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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.51 by root, Thu Mar 15 14:23:02 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
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 if (op->invisible)
51 return;
52
53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
54 {
55 /* Recurse through the inventory */
56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
58 cancellation (tmp);
59 }
60 else if (FABS (op->magic) <= rndm (0, 5))
61 {
62 /* Nullify this object. This code could probably be more complete */
63 /* in what abilities it should cancel */
64 op->magic = 0;
65
66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70
71 if (op->env && op->env->type == PLAYER)
72 esrv_send_item (op->env, op);
73 }
74}
75 34
76/* 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
77 * 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
78 * any further action (like destroying the item). 37 * any further action (like destroying the item).
79 */ 38 */
80int 39static int
81did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
82{ 41{
83 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
84 materialtype_t *mt; 43 materialtype_t *mt = op->material;
85 44
86 if (op->materialname == NULL) 45 // destroying objects without material has many bad effects
87 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->materials & mt->material)
90 break;
91 }
92 else
93 mt = name_to_material (op->materialname);
94
95 if (mt == NULL) 46 if (mt == MATERIAL_NULL)
96 return TRUE; 47 return 1;
97 48
98 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
99 50
100 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
101 * 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
102 * 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
103 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
104 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
105 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
106 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
107 */ 58 */
108 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 63
113 if (type == 0)
114 return TRUE;
115 if (roll == 20)
116 return TRUE;
117 if (roll == 1)
118 return FALSE;
119 64
120 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)
121 { 71 {
122 i = 1 << number;
123 if (!(i & type))
124 continue;
125 attacks++; 72 attacks++;
73
126 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
127 saves++; 75 saves++;
128 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)
129 saves++; 77 saves++;
130 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
138 return FALSE; 86 return FALSE;
139 87
140 return TRUE; 88 return TRUE;
141} 89}
142 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 }
121}
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 */
147void 127void
148save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
149{ 129{
130 op = op->head_ ();
131
150 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
151 { 133 {
152 object *env = op->env; 134 object *env = op->env;
153 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
154 maptile *m = op->map; 136 maptile *m = op->map;
155 137
156 op = stop_item (op); 138 op = stop_item (op);
157 if (op == NULL) 139 if (!op)
158 return; 140 return;
159 141
160 /* Hacked the following so that type LIGHTER will work. 142 /* Hacked the following so that type LIGHTER will work.
161 * Also, objects which are potenital "lights" that are hit by 143 * Also, objects which are potential "lights" that are hit by
162 * flame/elect attacks will be set to glow. "lights" are any 144 * flame/elect attacks will be set to glow. "lights" are any
163 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
164 * (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
165 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
167 */ 149 */
168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
169 { 151 {
170 const char *arch = op->other_arch->name; 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
171 153 if (op->type == LAMP || op->type == TORCH)
172 op = decrease_ob_nr (op, 1);
173
174 if (op)
175 fix_stopped_item (op, m, originator);
176
177 if ((op = get_archetype (arch)) != NULL)
178 { 154 {
179 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)
180 { 161 {
181 op->x = env->x, op->y = env->y; 162 const char *arch = op->other_arch->archname;
182 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 {
183 if (env->contr) 169 if (env)
184 esrv_send_item (env, op); 170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
185 } 174 }
175
186 else 176 return;
187 {
188 op->x = x, op->y = y;
189 insert_ob_in_map (op, m, originator, 0);
190 }
191 } 177 }
192
193 return;
194 } 178 }
195 179
196 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
197 { /* Cancellation. */ 181 { /* Cancellation. */
198 cancellation (op); 182 cancellation (op);
199 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
200 return; 185 return;
201 }
202
203 if (op->nrof > 1)
204 {
205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
206
207 if (op)
208 fix_stopped_item (op, m, originator);
209 }
210 else
211 {
212 if (op->env)
213 {
214 object *tmp = op->in_player ();
215
216 if (tmp)
217 esrv_del_item (tmp->contr, op->count);
218 }
219
220 op->destroy ();
221 } 186 }
222 187
223 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
224 if (env) 189 if (env)
225 { 190 {
226 op = get_archetype ("burnout"); 191 object *op = archetype::get (shstr_burnout);
227 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
228 insert_ob_in_ob (op, env); 193 env->insert (op);
229 } 194 }
230 else 195 else
231 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 }
232 209
233 return; 210 return;
234 } 211 }
235 212
236 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
237 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))
238 { 215 {
239 object *tmp;
240 archetype *at = archetype::find ("icecube"); 216 archetype *at = archetype::find (shstr_icecube);
241 217
242 if (at == NULL) 218 if (at == NULL)
243 return; 219 return;
244 220
245 op = stop_item (op); 221 op = stop_item (op);
246 if (op == NULL) 222 if (op == NULL)
247 return; 223 return;
248 224
249 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)
250 { 227 {
251 tmp = arch_to_object (at); 228 tmp = at->instance ();
252 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
253 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
254 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
255 * that for ones we create. 232 * that for ones we create.
256 */ 233 */
257 tmp->move_slow_penalty = 0; 234 tmp->move_slow_penalty = 0;
258 tmp->move_slow = 0; 235 tmp->move_slow = 0;
259 insert_ob_in_map (tmp, op->map, originator, 0); 236 insert_ob_in_map (tmp, op->map, originator, 0);
260 } 237 }
261 238
262 if (!QUERY_FLAG (op, FLAG_REMOVED)) 239 tmp->insert (op);
263 op->remove ();
264
265 insert_ob_in_ob (op, tmp);
266 return; 240 return;
267 } 241 }
268} 242}
269 243
270/* Object op is hitting the map. 244/* Object op is hitting the map.
271 * op is going in direction 'dir' 245 * op is going in direction 'dir'
272 * type is the attacktype of the object. 246 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
275 */ 249 */
276
277int 250int
278hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
279{ 252{
280 maptile *map;
281 sint16 x, y; 253 sint16 x, y;
282 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 */
283 255
284 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
285 { 257 {
286 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
287 return 0; 259 return 0;
288 } 260 }
289 261
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
291 { 263 {
292 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);
293 return 0; 265 return 0;
294 } 266 }
295 267
296 if (!op->map) 268 if (!op->map)
297 { 269 {
300 } 272 }
301 273
302 if (op->head) 274 if (op->head)
303 op = op->head; 275 op = op->head;
304 276
305 map = op->map; 277 mapxy pos (op);
306 x = op->x + freearr_x[dir]; 278 pos.move (dir);
307 y = op->y + freearr_y[dir];
308 279
309 if (!xy_normalise (map, x, y)) 280 if (!pos.normalise ())
310 return 0; 281 return 0;
311 282
312 // elmex: a safe map tile can't be hit! 283 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there. 284 // this should prevent most harmful effects on items and players there.
314 mapspace &ms = map->at (x, y); 285 mapspace &ms = pos.ms ();
315 286
316 if (ms.flags () & P_SAFE) 287 if (ms.flags () & P_SAFE)
317 return 0; 288 return 0;
318 289
319 /* peterm: a few special cases for special attacktypes --counterspell 290 /* peterm: a few special cases for special attacktypes --counterspell
320 * 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
321 */ 292 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 293 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 294 {
324 if (type & AT_COUNTERSPELL) 295 if (type & AT_COUNTERSPELL)
357 328
358 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
359 * For example, 'tmp' was put in an icecube. 330 * For example, 'tmp' was put in an icecube.
360 * 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.
361 */ 332 */
362 if (tmp->map != map || tmp->x != x || tmp->y != y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
363 continue; 334 continue;
364 335
365 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
366 { 337 {
367 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
368 retflag |= 1; 339 retflag |= 1;
369 340
370 if (op->destroyed ()) 341 if (op->destroyed ())
374 * 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
375 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
376 * 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
377 * 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
378 * 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.
379 */ 352 */
380 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 353 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
381 { 354 {
382 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
383 356
384 if (op->destroyed ()) 357 if (op->destroyed ())
385 break; 358 break;
386 } 359 }
387 } 360 }
388 361
389 return 0; 362 return retflag;
390} 363}
391 364
392void 365static void
393attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
394{ 367{
395 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
396 int i, found = 0; 369 int i, found = 0;
397 maptile *map; 370 maptile *map;
399 372
400 /* 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
401 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
402 * [garbled 20010919] 375 * [garbled 20010919]
403 */ 376 */
404
405 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
406 { 378 {
407 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
408 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
409 found++; 381 found++;
410 } 382 }
411 if (dam < 0) 383 else if (dam < 0)
412 { 384 {
413 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
414 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
415 found++; 387 found++;
416 } 388 }
538 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
539 found++; 511 found++;
540 break; 512 break;
541 } 513 }
542 } 514 }
543 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
544 { 516 {
545 int mtype; 517 int mtype;
546 518
547 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
548 { 520 {
549 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
550 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
551 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
552 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
553 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
554 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
555 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
556 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
557 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
558 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
559 mtype = ATM_CLEAVE;
560 break;
561 case WEAP_SLICE:
562 mtype = ATM_SLICE;
563 break;
564 case WEAP_STAB:
565 mtype = ATM_STAB;
566 break;
567 case WEAP_WHIP:
568 mtype = ATM_WHIP;
569 break;
570 case WEAP_CRUSH:
571 mtype = ATM_CRUSH;
572 break;
573 case WEAP_BLUD:
574 mtype = ATM_BLUD;
575 break;
576 default:
577 mtype = ATM_BASIC;
578 break;
579 } 531 }
532
580 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++)
581 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)
582 { 535 {
583 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);
584 strcpy (buf2, attack_mess[mtype][i].buf3); 537 strcpy (buf2, attack_mess[mtype][i].buf3);
618 if (hitter->owner != NULL) 571 if (hitter->owner != NULL)
619 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);
620 else 573 else
621 { 574 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 575 sprintf (buf, "%s%s you.", &hitter->name, buf2);
576
623 if (dam != 0) 577 if (dam != 0)
624 { 578 {
625 if (dam < 10) 579 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 580 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 581 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 582 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 583 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 584 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 585 }
632 } 586 }
587
633 new_draw_info (NDI_BLACK, 0, op, buf); 588 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 589 } /* end of player hitting player */
635 590
636 if (hitter->type == PLAYER) 591 if (hitter->type == PLAYER)
637 { 592 {
638 sprintf (buf, "You %s.", buf1); 593 sprintf (buf, "You %s.", buf1);
594
639 if (dam != 0) 595 if (dam != 0)
640 { 596 {
641 if (dam < 10) 597 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 598 op->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 599 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 600 op->play_sound (sound_find ("player_hits2"));
645 else 601 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 602 op->play_sound (sound_find ("player_hits3"));
647 } 603 }
604
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 605 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 606 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 607 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 608 {
652 /* look for stacked spells and start reducing the message chances */ 609 /* look for stacked spells and start reducing the message chances */
654 { 611 {
655 i = 4; 612 i = 4;
656 map = hitter->map; 613 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 614 if (out_of_map (map, hitter->x, hitter->y))
658 return; 615 return;
616
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 617 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 618 if (next)
661 while (next) 619 while (next)
662 { 620 {
663 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))
664 i *= 3; 622 i *= 3;
623
665 tmp = next; 624 tmp = next;
666 next = tmp->above; 625 next = tmp->above;
667 } 626 }
627
668 if (i < 0) 628 if (i < 0)
669 return; 629 return;
630
670 if (rndm (0, i) != 0) 631 if (rndm (0, i) != 0)
671 return; 632 return;
672 } 633 }
673 else if (rndm (0, 5) != 0) 634 else if (rndm (0, 5) != 0)
674 return; 635 return;
636
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 637 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 638 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 640 }
679} 641}
680
681 642
682static int 643static int
683get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
684{ 645{
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
686 { 647 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 649 return 1;
689 } 650 }
690 if ((*target)->head) 651
691 *target = (*target)->head; 652 *target = (*target)->head_ ();
692 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 658 if ((*hitter)->env || (*target)->env)
695 { 659 {
696 *simple_attack = 1; 660 *simple_attack = 1;
697 return 0; 661 return 0;
698 } 662 }
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 663
700 || 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))
701 { 668 {
702 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 ());
703 return 1; 671 return 1;
704 } 672 }
673
705 *simple_attack = 0; 674 *simple_attack = 0;
706 return 0; 675 return 0;
707} 676}
708 677
709static int 678static int
710abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
711{ 680{
712
713/* 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
714 * 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.
715 */ 683 */
716 int new_mode; 684 int new_mode;
717 685
718 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
719 new_mode = 1; 687 new_mode = 1;
720 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))
721 return 1; 690 return 1;
722 else 691 else
723 new_mode = 0; 692 new_mode = 0;
693
724 return new_mode != simple_attack; 694 return new_mode != simple_attack;
725} 695}
726 696
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
727static 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}
728 821
729static int 822static int
730attack_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)
731{ 824{
732 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
745 838
746 /* 839 /*
747 * 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
748 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
749 */ 842 */
750 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)
751 { 844 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
756 */ 849 */
757 op->speed_left--; 850 --op->speed_left;
758 process_object (op); 851 process_object (op);
759 852
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 853 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 854 goto error;
762 } 855 }
772 /* See if we hit the creature */ 865 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 866 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 867 {
775 int hitdam = base_dam; 868 int hitdam = base_dam;
776 869
777 if (settings.casting_time == TRUE)
778 {
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 {
781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 }
784 if ((op->casting_time > -1) && (hitdam > 0))
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794 if (!simple_attack) 870 if (!simple_attack)
795 { 871 {
796 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 874 * -b.t. */
799 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
800 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
801 877
802 /* 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
803 * for help. */ 879 * for help. */
804 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))
805 npc_call_help (op); 881 npc_call_help (op);
806 882
807 /* 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 */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
809 { 885 {
810 make_visible (op); 886 make_visible (op);
887
811 if (op->type == PLAYER) 888 if (op->type == PLAYER)
812 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!");
813 } 890 }
814 891
815 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
816 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
817 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
824 } 901 }
825 902
826 /* 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
827 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
828 */ 905 */
829 if (hitdam <= 0) 906 max_it (hitdam, 1);
830 hitdam = 1;
831 907
832 type = hitter->attacktype; 908 type = hitter->attacktype;
833 909
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 */
834 if (!type) 920 if (!type)
835 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
836 922
837 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
838 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])
839 { 925 {
840 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
841 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");
842 928
843 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);
869} 955}
870 956
871int 957int
872attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
873{ 959{
874
875 if (hitter->head)
876 hitter = hitter->head;
877 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);
878} 961}
879 962
880/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
881 * 964 *
882 * 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.
890 * 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
891 * stick around. 974 * stick around.
892 */ 975 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 977 {
895 if (tmp->head != NULL) 978 tmp->head_ ()->insert (op);
896 tmp = tmp->head;
897
898 op->remove ();
899 op = insert_ob_in_ob (op, tmp);
900
901 if (tmp->type == PLAYER)
902 esrv_send_item (tmp, op);
903
904 return 1; 979 return 1;
905 } 980 }
906 else 981 else
907 return 0; 982 return 0;
908} 983}
922 /* Disassemble missile */ 997 /* Disassemble missile */
923 if (op->inv) 998 if (op->inv)
924 { 999 {
925 container = op; 1000 container = op;
926 hitter = op->inv; 1001 hitter = op->inv;
927 hitter->remove ();
928 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);
929 /* 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
930 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
931 * 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
932 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
933 } 1007 }
944 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
945 * 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
946 * 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
947 * other places as well!) 1021 * other places as well!)
948 */ 1022 */
949 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env)
950 { 1024 {
951 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)
952 { 1040 {
953 container->remove (); 1041 hitter = fix_stopped_arrow (hitter);
1042 if (!hitter)
1043 return 0;
1044 }
1045 else
954 container->destroy (); 1046 container->destroy ();
955 }
956 1047
957 return 0;
958 }
959
960 /* Missile hit victim */
961 /* if the speed is > 10, then this is a fast moving arrow, we go straight
962 * through the target
963 */
964 if (hit_something && op->speed <= 10.0)
965 {
966 /* Stop arrow */
967 if (!container)
968 {
969 hitter = fix_stopped_arrow (hitter);
970 if (!hitter)
971 return 0;
972 }
973 else
974 container->destroy ();
975
976 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
977 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
978 return 0; 1075 return 0;
979
980 /* Else try to put arrow on victim's map square
981 * remove check for P_WALL here. If the arrow got to this
982 * space, that is good enough - with the new movement code,
983 * there is now the potential for lots of spaces where something
984 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise?
986 */
987 if (victim->x != hitter->x || victim->y != hitter->y)
988 {
989 hitter->remove ();
990 hitter->x = victim->x;
991 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0);
993 } 1076 }
994 else 1077 else
995 /* Else leave arrow where it is */ 1078 op->set_speed (op->speed - 1.f);
996 merge_ob (hitter, NULL);
997
998 return 0;
999 }
1000
1001 if (hit_something && op->speed >= 10.0)
1002 op->speed -= 1.0;
1003 1079
1004 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
1005 if (container) 1081 if (container)
1006 { 1082 {
1007 hitter->remove (); 1083 hitter->remove ();
1009 } 1085 }
1010 1086
1011 return op; 1087 return op;
1012} 1088}
1013 1089
1014 1090static void
1015void
1016tear_down_wall (object *op) 1091tear_down_wall (object *op)
1017{ 1092{
1018 int perc = 0;
1019
1020 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
1021 {
1022 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);
1023 perc = 1; 1095 else if (!op->has_anim ())
1024 }
1025 else if (!GET_ANIM_ID (op))
1026 { 1096 {
1027 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
1028 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
1029 op->destroy (); 1099 op->destroy ();
1030 1100
1031 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1032 } 1102 }
1033 1103
1034 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 );
1035 1110
1036 if (perc >= (int) NUM_ANIMATIONS (op)) 1111 op->set_anim_frame (perc);
1037 perc = NUM_ANIMATIONS (op) - 1;
1038 else if (perc < 1)
1039 perc = 1;
1040
1041 SET_ANIMATION (op, perc);
1042 update_object (op, UP_OBJ_FACE); 1112 update_object (op, UP_OBJ_FACE);
1043 1113
1044 if (perc == NUM_ANIMATIONS (op) - 1) 1114 if (op->stats.hp < 0)
1045 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1046 if (op->face == blank_face) 1116 if (op->face == blank_face)
1047 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1048 op->destroy (); 1118 op->destroy ();
1049 else 1119 else
1050 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1052 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1053 op->move_block = 0; 1123 op->move_block = 0;
1054 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1055 } 1125 }
1056 } 1126 }
1057} 1127}
1058 1128
1059void 1129static void
1060scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1061{ 1131{
1062 object *owner = hitter->owner; 1132 target->flag [FLAG_SCARED] = true;
1063 1133
1064 if (!owner)
1065 owner = hitter;
1066
1067 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1134 if (!target->enemy)
1069 target->enemy = owner; 1135 target->enemy = hitter->outer_owner ();
1070}
1071
1072
1073/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not
1078 * the attacktype. Makes it easier for the PR code. */
1079int
1080hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1081{
1082 int doesnt_slay = 1;
1083
1084 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1085 if (attacknum >= NROFATTACKS)
1086 {
1087 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1088 return 0;
1089 }
1090
1091 if (dam < 0)
1092 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1094 return 0;
1095 }
1096
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL)
1100 return dam;
1101
1102 if (hitter->slaying)
1103 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1106 {
1107 doesnt_slay = 0;
1108 dam *= 3;
1109 }
1110 }
1111
1112 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1113 if (op->resist[attacknum])
1114 {
1115 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1116 * in case 0>dam>1, we try to "simulate" a float value-effect */
1117 dam *= (100 - op->resist[attacknum]);
1118 if (dam >= 100)
1119 dam /= 100;
1120 else
1121 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1122 }
1123
1124 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */
1128
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1130 return 0;
1131
1132 /* Keep this in order - makes things easier to find */
1133
1134 switch (attacknum)
1135 {
1136 case ATNR_PHYSICAL:
1137 /* here also check for diseases */
1138 check_physically_infect (op, hitter);
1139 break;
1140
1141 /* Don't need to do anything for:
1142 magic,
1143 fire,
1144 electricity,
1145 cold */
1146
1147 case ATNR_CONFUSION:
1148 case ATNR_POISON:
1149 case ATNR_SLOW:
1150 case ATNR_PARALYZE:
1151 case ATNR_FEAR:
1152 case ATNR_CANCELLATION:
1153 case ATNR_DEPLETE:
1154 case ATNR_BLIND:
1155 {
1156 /* chance for inflicting a special attack depends on the
1157 * difference between attacker's and defender's level
1158 */
1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1160
1161 /* First, only creatures/players with speed can be affected.
1162 * Second, just getting hit doesn't mean it always affects
1163 * you. Third, you still get a saving through against the
1164 * effect.
1165 */
1166 if (op->speed &&
1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1168 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1169 {
1170
1171 /* Player has been hit by something */
1172 if (attacknum == ATNR_CONFUSION)
1173 confuse_player (op, hitter, dam);
1174 else if (attacknum == ATNR_POISON)
1175 poison_player (op, hitter, dam);
1176 else if (attacknum == ATNR_SLOW)
1177 slow_player (op, hitter, dam);
1178 else if (attacknum == ATNR_PARALYZE)
1179 paralyze_player (op, hitter, dam);
1180 else if (attacknum == ATNR_FEAR)
1181 scare_creature (op, hitter);
1182 else if (attacknum == ATNR_CANCELLATION)
1183 cancellation (op);
1184 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam);
1188 }
1189 dam = 0; /* These are all effects and don't do real damage */
1190 }
1191 break;
1192
1193 case ATNR_ACID:
1194 {
1195 int flag = 0;
1196
1197 /* Items only get corroded if you're not on a battleground and
1198 * if your acid resistance is below 50%. */
1199 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1200 {
1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1202 {
1203 if (tmp->invisible)
1204 continue;
1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 /* >= 10% acid res. on items will protect these */
1207 continue;
1208 if (!(tmp->materials & M_IRON))
1209 continue;
1210 if (tmp->magic < -4) /* Let's stop at -5 */
1211 continue;
1212 if (tmp->type == RING
1213 /* removed boots and gloves from exclusion list in PR */
1214 || tmp->type == GIRDLE
1215 || tmp->type == AMULET
1216 || tmp->type == WAND
1217 || tmp->type == ROD
1218 || 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
1236 if (flag)
1237 op->update_stats (); /* Something was corroded */
1238 }
1239 }
1240 break;
1241
1242 case ATNR_DRAIN:
1243 {
1244 /* rate is the proportion of exp drained. High rate means
1245 * not much is drained, low rate means a lot is drained.
1246 */
1247 int rate;
1248
1249 if (op->resist[ATNR_DRAIN] >= 0)
1250 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1251 else
1252 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1253
1254 if (op->stats.exp <= rate)
1255 {
1256 if (op->type == GOLEM)
1257 dam = 999; /* Its force is "sucked" away. 8) */
1258 else
1259 /* If we can't drain, lets try to do physical damage */
1260 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1261 }
1262 else
1263 {
1264 /* Randomly give the hitter some hp */
1265 if (hitter->stats.hp < hitter->stats.maxhp &&
1266 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1267 hitter->stats.hp++;
1268
1269 /* Can't do drains on battleground spaces.
1270 * Move the wiz check up here - before, the hitter wouldn't gain exp
1271 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks.
1275 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1277 {
1278 object *owner = hitter->owner;
1279
1280 if (owner && owner != hitter)
1281 {
1282 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 }
1291 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 }
1293
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295 * drain attack, you won't know that you are actually sucking out EXP,
1296 * as the messages will say you missed
1297 */
1298 }
1299 }
1300 break;
1301
1302 case ATNR_TURN_UNDEAD:
1303 {
1304 if (QUERY_FLAG (op, FLAG_UNDEAD))
1305 {
1306 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1307 object *god = find_god (determine_god (owner));
1308 int div = 1;
1309
1310 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1313 div = 2;
1314 /* Give a bonus if you resist turn undead */
1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner);
1317 }
1318 else
1319 dam = 0; /* don't damage non undead - should we damage
1320 undead? */
1321 }
1322 break;
1323
1324 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam);
1326 break;
1327
1328 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1330 dam = 0;
1331 break;
1332
1333 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1335 dam = 0;
1336 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */
1340 break;
1341
1342 case ATNR_HOLYWORD:
1343 {
1344 /* This has already been handled by hit_player,
1345 * no need to check twice -- DAMN */
1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1347
1348 /* As with turn undead above, give a bonus on the saving throw */
1349 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1350 scare_creature (op, owner);
1351 }
1352 break;
1353
1354 case ATNR_LIFE_STEALING:
1355 {
1356 int new_hp;
1357
1358 /* this is replacement to drain for players, instead of taking
1359 * exp it takes hp. It is geared for players, probably not
1360 * much use giving it to monsters
1361 *
1362 * life stealing doesn't do a lot of damage, but it gives the
1363 * damage it does do to the player. Given that,
1364 * it only does 1/10'th normal damage (hence the divide by
1365 * 1000).
1366 */
1367 /* You can't steal life from something undead */
1368 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1369 return 0;
1370
1371 /* If drain protection is higher than life stealing, use that */
1372 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1373 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1374 else
1375 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1376
1377 /* You die at -1 hp, not zero. */
1378 if (dam > (op->stats.hp + 1))
1379 dam = op->stats.hp + 1;
1380
1381 new_hp = hitter->stats.hp + dam;
1382 if (new_hp > hitter->stats.maxhp)
1383 new_hp = hitter->stats.maxhp;
1384
1385 if (new_hp > hitter->stats.hp)
1386 hitter->stats.hp = new_hp;
1387 }
1388 }
1389
1390 return dam;
1391} 1136}
1392 1137
1393/* 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
1394 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1395 * It was initially used by (kill-object) developed for the Collector's 1140 * It was initially used by (kill-object) developed for the Collector's
1406 * MSW 2002-07-17 1151 * MSW 2002-07-17
1407 */ 1152 */
1408int 1153int
1409kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1410{ 1155{
1411 char buf[MAX_BUF]; 1156 shstr skill;
1412 const char *skill;
1413 int maxdam = 0; 1157 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1415 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 */
1416 object *owner = NULL; 1160 object *owner = 0;
1417 object *skop = NULL; 1161 object *skop = 0;
1418 1162
1419 if (op->stats.hp >= 0) 1163 if (op->stats.hp >= 0)
1420 return -1; 1164 return -1;
1421 1165
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1166 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1426 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1427 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1428 */ 1172 */
1429 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1430 1174
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1432 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 */
1433 1177
1434 if (op->type == DOOR) 1178 if (op->type == DOOR)
1435 { 1179 {
1436 op->set_speed (0.1); 1180 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1181 op->speed_left = -0.05f;
1438 return maxdam; 1182 return maxdam;
1439 } 1183 }
1440 1184
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1442 { 1186 {
1443 remove_friendly_object (op);
1444
1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1446 op->owner->contr->ranges[range_golem] = 0;
1447
1448 op->destroy (); 1187 op->drop_and_destroy ();
1449 return maxdam; 1188 return maxdam;
1450 } 1189 }
1451 1190
1452 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1453 1192
1454 owner = hitter->owner; 1193 owner = hitter->outer_owner ();
1455 if (!owner) 1194 if (!owner)
1456 owner = hitter; 1195 owner = hitter;
1457 1196
1458 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1459 if (op_on_battleground (op, NULL, NULL)) 1198 if (op_on_battleground (op, NULL, NULL))
1464 pk = 1; 1203 pk = 1;
1465 1204
1466 /* Player killed something */ 1205 /* Player killed something */
1467 if (owner->type == PLAYER) 1206 if (owner->type == PLAYER)
1468 { 1207 {
1469 Log_Kill (owner->name,
1470 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1471
1472 /* Log players killing other players - makes it easier to detect 1208 /* Log players killing other players - makes it easier to detect
1473 * and filter out malicious player killers - that is why the 1209 * and filter out malicious player killers - that is why the
1474 * ip address is included. 1210 * ip address is included.
1475 */ 1211 */
1476 if (op->type == PLAYER && !battleg) 1212 if (op->type == PLAYER && !battleg)
1496 else 1232 else
1497 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));
1498 1234
1499 /* Only play sounds for melee kills */ 1235 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1236 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1237 owner->play_sound (sound_find ("player_kills"));
1502 } 1238 }
1503 1239
1504 /* If a player kills another player, not on 1240 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1241 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1242 * not reversible, it's actually quite a pain IMHO. -AV
1511 */ 1247 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1248 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1249 owner->change_luck (-settings.pk_luck_penalty);
1514 1250
1515 /* This code below deals with finding the appropriate skill 1251 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1252 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1253 * probably never really have to look at current_weapon->skill
1518 */ 1254 */
1519 skill = 0;
1520
1521 if (hitter->skill && hitter->type != PLAYER) 1255 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1256 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1524 { 1258 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1260 skill = skop->skill;
1527 } 1261 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1529 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1530 else 1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1531 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 }
1532 1272
1533 /* 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
1534 * 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!
1535 */ 1275 */
1536 if ((!skop || skop->type != SKILL) && skill) 1276 skop = owner->contr->find_skill (skill);
1537 {
1538 int i;
1539
1540 for (i = 0; i < NUM_SKILLS; i++)
1541 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1542 {
1543 skop = owner->contr->last_skill_ob[i];
1544 break;
1545 }
1546 }
1547 } /* Was it a player that hit somethign */ 1277 } /* Was it a player that hit somethign */
1548 else 1278 else
1549 skill = 0; 1279 skill = 0;
1550 1280
1551 /* Pet (or spell) killed something. */
1552 if (owner != hitter)
1553 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1554 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1555 else
1556 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1557 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1558 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1559
1560 /* These may have been set in the player code section above */ 1281 /* These may have been set in the player code section above */
1561 if (!skop) 1282 if (!skop)
1562 skop = hitter->chosen_skill; 1283 skop = hitter->chosen_skill;
1563 1284
1564 if (!skill && skop) 1285 if (!skill && skop)
1565 skill = skop->skill; 1286 skill = skop->skill;
1566 1287
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568
1569 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1571 { 1290 {
1572 int exp; 1291 int exp;
1573 1292
1574 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1576 if (op->type == PLAYER)
1577 {
1578 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1579 { 1298 {
1580 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1581 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1582 } 1301 }
1583 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1584 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1585 }
1586 else 1307 else
1587 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1588
1589 /* if op is standing on "battleground" (arena), no way to gain
1590 * exp by killing him
1591 */
1592 if (battleg)
1593 exp = 0;
1594 1309
1595 /* 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
1596 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1597 */ 1312 */
1598 1313
1636 } /* else part of a party */ 1351 } /* else part of a party */
1637 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1638 1353
1639 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1640 { 1355 {
1641 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1642 { 1357 {
1643 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1644 1359
1645 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1646 { 1361 {
1647 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1648 /* Maybe we should include the owner that killed this, maybe not */ 1363 /* Maybe we should include the owner that killed this, maybe not */
1649 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);
1650 } 1365 }
1651 1366
1652 remove_friendly_object (op); 1367 remove_friendly_object (op);
1653 } 1368 }
1654 1369
1655 op->destroy (); 1370 op->drop_and_destroy ();
1656 } 1371 }
1657 else 1372 else
1658 {
1659 /* Player has been killed! */ 1373 /* Player has been killed! */
1660 if (owner->type == PLAYER) 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1661 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1662 else
1663 assign (op->contr->killer, hitter->name);
1664 }
1665 1375
1666 /* 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
1667 * continues in the calling function. 1377 * continues in the calling function.
1668 */ 1378 */
1669 return maxdam; 1379 return maxdam;
1670} 1380}
1671 1381
1672/* 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
1673 * Returns 0 this is not friendly fire 1383 * Returns 0 this is not friendly fire
1674 */ 1384 */
1675
1676int 1385int
1677friendly_fire (object *op, object *hitter) 1386friendly_fire (object *op, object *hitter)
1678{ 1387{
1679 object *owner; 1388 object *owner;
1680 int friendlyfire; 1389 int friendlyfire;
1699 } 1408 }
1700 1409
1701 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)
1702 friendlyfire = 0; 1411 friendlyfire = 0;
1703 } 1412 }
1413
1704 return friendlyfire; 1414 return friendlyfire;
1705} 1415}
1706
1707 1416
1708/* 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.
1709 * 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
1710 * is what is hitting the object, type is the attacktype, and 1419 * is what is hitting the object, type is the attacktype, and
1711 * full_hit is set if monster area does not matter. 1420 * full_hit is set if monster area does not matter.
1713 * modify it. 1422 * modify it.
1714 */ 1423 */
1715/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1716 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1717int 1426int
1718hit_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)
1719{ 1428{
1720 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1721 int maxattacktype, attacknum;
1722 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;
1723 int simple_attack; 1433 int simple_attack;
1724 int rtn_kill = 0; 1434 int rtn_kill = 0;
1725 int friendlyfire; 1435 int friendlyfire;
1726 1436
1727 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1728 return 0; 1438 return 0;
1729 1439
1730 /* 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 */
1731 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1732 return 0; 1442 return 0;
1733 1443
1734#ifdef PROHIBIT_PLAYERKILL 1444 // only allow pk for hostile players
1735 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1736 { 1446 {
1737 object *owner = hitter->owner; 1447 object *owner = hitter->owner;
1738 1448
1739 if (!owner) 1449 if (!owner)
1740 owner = hitter; 1450 owner = hitter;
1741 1451
1742 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)
1743 return 0; 1456 return 0;
1744 } 1457 }
1745#endif
1746 1458
1747 if (body_attack) 1459 if (body_attack)
1748 { 1460 {
1749 /* 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
1750 * return - we still need to process other attacks the spell still 1462 * return - we still need to process other attacks the spell still
1776 1488
1777 break; 1489 break;
1778 } 1490 }
1779 } 1491 }
1780 1492
1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1782 { 1494 {
1783 /* 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
1784 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1785 */ 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 */
1786 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1504 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1787 return 0; 1505 return 0;
1788 } 1506 }
1789 1507
1790#ifdef ATTACK_DEBUG 1508#ifdef ATTACK_DEBUG
1791 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1509 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1818 */ 1536 */
1819 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1820 { 1538 {
1821 object *god; 1539 object *god;
1822 1540
1823 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1824 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1825 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1826 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1827 (hitter->title != NULL 1545 || (hitter->title
1828 && (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))))
1829 return 0; 1548 return 0;
1830 } 1549 }
1831 1550
1832 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1833 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1834 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1835 /* 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
1836 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1837 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1838 */ 1559 */
1839 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1842 /* 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.
1843 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1844 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1845 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1846 */ 1567 */
1847 if (type & attacktype)
1848 {
1849 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1850 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1851 * the damage is equal. 1571 * the damage is equal.
1852 */ 1572 */
1853 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1854 { 1574 {
1855 maxdam = ndam; 1575 maxdam = ndam;
1856 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1857 }
1858 } 1577 }
1859 } 1578 }
1860 1579
1861 /* 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
1862 * 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
1865 */ 1584 */
1866 friendlyfire = friendly_fire (op, hitter); 1585 friendlyfire = friendly_fire (op, hitter);
1867 if (friendlyfire && maxdam) 1586 if (friendlyfire && maxdam)
1868 { 1587 {
1869 maxdam = ((dam * settings.set_friendly_fire) / 100); 1588 maxdam = ((dam * settings.set_friendly_fire) / 100);
1870#ifndef COZY_SERVER
1871 maxdam++;
1872#endif
1873 1589
1874#ifdef ATTACK_DEBUG 1590#ifdef ATTACK_DEBUG
1875 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",
1876 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1592 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1877#endif 1593#endif
1878 } 1594 }
1879 1595
1880 if (!full_hit) 1596 if (!full_hit)
1881 { 1597 {
1882 archetype *at;
1883 int area; 1598 int area;
1884 int remainder; 1599 int remainder;
1885 1600
1886 area = 0; 1601 area = 0;
1887 for (at = op->arch; at != NULL; at = at->more) 1602
1603 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1888 area++; 1604 area++;
1605
1889 assert (area > 0); 1606 assert (area > 0);
1890 1607
1891 /* basically: maxdam /= area; we try to "simulate" a float 1608 /* basically: maxdam /= area; we try to "simulate" a float
1892 value-effect */ 1609 value-effect */
1893 remainder = 100 * (maxdam % area) / area; 1610 remainder = 100 * (maxdam % area) / area;
1898 1615
1899#ifdef ATTACK_DEBUG 1616#ifdef ATTACK_DEBUG
1900 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1617 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1901#endif 1618#endif
1902 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)
1903 if (hitter->owner) 1624 if (hitter->owner)
1904 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1906 op->enemy = hitter; 1627 op->enemy = hitter;
1907 1628
1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1909 { 1630 {
1910 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1912 npc_call_help (op); 1633 npc_call_help (op);
1913 } 1634 }
1914 1635
1915 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1916 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1918 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1919 1640
1920 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1921 1642
1922 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1923 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1924 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1925 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)
1926 { 1647 {
1927 1648
1928 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1929 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1930 else 1651 else
1931 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1932 } 1653 }
1933 1654
1934 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1935 { 1656 {
1936 if (maxdam) 1657 if (maxdam)
1937 tear_down_wall (op); 1658 tear_down_wall (op);
1938 1659
1939 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1942 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1943 rtn_kill = kill_object (op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1944 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1945 return rtn_kill; 1666 return rtn_kill;
1946 1667
1947
1948 /* 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
1949 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1951 */ 1671 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1953 {
1954 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1955 remove_friendly_object (hitter);
1956
1957 hitter->destroy (); 1673 hitter->drop_and_destroy ();
1958 }
1959 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1960 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])
1961 { 1676 {
1962 int i;
1963 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1964 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1965 object *owner = op->owner; 1679 object *owner = op->owner;
1966 1680
1967 if (!op->other_arch) 1681 if (!op->other_arch)
1968 { 1682 {
1969 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1970 return maxdam; 1684 return maxdam;
1971 } 1685 }
1972 1686
1973 op->remove (); 1687 op->remove ();
1974 1688
1975 for (i = 0; i < NROFNEWOBJS (op); i++) 1689 for (int i = 0; i < op->stats.food; i++)
1976 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1977 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1978 int j;
1979 1692
1980 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1981 1694
1982 if (friendly) 1695 if (friendly)
1983 { 1696 {
1987 if (owner) 1700 if (owner)
1988 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1989 } 1702 }
1990 1703
1991 if (unaggressive) 1704 if (unaggressive)
1992 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1993 1706
1994 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);
1995 1708
1996 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1997 tmp->destroy (); 1710 tmp->destroy ();
1998 else 1711 else
1999 { 1712 {
2003 } 1716 }
2004 1717
2005 op->destroy (); 1718 op->destroy ();
2006 } 1719 }
2007 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2008 hitter->destroy (); 1721 hitter->drop_and_destroy ();
2009 1722
2010 return maxdam; 1723 return maxdam;
2011} 1724}
2012 1725
2013 1726static void
2014void
2015poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
2016{ 1728{
2017 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
2018 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
2019 1731
2020 if (tmp == NULL) 1732 if (!tmp)
2021 { 1733 {
2022 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
2023 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;
2024 else 1745 else
2025 {
2026 tmp = insert_ob_in_ob (tmp, op);
2027 /* peterm: give poisoning some teeth. It should
2028 * be able to kill things better than it does:
2029 * damage should be dependent something--I choose to
2030 * do this: if it's a monster, the damage from the
2031 * poisoning goes as the level of the monster/2.
2032 * If anything else, goes as damage.
2033 */
2034
2035 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2036 tmp->stats.dam += hitter->level / 2;
2037 else
2038 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
2039 1747
2040 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2041 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2042 {
2043 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2044 }
2045 1751
2046 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2047 1753
2048 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2049 { 1755 {
2050 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2051 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2052 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2053 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2054 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2055 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2056 op->update_stats (); 1762 op->update_stats ();
2057 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);
2058 } 1765 }
1766
2059 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2060 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);
2061 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2062 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);
2063 } 1771
2064 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2065 } 1773 }
2066 else 1774 else
2067 tmp->stats.food++; 1775 tmp->stats.food++;
2068} 1776}
2069 1777
2070void 1778static void
2071slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2072{ 1780{
2073 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2074 object *tmp; 1782 object *tmp;
2075 1783
2076 if (at == NULL) 1784 if (!at)
2077 {
2078 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2079 } 1786
2080 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2081 { 1788 {
2082 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2083 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2084 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!");
2085 } 1792 }
2086 else 1793 else
2087 tmp->stats.food++; 1794 tmp->stats.food++;
2088 SET_FLAG (tmp, FLAG_APPLIED); 1795
1796 tmp->set_flag (FLAG_APPLIED);
2089 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2090 op->update_stats (); 1798 op->update_stats ();
2091} 1799}
2092 1800
2093void 1801void
2094confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2095{ 1803{
2096 object *tmp; 1804 object *tmp;
2097 int maxduration; 1805 int maxduration;
2098 1806
2099 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2100 if (!tmp) 1808 if (!tmp)
2101 { 1809 {
2102 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2103 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2104 } 1812 }
2105 1813
2106 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2107 * on the player's resistance 1815 * on the player's resistance
2108 */ 1816 */
2109 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2110 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2111 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);
2112 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2113 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1822
2114 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2115 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2116 1825
2117 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2118 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!");
2119 SET_FLAG (op, FLAG_CONFUSED); 1828
1829 op->set_flag (FLAG_CONFUSED);
2120} 1830}
2121 1831
2122void 1832void
2123blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2124{ 1834{
2125 object *tmp, *owner;
2126
2127 /* 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 */
2128 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2129 return; 1837 return;
2130 1838
2131 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2132 if (!tmp) 1840 if (!tmp)
2133 { 1841 {
2134 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2135 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2136 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2137 /* 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.
2138 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2139 */
2140 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2141 1847
2142 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2143 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2144 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2145 1851
2146 if (hitter->owner)
2147 owner = hitter->owner;
2148 else
2149 owner = hitter;
2150
2151 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));
2152 } 1853 }
1854
2153 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2154 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2155 tmp->stats.food = 10;
2156} 1857}
2157 1858
2158void 1859void
2159paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2160{ 1861{
2161 float effect, max;
2162
2163 /* object *tmp; */
2164
2165 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2166 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2167 */ 1864 */
2168 1865
2169 /* 1866 /*
2173 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);
2174 } 1871 }
2175 */ 1872 */
2176 1873
2177 /* 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 */
2178 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;
2179 1876
2180 if (effect == 0)
2181 return;
2182
2183 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2184 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2185 1879
2186 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2187 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2188 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2189 op->speed_left = (float) -(FABS (op->speed) * max);
2190 1884
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2192} 1886}
2193
2194 1887
2195/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2196 * the computed damaged. 1889 * the computed damaged.
2197 */ 1890 */
2198void 1891static void
2199deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2200{ 1893{
2201 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2202 ** 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
2203 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2207 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2208 1901
2209 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2210 1903
2211 if (hitter->slaying) 1904 if (hitter->slaying)
2212 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))))
2213 return; 1907 return;
2214 1908
2215 def_lev = op->level; 1909 def_lev = op->level;
2216 if (def_lev < 1) 1910 if (def_lev < 1)
2217 { 1911 {
2218 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 ());
2219 def_lev = 1; 1913 def_lev = 1;
2220 } 1914 }
1915
2221 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;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223 atk_lev, def_lev); */ 1918 atk_lev, def_lev); */
2224 1919
2225 if (atk_lev >= def_lev) 1920 if (atk_lev >= def_lev)
2240 */ 1935 */
2241 *dam *= kill_lev / def_lev; 1936 *dam *= kill_lev / def_lev;
2242 } 1937 }
2243 } 1938 }
2244 else 1939 else
2245 {
2246 *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)
2247 } 1956 {
2248} 1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2249 1958 return 0;
2250/* thrown_item_effect() - handles any special effects of thrown
2251 * items (like attacking living creatures--a potion thrown at a
2252 * monster).
2253 */
2254static void
2255thrown_item_effect (object *hitter, object *victim)
2256{
2257 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2258 { 1959 }
2259 /* May not need a switch for just 2 types, but this makes it 1960
2260 * 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)))
2261 */ 1977 {
2262 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2263 { 1980 }
2264 case POTION: 1981 }
2265 /* should player get a save throw instead of checking magic protection? */ 1982
2266 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. */
2267 (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);
2268 break; 2012 break;
2269 2013
2270 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2271 /* As with potions, should monster get a save? */ 2015 magic,
2272 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2273 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 }
2274 break; 2066 break;
2275 2067
2276 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2277 * food may be poisonous, but monster must be willing to eat it, 2069 {
2278 * so we don't handle it here. 2070 int flag = 0;
2279 * 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.
2280 */ 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:
2281 } 2180 {
2282 } 2181 if (op->flag [FLAG_UNDEAD])
2283} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2284 2186
2285/* 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;
2286 2191
2287int 2192 /* Give a bonus if you resist turn undead */
2288adj_attackroll (object *hitter, object *target) 2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2289{ 2194 scare_creature (op, owner);
2290 object *attacker = hitter; 2195 }
2291 int adjust = 0; 2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2292 2201
2293 /* safety */ 2202 case ATNR_DEATH:
2294 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2203 deathstrike_player (op, hitter, &dam);
2295 { 2204 break;
2296 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2297 return 0;
2298 }
2299 2205
2300 /* aimed missiles use the owning object's sight */ 2206 case ATNR_CHAOS:
2301 if (is_aimed_missile (hitter)) 2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2302 { 2208 dam = 0;
2303 if ((attacker = hitter->owner) == NULL) 2209 break;
2304 attacker = hitter; 2210
2305 /* A player who saves but hasn't quit still could have objects 2211 case ATNR_COUNTERSPELL:
2306 * 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).
2307 */ 2244 */
2308 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2245 /* You can't steal life from something undead */
2309 attacker = hitter; 2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2310 }
2311 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2312 return 0;
2313
2314 /* determine the condtions under which we make an attack.
2315 * Add more cases, as the need occurs. */
2316
2317 if (!can_see_enemy (attacker, target))
2318 {
2319 /* target is unseen */
2320 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2321 adjust -= 10;
2322 /* dark map penalty for the hitter (lacks infravision if we got here). */
2323 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2324 adjust -= target->map->darkness;
2325 }
2326
2327 if (QUERY_FLAG (attacker, FLAG_SCARED))
2328 adjust -= 3;
2329
2330 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2331 adjust += 1;
2332
2333 if (QUERY_FLAG (target, FLAG_SCARED))
2334 adjust += 1;
2335
2336 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2337 adjust -= 3;
2338
2339 /* if we attack at a different 'altitude' its harder */
2340 if ((attacker->move_type & target->move_type) == 0)
2341 adjust -= 2;
2342
2343#if 0
2344 /* slower attacks are less likely to succeed. We should use a
2345 * comparison between attacker/target speeds BUT, players have
2346 * a generally faster speed, so this will wind up being a HUGE
2347 * disadantage for the monsters! Too bad, because missiles which
2348 * fly fast should have a better chance of hitting a slower target.
2349 */
2350 if (hitter->speed < target->speed)
2351 adjust += ((float) hitter->speed - target->speed);
2352#endif
2353
2354#if 0
2355 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2356#endif
2357
2358 return adjust;
2359}
2360
2361
2362/* determine if the object is an 'aimed' missile */
2363int
2364is_aimed_missile (object *op)
2365{
2366
2367 /* I broke what used to be one big if into a few nested
2368 * ones so that figuring out the logic is at least possible.
2369 */
2370 if (op && (op->move_type & MOVE_FLYING))
2371 {
2372 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1; 2247 return 0;
2374 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2248
2375 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 }
2376 } 2266 }
2267
2377 return 0; 2268 return dam;
2378} 2269}
2270

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