = ATM_CLEAVE;
561 break;
562 case WEAP_SLICE:
563 mtype = ATM_SLICE;
564 break;
565 case WEAP_STAB:
566 mtype = ATM_STAB;
567 break;
568 case WEAP_WHIP:
569 mtype = ATM_WHIP;
570 break;
571 case WEAP_CRUSH:
572 mtype = ATM_CRUSH;
573 break;
574 case WEAP_BLUD:
575 mtype = ATM_BLUD;
576 break;
577 default:
578 mtype = ATM_BASIC;
579 break;
580 } 531 }
532
581 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++)
582 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)
583 { 535 {
584 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);
585 strcpy (buf2, attack_mess[mtype][i].buf3); 537 strcpy (buf2, attack_mess[mtype][i].buf3);
619 if (hitter->owner != NULL) 571 if (hitter->owner != NULL)
620 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);
621 else 573 else
622 { 574 {
623 sprintf (buf, "%s%s you.", &hitter->name, buf2); 575 sprintf (buf, "%s%s you.", &hitter->name, buf2);
576
624 if (dam != 0) 577 if (dam != 0)
625 { 578 {
626 if (dam < 10) 579 if (dam < 10)
627 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 580 op->contr->play_sound (sound_find ("player_is_hit1"));
628 else if (dam < 20) 581 else if (dam < 20)
629 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 582 op->contr->play_sound (sound_find ("player_is_hit2"));
630 else 583 else
631 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 584 op->contr->play_sound (sound_find ("player_is_hit3"));
632 } 585 }
633 } 586 }
587
634 new_draw_info (NDI_BLACK, 0, op, buf); 588 new_draw_info (NDI_BLACK, 0, op, buf);
635 } /* end of player hitting player */ 589 } /* end of player hitting player */
636 590
637 if (hitter->type == PLAYER) 591 if (hitter->type == PLAYER)
638 { 592 {
639 sprintf (buf, "You %s.", buf1); 593 sprintf (buf, "You %s.", buf1);
594
640 if (dam != 0) 595 if (dam != 0)
641 { 596 {
642 if (dam < 10) 597 if (dam < 10)
643 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 598 op->play_sound (sound_find ("player_hits1"));
644 else if (dam < 20) 599 else if (dam < 20)
645 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 600 op->play_sound (sound_find ("player_hits2"));
646 else 601 else
647 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 602 op->play_sound (sound_find ("player_hits3"));
648 } 603 }
604
649 new_draw_info (NDI_BLACK, 0, hitter, buf); 605 new_draw_info (NDI_BLACK, 0, hitter, buf);
650 } 606 }
651 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 607 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
652 { 608 {
653 /* look for stacked spells and start reducing the message chances */ 609 /* look for stacked spells and start reducing the message chances */
655 { 611 {
656 i = 4; 612 i = 4;
657 map = hitter->map; 613 map = hitter->map;
658 if (out_of_map (map, hitter->x, hitter->y)) 614 if (out_of_map (map, hitter->x, hitter->y))
659 return; 615 return;
616
660 next = GET_MAP_OB (map, hitter->x, hitter->y); 617 next = GET_MAP_OB (map, hitter->x, hitter->y);
661 if (next) 618 if (next)
662 while (next) 619 while (next)
663 { 620 {
664 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))
665 i *= 3; 622 i *= 3;
623
666 tmp = next; 624 tmp = next;
667 next = tmp->above; 625 next = tmp->above;
668 } 626 }
627
669 if (i < 0) 628 if (i < 0)
670 return; 629 return;
630
671 if (rndm (0, i) != 0) 631 if (rndm (0, i) != 0)
672 return; 632 return;
673 } 633 }
674 else if (rndm (0, 5) != 0) 634 else if (rndm (0, 5) != 0)
675 return; 635 return;
636
676 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 637 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
677 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 638 op->play_sound (sound_find ("player_hits4"));
678 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
679 } 640 }
680} 641}
681
682 642
683static int 643static int
684get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
685{ 645{
686 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
687 { 647 {
688 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
689 return 1; 649 return 1;
690 } 650 }
691 if ((*target)->head) 651
692 *target = (*target)->head; 652 *target = (*target)->head_ ();
693 if ((*hitter)->head)
694 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
695 if ((*hitter)->env != NULL || (*target)->env != NULL) 658 if ((*hitter)->env || (*target)->env)
696 { 659 {
697 *simple_attack = 1; 660 *simple_attack = 1;
698 return 0; 661 return 0;
699 } 662 }
700 if (QUERY_FLAG (*target, FLAG_REMOVED) 663
701 || 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))
702 { 668 {
703 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 ());
704 return 1; 671 return 1;
705 } 672 }
673
706 *simple_attack = 0; 674 *simple_attack = 0;
707 return 0; 675 return 0;
708} 676}
709 677
710static int 678static int
711abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
712{ 680{
713
714/* 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
715 * 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.
716 */ 683 */
717 int new_mode; 684 int new_mode;
718 685
719 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
720 new_mode = 1; 687 new_mode = 1;
721 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))
722 return 1; 690 return 1;
723 else 691 else
724 new_mode = 0; 692 new_mode = 0;
693
725 return new_mode != simple_attack; 694 return new_mode != simple_attack;
726} 695}
727 696
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
728static 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}
729 821
730static int 822static int
731attack_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)
732{ 824{
733 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
746 838
747 /* 839 /*
748 * 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
749 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
750 */ 842 */
751 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)
752 { 844 {
753 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
754 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
755 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
756 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
757 */ 849 */
758 op->speed_left--; 850 --op->speed_left;
759 process_object (op); 851 process_object (op);
760 852
761 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 853 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
762 goto error; 854 goto error;
763 } 855 }
773 /* See if we hit the creature */ 865 /* See if we hit the creature */
774 if (roll == 20 || op->stats.ac >= base_wc - roll) 866 if (roll == 20 || op->stats.ac >= base_wc - roll)
775 { 867 {
776 int hitdam = base_dam; 868 int hitdam = base_dam;
777 869
778 if (settings.casting_time == TRUE)
779 {
780 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
781 {
782 hitter->casting_time = -1;
783 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
784 }
785 if ((op->casting_time > -1) && (hitdam > 0))
786 {
787 op->casting_time = -1;
788 if (op->type == PLAYER)
789 {
790 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
791 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
792 }
793 }
794 }
795 if (!simple_attack) 870 if (!simple_attack)
796 { 871 {
797 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
799 * -b.t. */ 874 * -b.t. */
800 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
801 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
802 877
803 /* 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
804 * for help. */ 879 * for help. */
805 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 880 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
806 npc_call_help (op); 881 npc_call_help (op);
807 882
808 /* 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 */
809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
810 { 885 {
811 make_visible (op); 886 make_visible (op);
887
812 if (op->type == PLAYER) 888 if (op->type == PLAYER)
813 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!");
814 } 890 }
815 891
816 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
817 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
818 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
825 } 901 }
826 902
827 /* 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
828 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
829 */ 905 */
830 if (hitdam <= 0) 906 max_it (hitdam, 1);
831 hitdam = 1;
832 907
833 type = hitter->attacktype; 908 type = hitter->attacktype;
834 909
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 */
835 if (!type) 920 if (!type)
836 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
837 922
838 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
839 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])
840 { 925 {
841 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
842 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");
843 928
844 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);
870} 955}
871 956
872int 957int
873attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
874{ 959{
875
876 if (hitter->head)
877 hitter = hitter->head;
878 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 960 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
879} 961}
880 962
881/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
882 * 964 *
883 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 965 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
891 * 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
892 * stick around. 974 * stick around.
893 */ 975 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0) 976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 { 977 {
896 if (tmp->head != NULL) 978 tmp->head_ ()->insert (op);
897 tmp = tmp->head;
898
899 op->remove ();
900 op = insert_ob_in_ob (op, tmp);
901
902 if (tmp->type == PLAYER)
903 esrv_send_item (tmp, op);
904
905 return 1; 979 return 1;
906 } 980 }
907 else 981 else
908 return 0; 982 return 0;
909} 983}
923 /* Disassemble missile */ 997 /* Disassemble missile */
924 if (op->inv) 998 if (op->inv)
925 { 999 {
926 container = op; 1000 container = op;
927 hitter = op->inv; 1001 hitter = op->inv;
928 hitter->remove ();
929 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);
930 /* 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
931 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
932 * 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
933 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
934 } 1007 }
945 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
946 * 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
947 * 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
948 * other places as well!) 1021 * other places as well!)
949 */ 1022 */
950 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env)
951 { 1024 {
952 if (container) 1025 if (container)
1026 container->destroy ();
1027
1028 return 0;
1029 }
1030
1031 /* Missile hit victim */
1032 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
1033 * through the target
1034 */
1035 if (hit_something)
1036 if (op->speed < 10.0)
1037 {
1038 /* Stop arrow */
1039 if (!container)
953 { 1040 {
954 container->remove (); 1041 hitter = fix_stopped_arrow (hitter);
1042 if (!hitter)
1043 return 0;
1044 }
1045 else
955 container->destroy (); 1046 container->destroy ();
956 }
957 1047
958 return 0;
959 }
960
961 /* Missile hit victim */
962 /* if the speed is > 10, then this is a fast moving arrow, we go straight
963 * through the target
964 */
965 if (hit_something && op->speed <= 10.0)
966 {
967 /* Stop arrow */
968 if (!container)
969 {
970 hitter = fix_stopped_arrow (hitter);
971 if (!hitter)
972 return 0;
973 }
974 else
975 container->destroy ();
976
977 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
978 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
979 return 0; 1075 return 0;
980
981 /* Else try to put arrow on victim's map square
982 * remove check for P_WALL here. If the arrow got to this
983 * space, that is good enough - with the new movement code,
984 * there is now the potential for lots of spaces where something
985 * can fly over but not otherwise move over. What is the correct
986 * way to handle those otherwise?
987 */
988 if (victim->x != hitter->x || victim->y != hitter->y)
989 {
990 hitter->remove ();
991 hitter->x = victim->x;
992 hitter->y = victim->y;
993 insert_ob_in_map (hitter, victim->map, hitter, 0);
994 } 1076 }
995 else 1077 else
996 /* Else leave arrow where it is */ 1078 op->set_speed (op->speed - 1.f);
997 merge_ob (hitter, NULL);
998
999 return 0;
1000 }
1001
1002 if (hit_something && op->speed >= 10.0)
1003 op->speed -= 1.0;
1004 1079
1005 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
1006 if (container) 1081 if (container)
1007 { 1082 {
1008 hitter->remove (); 1083 hitter->remove ();
1010 } 1085 }
1011 1086
1012 return op; 1087 return op;
1013} 1088}
1014 1089
1015 1090static void
1016void
1017tear_down_wall (object *op) 1091tear_down_wall (object *op)
1018{ 1092{
1019 int perc = 0;
1020
1021 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
1022 {
1023 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);
1024 perc = 1; 1095 else if (!op->has_anim ())
1025 }
1026 else if (!GET_ANIM_ID (op))
1027 { 1096 {
1028 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
1029 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
1030 op->destroy (); 1099 op->destroy ();
1031 1100
1032 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1033 } 1102 }
1034 1103
1035 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1104 // we use frames 1..num-2 as intermediate frames, so
1105 // the last frame is used only when hp < 0.
1106 int perc = clamp (
1107 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1108 0, op->anim_frames () - 1
1109 );
1036 1110
1037 if (perc >= (int) NUM_ANIMATIONS (op)) 1111 op->set_anim_frame (perc);
1038 perc = NUM_ANIMATIONS (op) - 1;
1039 else if (perc < 1)
1040 perc = 1;
1041
1042 SET_ANIMATION (op, perc);
1043 update_object (op, UP_OBJ_FACE); 1112 update_object (op, UP_OBJ_FACE);
1044 1113
1045 if (perc == NUM_ANIMATIONS (op) - 1) 1114 if (op->stats.hp < 0)
1046 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1047 if (op->face == blank_face) 1116 if (op->face == blank_face)
1048 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1049 op->destroy (); 1118 op->destroy ();
1050 else 1119 else
1051 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1052 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1053 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1054 op->move_block = 0; 1123 op->move_block = 0;
1055 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1056 } 1125 }
1057 } 1126 }
1058} 1127}
1059 1128
1060void 1129static void
1061scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1062{ 1131{
1063 object *owner = hitter->owner; 1132 target->flag [FLAG_SCARED] = true;
1064 1133
1065 if (!owner)
1066 owner = hitter;
1067
1068 SET_FLAG (target, FLAG_SCARED);
1069 if (!target->enemy) 1134 if (!target->enemy)
1070 target->enemy = owner; 1135 target->enemy = hitter->outer_owner ();
1071}
1072
1073
1074/* This returns the amount of damage hitter does to op with the
1075 * appropriate attacktype. Only 1 attacktype should be set at a time.
1076 * This doesn't damage the player, but returns how much it should
1077 * take. However, it will do other effects (paralyzation, slow, etc.)
1078 * Note - changed for PR code - we now pass the attack number and not
1079 * the attacktype. Makes it easier for the PR code. */
1080
1081int
1082hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1083{
1084 int doesnt_slay = 1;
1085
1086 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1087 if (attacknum >= NROFATTACKS)
1088 {
1089 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1090 return 0;
1091 }
1092
1093 if (dam < 0)
1094 {
1095 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1096 return 0;
1097 }
1098
1099 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1100 * people can't mess with that or it otherwise get confused. */
1101 if (attacknum == ATNR_INTERNAL)
1102 return dam;
1103
1104 if (hitter->slaying)
1105 {
1106 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1107 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1108 {
1109 doesnt_slay = 0;
1110 dam *= 3;
1111 }
1112 }
1113
1114 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1115 if (op->resist[attacknum])
1116 {
1117 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1118 * in case 0>dam>1, we try to "simulate" a float value-effect */
1119 dam *= (100 - op->resist[attacknum]);
1120 if (dam >= 100)
1121 dam /= 100;
1122 else
1123 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1124 }
1125
1126 /* Special hack. By default, if immune to something, you
1127 * shouldn't need to worry. However, acid is an exception, since
1128 * it can still damage your items. Only include attacktypes if
1129 * special processing is needed */
1130
1131 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1132 return 0;
1133
1134 /* Keep this in order - makes things easier to find */
1135
1136 switch (attacknum)
1137 {
1138 case ATNR_PHYSICAL:
1139 /* here also check for diseases */
1140 check_physically_infect (op, hitter);
1141 break;
1142
1143 /* Don't need to do anything for:
1144 magic,
1145 fire,
1146 electricity,
1147 cold */
1148
1149 case ATNR_CONFUSION:
1150 case ATNR_POISON:
1151 case ATNR_SLOW:
1152 case ATNR_PARALYZE:
1153 case ATNR_FEAR:
1154 case ATNR_CANCELLATION:
1155 case ATNR_DEPLETE:
1156 case ATNR_BLIND:
1157 {
1158 /* chance for inflicting a special attack depends on the
1159 * difference between attacker's and defender's level
1160 */
1161 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1162
1163 /* First, only creatures/players with speed can be affected.
1164 * Second, just getting hit doesn't mean it always affects
1165 * you. Third, you still get a saving through against the
1166 * effect.
1167 */
1168 if (op->speed &&
1169 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1170 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1171 {
1172
1173 /* Player has been hit by something */
1174 if (attacknum == ATNR_CONFUSION)
1175 confuse_player (op, hitter, dam);
1176 else if (attacknum == ATNR_POISON)
1177 poison_player (op, hitter, dam);
1178 else if (attacknum == ATNR_SLOW)
1179 slow_player (op, hitter, dam);
1180 else if (attacknum == ATNR_PARALYZE)
1181 paralyze_player (op, hitter, dam);
1182 else if (attacknum == ATNR_FEAR)
1183 scare_creature (op, hitter);
1184 else if (attacknum == ATNR_CANCELLATION)
1185 cancellation (op);
1186 else if (attacknum == ATNR_DEPLETE)
1187 op->drain_stat ();
1188 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1189 blind_player (op, hitter, dam);
1190 }
1191 dam = 0; /* These are all effects and don't do real damage */
1192 }
1193 break;
1194 case ATNR_ACID:
1195 {
1196 int flag = 0;
1197
1198 /* Items only get corroded if you're not on a battleground and
1199 * if your acid resistance is below 50%. */
1200 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1201 {
1202 object *tmp;
1203
1204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1205 {
1206 if (tmp->invisible)
1207 continue;
1208 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1209 /* >= 10% acid res. on itmes will protect these */
1210 continue;
1211 if (!(tmp->material & M_IRON))
1212 continue;
1213 if (tmp->magic < -4) /* Let's stop at -5 */
1214 continue;
1215 if (tmp->type == RING ||
1216 /* removed boots and gloves from exclusion list in
1217 PR */
1218 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1219 continue; /* To avoid some strange effects */
1220
1221 /* High damage acid has better chance of corroding
1222 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224 {
1225 if (op->type == PLAYER)
1226 /* Make this more visible */
1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1229 flag = 1;
1230 tmp->magic--;
1231 if (op->type == PLAYER)
1232 esrv_send_item (op, tmp);
1233 }
1234 }
1235 if (flag)
1236 op->update_stats (); /* Something was corroded */
1237 }
1238 }
1239 break;
1240 case ATNR_DRAIN:
1241 {
1242 /* rate is the proportion of exp drained. High rate means
1243 * not much is drained, low rate means a lot is drained.
1244 */
1245 int rate;
1246
1247 if (op->resist[ATNR_DRAIN] >= 0)
1248 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1249 else
1250 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1251
1252 if (op->stats.exp <= rate)
1253 {
1254 if (op->type == GOLEM)
1255 dam = 999; /* Its force is "sucked" away. 8) */
1256 else
1257 /* If we can't drain, lets try to do physical damage */
1258 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1259 }
1260 else
1261 {
1262 /* Randomly give the hitter some hp */
1263 if (hitter->stats.hp < hitter->stats.maxhp &&
1264 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1265 hitter->stats.hp++;
1266
1267 /* Can't do drains on battleground spaces.
1268 * Move the wiz check up here - before, the hitter wouldn't gain exp
1269 * exp, but the wiz would still lose exp! If drainee is a wiz,
1270 * nothing happens.
1271 * Try to credit the owner. We try to display player -> player drain
1272 * attacks, hence all the != PLAYER checks.
1273 */
1274 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1275 {
1276 object *owner = hitter->owner;
1277
1278 if (owner && owner != hitter)
1279 {
1280 if (op->type != PLAYER || owner->type != PLAYER)
1281 change_exp (owner, op->stats.exp / (rate * 2),
1282 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1283 }
1284 else if (op->type != PLAYER || hitter->type != PLAYER)
1285 {
1286 change_exp (hitter, op->stats.exp / (rate * 2),
1287 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1288 }
1289 change_exp (op, -op->stats.exp / rate, NULL, 0);
1290 }
1291 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1292 * drain attack, you won't know that you are actually sucking out EXP,
1293 * as the messages will say you missed
1294 */
1295 }
1296 }
1297 break;
1298 case ATNR_TURN_UNDEAD:
1299 {
1300 if (QUERY_FLAG (op, FLAG_UNDEAD))
1301 {
1302 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1303 object *god = find_god (determine_god (owner));
1304 int div = 1;
1305
1306 /* if undead are not an enemy of your god, you turn them
1307 * at half strength */
1308 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1309 div = 2;
1310 /* Give a bonus if you resist turn undead */
1311 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1312 scare_creature (op, owner);
1313 }
1314 else
1315 dam = 0; /* don't damage non undead - should we damage
1316 undead? */
1317 }
1318 break;
1319 case ATNR_DEATH:
1320 deathstrike_player (op, hitter, &dam);
1321 break;
1322 case ATNR_CHAOS:
1323 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1324 dam = 0;
1325 break;
1326 case ATNR_COUNTERSPELL:
1327 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1328 dam = 0;
1329 /* This should never happen. Counterspell is handled
1330 * seperately and filtered out. If this does happen,
1331 * Counterspell has no effect on anything but spells, so it
1332 * does no damage. */
1333 break;
1334 case ATNR_HOLYWORD:
1335 {
1336 /* This has already been handled by hit_player,
1337 * no need to check twice -- DAMN */
1338 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1339
1340 /* As with turn undead above, give a bonus on the saving throw */
1341 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1342 scare_creature (op, owner);
1343 }
1344 break;
1345 case ATNR_LIFE_STEALING:
1346 {
1347 int new_hp;
1348
1349 /* this is replacement to drain for players, instead of taking
1350 * exp it takes hp. It is geared for players, probably not
1351 * much use giving it to monsters
1352 *
1353 * life stealing doesn't do a lot of damage, but it gives the
1354 * damage it does do to the player. Given that,
1355 * it only does 1/10'th normal damage (hence the divide by
1356 * 1000).
1357 */
1358 /* You can't steal life from something undead */
1359 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1360 return 0;
1361 /* If drain protection is higher than life stealing, use that */
1362 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1363 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1364 else
1365 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1366 /* You die at -1 hp, not zero. */
1367 if (dam > (op->stats.hp + 1))
1368 dam = op->stats.hp + 1;
1369 new_hp = hitter->stats.hp + dam;
1370 if (new_hp > hitter->stats.maxhp)
1371 new_hp = hitter->stats.maxhp;
1372 if (new_hp > hitter->stats.hp)
1373 hitter->stats.hp = new_hp;
1374 }
1375 }
1376
1377 return dam;
1378} 1136}
1379 1137
1380/* 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
1381 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1382 * 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
1393 * MSW 2002-07-17 1151 * MSW 2002-07-17
1394 */ 1152 */
1395int 1153int
1396kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1397{ 1155{
1398 char buf[MAX_BUF]; 1156 shstr skill;
1399 const char *skill;
1400 int maxdam = 0; 1157 int maxdam = 0;
1401 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1402 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 */
1403 object *owner = NULL; 1160 object *owner = 0;
1404 object *skop = NULL; 1161 object *skop = 0;
1405 1162
1406 if (op->stats.hp >= 0) 1163 if (op->stats.hp >= 0)
1407 return -1; 1164 return -1;
1408 1165
1409 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1166 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1413 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1414 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1415 */ 1172 */
1416 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1417 1174
1418 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1419 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 */
1420 1177
1421 if (op->type == DOOR) 1178 if (op->type == DOOR)
1422 { 1179 {
1423 op->set_speed (0.1); 1180 op->set_speed (0.1f);
1424 op->speed_left = -0.05; 1181 op->speed_left = -0.05f;
1425 return maxdam; 1182 return maxdam;
1426 } 1183 }
1427 1184
1428 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1429 { 1186 {
1430 remove_friendly_object (op);
1431
1432 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1433 op->owner->contr->ranges[range_golem] = 0;
1434
1435 op->destroy (); 1187 op->drop_and_destroy ();
1436 return maxdam; 1188 return maxdam;
1437 } 1189 }
1438 1190
1439 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1440 1192
1441 owner = hitter->owner; 1193 owner = hitter->outer_owner ();
1442 if (!owner) 1194 if (!owner)
1443 owner = hitter; 1195 owner = hitter;
1444 1196
1445 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1446 if (op_on_battleground (op, NULL, NULL)) 1198 if (op_on_battleground (op, NULL, NULL))
1451 pk = 1; 1203 pk = 1;
1452 1204
1453 /* Player killed something */ 1205 /* Player killed something */
1454 if (owner->type == PLAYER) 1206 if (owner->type == PLAYER)
1455 { 1207 {
1456 Log_Kill (owner->name,
1457 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1458
1459 /* Log players killing other players - makes it easier to detect 1208 /* Log players killing other players - makes it easier to detect
1460 * and filter out malicious player killers - that is why the 1209 * and filter out malicious player killers - that is why the
1461 * ip address is included. 1210 * ip address is included.
1462 */ 1211 */
1463 if (op->type == PLAYER && !battleg) 1212 if (op->type == PLAYER && !battleg)
1483 else 1232 else
1484 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));
1485 1234
1486 /* Only play sounds for melee kills */ 1235 /* Only play sounds for melee kills */
1487 if (hitter->type == PLAYER) 1236 if (hitter->type == PLAYER)
1488 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1237 owner->play_sound (sound_find ("player_kills"));
1489 } 1238 }
1490 1239
1491 /* If a player kills another player, not on 1240 /* If a player kills another player, not on
1492 * battleground, the "killer" looses 1 luck. Since this is 1241 * battleground, the "killer" looses 1 luck. Since this is
1493 * not reversible, it's actually quite a pain IMHO. -AV 1242 * not reversible, it's actually quite a pain IMHO. -AV
1498 */ 1247 */
1499 if (op->type == PLAYER && owner != op && !battleg) 1248 if (op->type == PLAYER && owner != op && !battleg)
1500 owner->change_luck (-settings.pk_luck_penalty); 1249 owner->change_luck (-settings.pk_luck_penalty);
1501 1250
1502 /* This code below deals with finding the appropriate skill 1251 /* This code below deals with finding the appropriate skill
1503 * to credit exp to. This is a bit problematic - we should 1252 * to credit exp to. This is a bit problematic - we should
1504 * probably never really have to look at current_weapon->skill 1253 * probably never really have to look at current_weapon->skill
1505 */ 1254 */
1506 skill = 0;
1507
1508 if (hitter->skill && hitter->type != PLAYER) 1255 if (hitter->skill && hitter->type != PLAYER)
1509 skill = hitter->skill; 1256 skill = hitter->skill;
1510 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1511 { 1258 {
1512 skill = owner->chosen_skill->skill;
1513 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1260 skill = skop->skill;
1514 } 1261 }
1515 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1516 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1517 else 1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1518 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 }
1519 1272
1520 /* 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
1521 * 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!
1522 */ 1275 */
1523 if ((!skop || skop->type != SKILL) && skill) 1276 skop = owner->contr->find_skill (skill);
1524 {
1525 int i;
1526
1527 for (i = 0; i < NUM_SKILLS; i++)
1528 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1529 {
1530 skop = owner->contr->last_skill_ob[i];
1531 break;
1532 }
1533 }
1534 } /* Was it a player that hit somethign */ 1277 } /* Was it a player that hit somethign */
1535 else 1278 else
1536 skill = 0; 1279 skill = 0;
1537 1280
1538 /* Pet (or spell) killed something. */
1539 if (owner != hitter)
1540 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1541 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1542 else
1543 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1544 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1545 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1546
1547 /* These may have been set in the player code section above */ 1281 /* These may have been set in the player code section above */
1548 if (!skop) 1282 if (!skop)
1549 skop = hitter->chosen_skill; 1283 skop = hitter->chosen_skill;
1550 1284
1551 if (!skill && skop) 1285 if (!skill && skop)
1552 skill = skop->skill; 1286 skill = skop->skill;
1553 1287
1554 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1555
1556 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1557 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1558 { 1290 {
1559 int exp; 1291 int exp;
1560 1292
1561 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1562 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1563 if (op->type == PLAYER)
1564 {
1565 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1566 { 1298 {
1567 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1568 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1569 } 1301 }
1570 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1571 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1572 }
1573 else 1307 else
1574 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1575
1576 /* if op is standing on "battleground" (arena), no way to gain
1577 * exp by killing him
1578 */
1579 if (battleg)
1580 exp = 0;
1581 1309
1582 /* 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
1583 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1584 */ 1312 */
1585 1313
1589 if (owner->type != PLAYER || owner->contr->party == NULL) 1317 if (owner->type != PLAYER || owner->contr->party == NULL)
1590 change_exp (owner, exp, skill, 0); 1318 change_exp (owner, exp, skill, 0);
1591 else 1319 else
1592 { 1320 {
1593 int shares = 0, count = 0; 1321 int shares = 0, count = 0;
1594 player *pl;
1595 partylist *party = owner->contr->party; 1322 partylist *party = owner->contr->party;
1596 1323
1597 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);
1598 1325
1599 for_all_players (pl) 1326 for_all_players (pl)
1624 } /* else part of a party */ 1351 } /* else part of a party */
1625 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1626 1353
1627 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1628 { 1355 {
1629 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1630 { 1357 {
1631 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1632 1359
1633 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1634 { 1361 {
1635 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1636 /* Maybe we should include the owner that killed this, maybe not */ 1363 /* Maybe we should include the owner that killed this, maybe not */
1637 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);
1638 } 1365 }
1639 1366
1640 remove_friendly_object (op); 1367 remove_friendly_object (op);
1641 } 1368 }
1642 1369
1643 op->destroy (); 1370 op->drop_and_destroy ();
1644 } 1371 }
1645 else 1372 else
1646 {
1647 /* Player has been killed! */ 1373 /* Player has been killed! */
1648 if (owner->type == PLAYER) 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1649 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1650 else
1651 assign (op->contr->killer, hitter->name);
1652 }
1653 1375
1654 /* 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
1655 * continues in the calling function. 1377 * continues in the calling function.
1656 */ 1378 */
1657 return maxdam; 1379 return maxdam;
1658} 1380}
1659 1381
1660/* 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
1661 * Returns 0 this is not friendly fire 1383 * Returns 0 this is not friendly fire
1662 */ 1384 */
1663
1664int 1385int
1665friendly_fire (object *op, object *hitter) 1386friendly_fire (object *op, object *hitter)
1666{ 1387{
1667 object *owner; 1388 object *owner;
1668 int friendlyfire; 1389 int friendlyfire;
1687 } 1408 }
1688 1409
1689 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)
1690 friendlyfire = 0; 1411 friendlyfire = 0;
1691 } 1412 }
1413
1692 return friendlyfire; 1414 return friendlyfire;
1693} 1415}
1694
1695 1416
1696/* 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.
1697 * 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
1698 * is what is hitting the object, type is the attacktype, and 1419 * is what is hitting the object, type is the attacktype, and
1699 * full_hit is set if monster area does not matter. 1420 * full_hit is set if monster area does not matter.
1701 * modify it. 1422 * modify it.
1702 */ 1423 */
1703/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1704 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1705int 1426int
1706hit_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)
1707{ 1428{
1708 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1709 int maxattacktype, attacknum;
1710 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;
1711 int simple_attack; 1433 int simple_attack;
1712 int rtn_kill = 0; 1434 int rtn_kill = 0;
1713 int friendlyfire; 1435 int friendlyfire;
1714 1436
1715 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1716 return 0; 1438 return 0;
1717 1439
1718 /* 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 */
1719 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1720 return 0; 1442 return 0;
1721 1443
1722#ifdef PROHIBIT_PLAYERKILL 1444 // only allow pk for hostile players
1723 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1724 { 1446 {
1725 object *owner = hitter->owner; 1447 object *owner = hitter->owner;
1726 1448
1727 if (!owner) 1449 if (!owner)
1728 owner = hitter; 1450 owner = hitter;
1729 1451
1730 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)
1731 return 0; 1456 return 0;
1732 } 1457 }
1733#endif
1734 1458
1735 if (body_attack) 1459 if (body_attack)
1736 { 1460 {
1737 /* 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
1738 * return - we still need to process other attacks the spell still 1462 * return - we still need to process other attacks the spell still
1752 } 1476 }
1753 } 1477 }
1754 1478
1755 if (!simple_attack && op->type == DOOR) 1479 if (!simple_attack && op->type == DOOR)
1756 { 1480 {
1757 object *tmp;
1758
1759 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1481 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1760 if (tmp->type == RUNE || tmp->type == TRAP) 1482 if (tmp->type == RUNE || tmp->type == TRAP)
1761 { 1483 {
1762 spring_trap (tmp, hitter); 1484 spring_trap (tmp, hitter);
1763 1485
1764 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1486 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1766 1488
1767 break; 1489 break;
1768 } 1490 }
1769 } 1491 }
1770 1492
1771 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1772 { 1494 {
1773 /* 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
1774 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1775 */ 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 */
1776 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);
1777 return 0; 1505 return 0;
1778 } 1506 }
1779 1507
1780#ifdef ATTACK_DEBUG 1508#ifdef ATTACK_DEBUG
1781 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1509 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1787 * 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 */
1788 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1516 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1789 if (dam >= 100) 1517 if (dam >= 100)
1790 dam /= 100; 1518 dam /= 100;
1791 else 1519 else
1792 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1520 dam = (dam > rndm (0, 99)) ? 1 : 0;
1793 } 1521 }
1794 1522
1795 /* 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
1796 * 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
1797 */ 1525 */
1808 */ 1536 */
1809 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1810 { 1538 {
1811 object *god; 1539 object *god;
1812 1540
1813 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1814 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1815 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1816 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1817 (hitter->title != NULL 1545 || (hitter->title
1818 && (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))))
1819 return 0; 1548 return 0;
1820 } 1549 }
1821 1550
1822 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1823 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1824 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1825 /* 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
1826 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1827 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1828 */ 1559 */
1829 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1832 /* 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.
1833 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1834 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1835 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1836 */ 1567 */
1837 if (type & attacktype)
1838 {
1839 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1840 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1841 * the damage is equal. 1571 * the damage is equal.
1842 */ 1572 */
1843 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1844 { 1574 {
1845 maxdam = ndam; 1575 maxdam = ndam;
1846 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1847 }
1848 } 1577 }
1849 } 1578 }
1850 1579
1851 /* 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
1852 * 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
1855 */ 1584 */
1856 friendlyfire = friendly_fire (op, hitter); 1585 friendlyfire = friendly_fire (op, hitter);
1857 if (friendlyfire && maxdam) 1586 if (friendlyfire && maxdam)
1858 { 1587 {
1859 maxdam = ((dam * settings.set_friendly_fire) / 100); 1588 maxdam = ((dam * settings.set_friendly_fire) / 100);
1860#ifndef COZY_SERVER
1861 maxdam++;
1862#endif
1863 1589
1864#ifdef ATTACK_DEBUG 1590#ifdef ATTACK_DEBUG
1865 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",
1866 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1592 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1867#endif 1593#endif
1868 } 1594 }
1869 1595
1870 if (!full_hit) 1596 if (!full_hit)
1871 { 1597 {
1872 archetype *at;
1873 int area; 1598 int area;
1874 int remainder; 1599 int remainder;
1875 1600
1876 area = 0; 1601 area = 0;
1877 for (at = op->arch; at != NULL; at = at->more) 1602
1603 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1878 area++; 1604 area++;
1605
1879 assert (area > 0); 1606 assert (area > 0);
1880 1607
1881 /* basically: maxdam /= area; we try to "simulate" a float 1608 /* basically: maxdam /= area; we try to "simulate" a float
1882 value-effect */ 1609 value-effect */
1883 remainder = 100 * (maxdam % area) / area; 1610 remainder = 100 * (maxdam % area) / area;
1884 maxdam /= area; 1611 maxdam /= area;
1885 if (RANDOM () % 100 < remainder) 1612 if (rndm (100) < remainder)
1886 maxdam++; 1613 maxdam++;
1887 } 1614 }
1888 1615
1889#ifdef ATTACK_DEBUG 1616#ifdef ATTACK_DEBUG
1890 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1617 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1891#endif 1618#endif
1892 1619
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)
1893 if (hitter->owner) 1624 if (hitter->owner)
1894 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1895 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1896 op->enemy = hitter; 1627 op->enemy = hitter;
1897 1628
1898 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1899 { 1630 {
1900 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1901 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1902 npc_call_help (op); 1633 npc_call_help (op);
1903 } 1634 }
1904 1635
1905 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1906 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1908 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1909 1640
1910 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1911 1642
1912 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1913 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1914 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1915 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)
1916 { 1647 {
1917 1648
1918 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1919 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1920 else 1651 else
1921 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1922 } 1653 }
1923 1654
1924 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1925 { 1656 {
1926 if (maxdam) 1657 if (maxdam)
1927 tear_down_wall (op); 1658 tear_down_wall (op);
1928 1659
1929 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1932 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1933 rtn_kill = kill_object (op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1934 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1935 return rtn_kill; 1666 return rtn_kill;
1936 1667
1937
1938 /* 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
1939 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1940 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1941 */ 1671 */
1942 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1943 {
1944 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1945 remove_friendly_object (hitter);
1946
1947 hitter->destroy (); 1673 hitter->drop_and_destroy ();
1948 }
1949 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1950 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])
1951 { 1676 {
1952 int i;
1953 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1954 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1955 object *owner = op->owner; 1679 object *owner = op->owner;
1956 1680
1957 if (!op->other_arch) 1681 if (!op->other_arch)
1958 { 1682 {
1959 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1960 return maxdam; 1684 return maxdam;
1961 } 1685 }
1962 1686
1963 op->remove (); 1687 op->remove ();
1964 1688
1965 for (i = 0; i < NROFNEWOBJS (op); i++) 1689 for (int i = 0; i < op->stats.food; i++)
1966 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1967 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1968 int j;
1969 1692
1970 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1971 1694
1972 if (friendly) 1695 if (friendly)
1973 { 1696 {
1977 if (owner) 1700 if (owner)
1978 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1979 } 1702 }
1980 1703
1981 if (unaggressive) 1704 if (unaggressive)
1982 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1983 1706
1984 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);
1985 1708
1986 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1987 tmp->destroy (); 1710 tmp->destroy ();
1988 else 1711 else
1989 { 1712 {
1993 } 1716 }
1994 1717
1995 op->destroy (); 1718 op->destroy ();
1996 } 1719 }
1997 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1998 hitter->destroy (); 1721 hitter->drop_and_destroy ();
1999 1722
2000 return maxdam; 1723 return maxdam;
2001} 1724}
2002 1725
2003 1726static void
2004void
2005poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
2006{ 1728{
2007 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
2008 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
2009 1731
2010 if (tmp == NULL) 1732 if (!tmp)
2011 { 1733 {
2012 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
2013 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;
2014 else 1745 else
2015 {
2016 tmp = insert_ob_in_ob (tmp, op);
2017 /* peterm: give poisoning some teeth. It should
2018 * be able to kill things better than it does:
2019 * damage should be dependent something--I choose to
2020 * do this: if it's a monster, the damage from the
2021 * poisoning goes as the level of the monster/2.
2022 * If anything else, goes as damage.
2023 */
2024
2025 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2026 tmp->stats.dam += hitter->level / 2;
2027 else
2028 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
2029 1747
2030 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2031 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2032 {
2033 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2034 }
2035 1751
2036 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2037 1753
2038 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2039 { 1755 {
2040 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2041 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2042 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2043 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2044 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2045 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2046 op->update_stats (); 1762 op->update_stats ();
2047 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);
2048 } 1765 }
1766
2049 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2050 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);
2051 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2052 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);
2053 } 1771
2054 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2055 } 1773 }
2056 else 1774 else
2057 tmp->stats.food++; 1775 tmp->stats.food++;
2058} 1776}
2059 1777
2060void 1778static void
2061slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2062{ 1780{
2063 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2064 object *tmp; 1782 object *tmp;
2065 1783
2066 if (at == NULL) 1784 if (!at)
2067 {
2068 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2069 } 1786
2070 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2071 { 1788 {
2072 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2073 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2074 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!");
2075 } 1792 }
2076 else 1793 else
2077 tmp->stats.food++; 1794 tmp->stats.food++;
2078 SET_FLAG (tmp, FLAG_APPLIED); 1795
1796 tmp->set_flag (FLAG_APPLIED);
2079 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2080 op->update_stats (); 1798 op->update_stats ();
2081} 1799}
2082 1800
2083void 1801void
2084confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2085{ 1803{
2086 object *tmp; 1804 object *tmp;
2087 int maxduration; 1805 int maxduration;
2088 1806
2089 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2090 if (!tmp) 1808 if (!tmp)
2091 { 1809 {
2092 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2093 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2094 } 1812 }
2095 1813
2096 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2097 * on the player's resistance 1815 * on the player's resistance
2098 */ 1816 */
2099 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2100 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2101 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);
2102 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2103 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1822
2104 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2105 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2106 1825
2107 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2108 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!");
2109 SET_FLAG (op, FLAG_CONFUSED); 1828
1829 op->set_flag (FLAG_CONFUSED);
2110} 1830}
2111 1831
2112void 1832void
2113blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2114{ 1834{
2115 object *tmp, *owner;
2116
2117 /* 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 */
2118 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2119 return; 1837 return;
2120 1838
2121 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2122 if (!tmp) 1840 if (!tmp)
2123 { 1841 {
2124 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2125 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2126 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2127 /* 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.
2128 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2129 */
2130 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2131 1847
2132 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2133 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2134 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2135 1851
2136 if (hitter->owner)
2137 owner = hitter->owner;
2138 else
2139 owner = hitter;
2140
2141 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));
2142 } 1853 }
1854
2143 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2144 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2145 tmp->stats.food = 10;
2146} 1857}
2147 1858
2148void 1859void
2149paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2150{ 1861{
2151 float effect, max;
2152
2153 /* object *tmp; */
2154
2155 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2156 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2157 */ 1864 */
2158 1865
2159 /* 1866 /*
2163 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);
2164 } 1871 }
2165 */ 1872 */
2166 1873
2167 /* 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 */
2168 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;
2169 1876
2170 if (effect == 0)
2171 return;
2172
2173 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2174 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2175 1879
2176 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2177 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2178 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2179 op->speed_left = (float) -(FABS (op->speed) * max);
2180 1884
2181/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2182} 1886}
2183
2184 1887
2185/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2186 * the computed damaged. 1889 * the computed damaged.
2187 */ 1890 */
2188void 1891static void
2189deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2190{ 1893{
2191 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2192 ** 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
2193 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2197 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2198 1901
2199 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2200 1903
2201 if (hitter->slaying) 1904 if (hitter->slaying)
2202 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))))
2203 return; 1907 return;
2204 1908
2205 def_lev = op->level; 1909 def_lev = op->level;
2206 if (def_lev < 1) 1910 if (def_lev < 1)
2207 { 1911 {
2208 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 ());
2209 def_lev = 1; 1913 def_lev = 1;
2210 } 1914 }
1915
2211 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;
2212 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2213 atk_lev, def_lev); */ 1918 atk_lev, def_lev); */
2214 1919
2215 if (atk_lev >= def_lev) 1920 if (atk_lev >= def_lev)
2230 */ 1935 */
2231 *dam *= kill_lev / def_lev; 1936 *dam *= kill_lev / def_lev;
2232 } 1937 }
2233 } 1938 }
2234 else 1939 else
2235 {
2236 *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)
2237 } 1956 {
2238} 1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2239 1958 return 0;
2240/* thrown_item_effect() - handles any special effects of thrown
2241 * items (like attacking living creatures--a potion thrown at a
2242 * monster).
2243 */
2244static void
2245thrown_item_effect (object *hitter, object *victim)
2246{
2247 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2248 { 1959 }
2249 /* May not need a switch for just 2 types, but this makes it 1960
2250 * 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)))
2251 */ 1977 {
2252 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2253 { 1980 }
2254 case POTION: 1981 }
2255 /* should player get a save throw instead of checking magic protection? */ 1982
2256 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. */
2257 (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);
2258 break; 2012 break;
2259 2013
2260 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2261 /* As with potions, should monster get a save? */ 2015 magic,
2262 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2263 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 }
2264 break; 2066 break;
2265 2067
2266 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2267 * food may be poisonous, but monster must be willing to eat it, 2069 {
2268 * so we don't handle it here. 2070 int flag = 0;
2269 * 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.
2270 */ 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:
2271 } 2180 {
2272 } 2181 if (op->flag [FLAG_UNDEAD])
2273} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2274 2186
2275/* 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;
2276 2191
2277int 2192 /* Give a bonus if you resist turn undead */
2278adj_attackroll (object *hitter, object *target) 2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2279{ 2194 scare_creature (op, owner);
2280 object *attacker = hitter; 2195 }
2281 int adjust = 0; 2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2282 2201
2283 /* safety */ 2202 case ATNR_DEATH:
2284 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2203 deathstrike_player (op, hitter, &dam);
2285 { 2204 break;
2286 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2287 return 0;
2288 }
2289 2205
2290 /* aimed missiles use the owning object's sight */ 2206 case ATNR_CHAOS:
2291 if (is_aimed_missile (hitter)) 2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2292 { 2208 dam = 0;
2293 if ((attacker = hitter->owner) == NULL) 2209 break;
2294 attacker = hitter; 2210
2295 /* A player who saves but hasn't quit still could have objects 2211 case ATNR_COUNTERSPELL:
2296 * 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).
2297 */ 2244 */
2298 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2245 /* You can't steal life from something undead */
2299 attacker = hitter; 2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2300 }
2301 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2302 return 0;
2303
2304 /* determine the condtions under which we make an attack.
2305 * Add more cases, as the need occurs. */
2306
2307 if (!can_see_enemy (attacker, target))
2308 {
2309 /* target is unseen */
2310 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2311 adjust -= 10;
2312 /* dark map penalty for the hitter (lacks infravision if we got here). */
2313 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2314 adjust -= target->map->darkness;
2315 }
2316
2317 if (QUERY_FLAG (attacker, FLAG_SCARED))
2318 adjust -= 3;
2319
2320 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2321 adjust += 1;
2322
2323 if (QUERY_FLAG (target, FLAG_SCARED))
2324 adjust += 1;
2325
2326 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2327 adjust -= 3;
2328
2329 /* if we attack at a different 'altitude' its harder */
2330 if ((attacker->move_type & target->move_type) == 0)
2331 adjust -= 2;
2332
2333#if 0
2334 /* slower attacks are less likely to succeed. We should use a
2335 * comparison between attacker/target speeds BUT, players have
2336 * a generally faster speed, so this will wind up being a HUGE
2337 * disadantage for the monsters! Too bad, because missiles which
2338 * fly fast should have a better chance of hitting a slower target.
2339 */
2340 if (hitter->speed < target->speed)
2341 adjust += ((float) hitter->speed - target->speed);
2342#endif
2343
2344#if 0
2345 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2346#endif
2347
2348 return adjust;
2349}
2350
2351
2352/* determine if the object is an 'aimed' missile */
2353int
2354is_aimed_missile (object *op)
2355{
2356
2357 /* I broke what used to be one big if into a few nested
2358 * ones so that figuring out the logic is at least possible.
2359 */
2360 if (op && (op->move_type & MOVE_FLYING))
2361 {
2362 if (op->type == ARROW || op->type == THROWN_OBJ)
2363 return 1; 2247 return 0;
2364 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2248
2365 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 }
2366 } 2266 }
2267
2367 return 0; 2268 return dam;
2368} 2269}
2270

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