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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.72 by root, Thu Jul 26 00:27:09 2007 UTC vs.
Revision 1.150 by root, Wed Nov 16 23:42:02 2016 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
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#include <sounds.h> 30#include <sounds.h>
30#include <sproto.h> 31#include <sproto.h>
31 32
32typedef struct att_msg_str
33{
34 char *msg1;
35 char *msg2;
36} att_msg;
37
38/*#define ATTACK_DEBUG*/ 33/*#define ATTACK_DEBUG*/
39
40/* cancels object *op. Cancellation basically means an object loses
41 * its magical benefits.
42 */
43void
44cancellation (object *op)
45{
46 if (op->invisible)
47 return;
48
49 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
50 {
51 /* Recurse through the inventory */
52 for (object *tmp = op->inv; tmp; tmp = tmp->below)
53 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
54 cancellation (tmp);
55 }
56 else if (FABS (op->magic) <= rndm (0, 5))
57 {
58 /* Nullify this object. This code could probably be more complete */
59 /* in what abilities it should cancel */
60 op->magic = 0;
61
62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66
67 if (op->env && op->env->type == PLAYER)
68 esrv_send_item (op->env, op);
69 }
70}
71 34
72/* 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
73 * 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
74 * any further action (like destroying the item). 37 * any further action (like destroying the item).
75 */ 38 */
76int 39static int
77did_make_save_item (object *op, int type, object *originator) 40did_make_save_item (object *op, uint32_t type, object *originator)
78{ 41{
79 int i, roll, saves = 0, attacks = 0, number; 42 int saves = 0, attacks = 0;
80 materialtype_t *mt; 43 materialtype_t *mt = op->material;
81 44
82 if (op->materialname == NULL) 45 // destroying objects without material has many bad effects
83 { 46 if (mt == MATERIAL_NULL)
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
85 if (op->materials & mt->material)
86 break;
87 }
88 else
89 mt = name_to_material (op->materialname);
90
91 if (!mt)
92 return TRUE; 47 return 1;
93 48
94 roll = rndm (1, 20); 49 int roll = rndm (1, 20);
95 50
96 /* the attacktypes have no meaning for object saves 51 /* the attacktypes have no meaning for object saves
97 * 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
98 * 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
99 * is magic teamed with something else, then strip out the 54 * is magic teamed with something else, then strip out the
100 * magic type, and instead let the fire, cold, or whatever component 55 * magic type, and instead let the fire, cold, or whatever component
101 * destroy the item. Otherwise, you get the case of poisoncloud 56 * destroy the item. Otherwise, you get the case of poisoncloud
102 * destroying objects because it has magic attacktype. 57 * destroying objects because it has magic attacktype.
103 */ 58 */
104 if (type != AT_MAGIC) 59 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 60 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 61 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 62 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 63
109 if (type == 0)
110 return TRUE;
111 if (roll == 20)
112 return TRUE;
113 if (roll == 1)
114 return FALSE;
115 64
116 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)
117 { 71 {
118 i = 1 << number;
119 if (!(i & type))
120 continue;
121 attacks++; 72 attacks++;
73
122 if (op->resist[number] == 100) 74 if (op->resist[number] == 100)
123 saves++; 75 saves++;
124 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)
125 saves++; 77 saves++;
126 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 78 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
134 return FALSE; 86 return FALSE;
135 87
136 return TRUE; 88 return TRUE;
137} 89}
138 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
139/* This function calls did_make_save_item. It then performs the 123/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 124 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 125 * calling cancellation, etc.)
142 */ 126 */
143void 127void
144save_throw_object (object *op, int type, object *originator) 128save_throw_object (object *op, int type, object *originator)
145{ 129{
130 op = op->head_ ();
131
146 if (!did_make_save_item (op, type, originator)) 132 if (!did_make_save_item (op, type, originator))
147 { 133 {
148 object *env = op->env; 134 object *env = op->env;
149 int x = op->x, y = op->y; 135 int x = op->x, y = op->y;
150 maptile *m = op->map; 136 maptile *m = op->map;
151 137
152 op = stop_item (op); 138 op = stop_item (op);
153 if (op == NULL) 139 if (!op)
154 return; 140 return;
155 141
156 /* Hacked the following so that type LIGHTER will work. 142 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 143 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 144 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 145 * object with +/- glow_radius and an "other_arch" to change to.
160 * (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
161 * function if the object doesnt contain a material that can burn. 147 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 148 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 149 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 150 if (type & (AT_FIRE | AT_ELECTRICITY))
165 { 151 {
166 const char *arch = op->other_arch->archname; 152 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 153 if (op->type == LAMP || op->type == TORCH)
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
171 fix_stopped_item (op, m, originator);
172
173 if ((op = get_archetype (arch)) != NULL)
174 { 154 {
175 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)
176 { 161 {
177 op->x = env->x, op->y = env->y; 162 const char *arch = op->other_arch->archname;
178 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 {
179 if (env->contr) 169 if (env)
180 esrv_send_item (env, op); 170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
181 } 174 }
175
182 else 176 return;
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 } 177 }
188
189 return;
190 } 178 }
191 179
192 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
193 { /* Cancellation. */ 181 { /* Cancellation. */
194 cancellation (op); 182 cancellation (op);
195 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
196 return; 185 return;
197 }
198
199 if (op->nrof > 1)
200 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
202
203 if (op)
204 fix_stopped_item (op, m, originator);
205 }
206 else
207 {
208 if (op->env)
209 {
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy ();
217 } 186 }
218 187
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 189 if (env)
221 { 190 {
222 op = get_archetype ("burnout"); 191 object *op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 193 env->insert (op);
225 } 194 }
226 else 195 else
227 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 }
228 209
229 return; 210 return;
230 } 211 }
231 212
232 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
233 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))
234 { 215 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 216 archetype *at = archetype::find (shstr_icecube);
237 217
238 if (at == NULL) 218 if (at == NULL)
239 return; 219 return;
240 220
241 op = stop_item (op); 221 op = stop_item (op);
242 if (op == NULL) 222 if (op == NULL)
243 return; 223 return;
244 224
245 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)
246 { 227 {
247 tmp = arch_to_object (at); 228 tmp = at->instance ();
248 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
251 * that for ones we create. 232 * that for ones we create.
252 */ 233 */
253 tmp->move_slow_penalty = 0; 234 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 235 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 236 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 237 }
257 238
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 239 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 240 return;
263 } 241 }
264} 242}
265 243
266/* Object op is hitting the map. 244/* Object op is hitting the map.
268 * type is the attacktype of the object. 246 * type is the attacktype of the object.
269 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
270 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
271 */ 249 */
272int 250int
273hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
274{ 252{
275 maptile *map;
276 sint16 x, y; 253 sint16 x, y;
277 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 */
278 255
279 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
280 { 257 {
281 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
282 return 0; 259 return 0;
283 } 260 }
284 261
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
286 { 263 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); 264 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0; 265 return 0;
289 } 266 }
290 267
295 } 272 }
296 273
297 if (op->head) 274 if (op->head)
298 op = op->head; 275 op = op->head;
299 276
300 map = op->map; 277 mapxy pos (op);
301 x = op->x + freearr_x[dir]; 278 pos.move (dir);
302 y = op->y + freearr_y[dir];
303 279
304 if (!xy_normalise (map, x, y)) 280 if (!pos.normalise ())
305 return 0; 281 return 0;
306 282
307 // elmex: a safe map tile can't be hit! 283 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there. 284 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y); 285 mapspace &ms = pos.ms ();
310 286
311 if (ms.flags () & P_SAFE) 287 if (ms.flags () & P_SAFE)
312 return 0; 288 return 0;
313 289
314 /* peterm: a few special cases for special attacktypes --counterspell 290 /* peterm: a few special cases for special attacktypes --counterspell
352 328
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 329 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube. 330 * For example, 'tmp' was put in an icecube.
355 * 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.
356 */ 332 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
358 continue; 334 continue;
359 335
360 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
361 { 337 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
363 retflag |= 1; 339 retflag |= 1;
364 340
365 if (op->destroyed ()) 341 if (op->destroyed ())
369 * 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
370 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
371 * 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
372 * 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
373 * 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.
374 */ 352 */
375 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)
376 { 354 {
377 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
378 356
379 if (op->destroyed ()) 357 if (op->destroyed ())
380 break; 358 break;
381 } 359 }
382 } 360 }
383 361
384 return 0; 362 return retflag;
385} 363}
386 364
387void 365static void
388attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
389{ 367{
390 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
391 int i, found = 0; 369 int i, found = 0;
392 maptile *map; 370 maptile *map;
394 372
395 /* 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
396 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
397 * [garbled 20010919] 375 * [garbled 20010919]
398 */ 376 */
399
400 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
401 { 378 {
402 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
403 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
404 found++; 381 found++;
405 } 382 }
406 if (dam < 0) 383 else if (dam < 0)
407 { 384 {
408 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
409 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
410 found++; 387 found++;
411 } 388 }
533 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
534 found++; 511 found++;
535 break; 512 break;
536 } 513 }
537 } 514 }
538 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
539 { 516 {
540 int mtype; 517 int mtype;
541 518
542 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
543 { 520 {
544 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
545 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
546 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
547 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
548 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
549 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
550 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
551 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
552 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
553 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
554 mtype = ATM_CLEAVE;
555 break;
556 case WEAP_SLICE:
557 mtype = ATM_SLICE;
558 break;
559 case WEAP_STAB:
560 mtype = ATM_STAB;
561 break;
562 case WEAP_WHIP:
563 mtype = ATM_WHIP;
564 break;
565 case WEAP_CRUSH:
566 mtype = ATM_CRUSH;
567 break;
568 case WEAP_BLUD:
569 mtype = ATM_BLUD;
570 break;
571 default:
572 mtype = ATM_BASIC;
573 break;
574 } 531 }
532
575 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++)
576 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)
577 { 535 {
578 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);
579 strcpy (buf2, attack_mess[mtype][i].buf3); 537 strcpy (buf2, attack_mess[mtype][i].buf3);
613 if (hitter->owner != NULL) 571 if (hitter->owner != NULL)
614 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);
615 else 573 else
616 { 574 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 575 sprintf (buf, "%s%s you.", &hitter->name, buf2);
576
618 if (dam != 0) 577 if (dam != 0)
619 { 578 {
620 if (dam < 10) 579 if (dam < 10)
621 op->contr->play_sound (sound_find ("player_is_hit1")); 580 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20) 581 else if (dam < 20)
630 } /* end of player hitting player */ 589 } /* end of player hitting player */
631 590
632 if (hitter->type == PLAYER) 591 if (hitter->type == PLAYER)
633 { 592 {
634 sprintf (buf, "You %s.", buf1); 593 sprintf (buf, "You %s.", buf1);
594
635 if (dam != 0) 595 if (dam != 0)
636 { 596 {
637 if (dam < 10) 597 if (dam < 10)
638 op->contr->play_sound (sound_find ("player_hits1")); 598 op->play_sound (sound_find ("player_hits1"));
639 else if (dam < 20) 599 else if (dam < 20)
640 op->contr->play_sound (sound_find ("player_hits2")); 600 op->play_sound (sound_find ("player_hits2"));
641 else 601 else
642 op->contr->play_sound (sound_find ("player_hits3")); 602 op->play_sound (sound_find ("player_hits3"));
643 } 603 }
644 604
645 new_draw_info (NDI_BLACK, 0, hitter, buf); 605 new_draw_info (NDI_BLACK, 0, hitter, buf);
646 } 606 }
647 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 607 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
678 op->play_sound (sound_find ("player_hits4")); 638 op->play_sound (sound_find ("player_hits4"));
679 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
680 } 640 }
681} 641}
682 642
683
684static int 643static int
685get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
686{ 645{
687 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
688 { 647 {
689 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
690 return 1; 649 return 1;
691 } 650 }
692 if ((*target)->head) 651
693 *target = (*target)->head; 652 *target = (*target)->head_ ();
694 if ((*hitter)->head)
695 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
654
655 if ((*target)->type == LOCKED_DOOR)
656 return 1; // locked doors cannot be hit
657
696 if ((*hitter)->env != NULL || (*target)->env != NULL) 658 if ((*hitter)->env || (*target)->env)
697 { 659 {
698 *simple_attack = 1; 660 *simple_attack = 1;
699 return 0; 661 return 0;
700 } 662 }
701 if (QUERY_FLAG (*target, FLAG_REMOVED) 663
702 || 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))
703 { 668 {
704 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name); 669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
670 (*hitter)->debug_desc (), (*target)->debug_desc ());
705 return 1; 671 return 1;
706 } 672 }
673
707 *simple_attack = 0; 674 *simple_attack = 0;
708 return 0; 675 return 0;
709} 676}
710 677
711static int 678static int
712abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
713{ 680{
714
715/* 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
716 * 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.
717 */ 683 */
718 int new_mode; 684 int new_mode;
719 685
720 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
721 new_mode = 1; 687 new_mode = 1;
722 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))
723 return 1; 690 return 1;
724 else 691 else
725 new_mode = 0; 692 new_mode = 0;
693
726 return new_mode != simple_attack; 694 return new_mode != simple_attack;
727} 695}
728 696
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
729static 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}
730 821
731static int 822static int
732attack_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)
733{ 824{
734 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
747 838
748 /* 839 /*
749 * 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
750 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
751 */ 842 */
752 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) 843 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
753 { 844 {
754 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
755 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
756 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
757 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
779 if (!simple_attack) 870 if (!simple_attack)
780 { 871 {
781 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
782 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
783 * -b.t. */ 874 * -b.t. */
784 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
785 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
786 877
787 /* 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
788 * for help. */ 879 * for help. */
789 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))
790 npc_call_help (op); 881 npc_call_help (op);
791 882
792 /* 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 */
793 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
794 { 885 {
795 make_visible (op); 886 make_visible (op);
796 887
797 if (op->type == PLAYER) 888 if (op->type == PLAYER)
798 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!");
799 } 890 }
800 891
801 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
802 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
803 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
810 } 901 }
811 902
812 /* 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
813 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
814 */ 905 */
815 if (hitdam <= 0) 906 max_it (hitdam, 1);
816 hitdam = 1;
817 907
818 type = hitter->attacktype; 908 type = hitter->attacktype;
819 909
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 */
820 if (!type) 920 if (!type)
821 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
822 922
823 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
824 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])
825 { 925 {
826 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
827 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");
828 928
829 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);
855} 955}
856 956
857int 957int
858attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
859{ 959{
860 hitter = hitter->head_ ();
861
862 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);
863} 961}
864 962
865/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
866 * 964 *
867 * 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.
875 * 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
876 * stick around. 974 * stick around.
877 */ 975 */
878 if (op->weight <= 5000 && tmp->stats.hp >= 0) 976 if (op->weight <= 5000 && tmp->stats.hp >= 0)
879 { 977 {
880 tmp = tmp->head_ (); 978 tmp->head_ ()->insert (op);
881
882 op->remove ();
883 op = insert_ob_in_ob (op, tmp);
884
885 if (tmp->type == PLAYER)
886 esrv_send_item (tmp, op);
887
888 return 1; 979 return 1;
889 } 980 }
890 else 981 else
891 return 0; 982 return 0;
892} 983}
906 /* Disassemble missile */ 997 /* Disassemble missile */
907 if (op->inv) 998 if (op->inv)
908 { 999 {
909 container = op; 1000 container = op;
910 hitter = op->inv; 1001 hitter = op->inv;
911 hitter->remove ();
912 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);
913 /* 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
914 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
915 * 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
916 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
917 } 1007 }
928 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
929 * 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
930 * 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
931 * other places as well!) 1021 * other places as well!)
932 */ 1022 */
933 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env)
934 { 1024 {
935 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)
936 { 1040 {
937 container->remove (); 1041 hitter = fix_stopped_arrow (hitter);
1042 if (!hitter)
1043 return 0;
1044 }
1045 else
938 container->destroy (); 1046 container->destroy ();
939 }
940 1047
941 return 0;
942 }
943
944 /* Missile hit victim */
945 /* if the speed is > 10, then this is a fast moving arrow, we go straight
946 * through the target
947 */
948 if (hit_something && op->speed <= 10.0)
949 {
950 /* Stop arrow */
951 if (!container)
952 {
953 hitter = fix_stopped_arrow (hitter);
954 if (!hitter)
955 return 0;
956 }
957 else
958 container->destroy ();
959
960 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
961 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
962 return 0; 1075 return 0;
963
964 /* Else try to put arrow on victim's map square
965 * remove check for P_WALL here. If the arrow got to this
966 * space, that is good enough - with the new movement code,
967 * there is now the potential for lots of spaces where something
968 * can fly over but not otherwise move over. What is the correct
969 * way to handle those otherwise?
970 */
971 if (victim->x != hitter->x || victim->y != hitter->y)
972 {
973 hitter->remove ();
974 hitter->x = victim->x;
975 hitter->y = victim->y;
976 insert_ob_in_map (hitter, victim->map, hitter, 0);
977 } 1076 }
978 else 1077 else
979 /* Else leave arrow where it is */ 1078 op->set_speed (op->speed - 1.f);
980 merge_ob (hitter, NULL);
981
982 return 0;
983 }
984
985 if (hit_something && op->speed >= 10.0)
986 op->speed -= 1.0;
987 1079
988 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
989 if (container) 1081 if (container)
990 { 1082 {
991 hitter->remove (); 1083 hitter->remove ();
993 } 1085 }
994 1086
995 return op; 1087 return op;
996} 1088}
997 1089
998void 1090static void
999tear_down_wall (object *op) 1091tear_down_wall (object *op)
1000{ 1092{
1001 int perc = 0;
1002
1003 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
1004 {
1005 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);
1006 perc = 1; 1095 else if (!op->has_anim ())
1007 }
1008 else if (!GET_ANIM_ID (op))
1009 { 1096 {
1010 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
1011 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
1012 op->destroy (); 1099 op->destroy ();
1013 1100
1014 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1015 } 1102 }
1016 1103
1017 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 );
1018 1110
1019 if (perc >= (int) NUM_ANIMATIONS (op)) 1111 op->set_anim_frame (perc);
1020 perc = NUM_ANIMATIONS (op) - 1;
1021 else if (perc < 1)
1022 perc = 1;
1023
1024 SET_ANIMATION (op, perc);
1025 update_object (op, UP_OBJ_FACE); 1112 update_object (op, UP_OBJ_FACE);
1026 1113
1027 if (perc == NUM_ANIMATIONS (op) - 1) 1114 if (op->stats.hp < 0)
1028 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1029 if (op->face == blank_face) 1116 if (op->face == blank_face)
1030 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1031 op->destroy (); 1118 op->destroy ();
1032 else 1119 else
1033 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1034 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1035 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1036 op->move_block = 0; 1123 op->move_block = 0;
1037 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1038 } 1125 }
1039 } 1126 }
1040} 1127}
1041 1128
1042void 1129static void
1043scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1044{ 1131{
1045 object *owner = hitter->owner; 1132 target->flag [FLAG_SCARED] = true;
1046 1133
1047 if (!owner)
1048 owner = hitter;
1049
1050 SET_FLAG (target, FLAG_SCARED);
1051 if (!target->enemy) 1134 if (!target->enemy)
1052 target->enemy = owner; 1135 target->enemy = hitter->outer_owner ();
1053}
1054
1055/* This returns the amount of damage hitter does to op with the
1056 * appropriate attacktype. Only 1 attacktype should be set at a time.
1057 * This doesn't damage the player, but returns how much it should
1058 * take. However, it will do other effects (paralyzation, slow, etc.)
1059 * Note - changed for PR code - we now pass the attack number and not
1060 * the attacktype. Makes it easier for the PR code. */
1061int
1062hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1063{
1064 int doesnt_slay = 1;
1065
1066 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1067 if (attacknum >= NROFATTACKS)
1068 {
1069 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1070 return 0;
1071 }
1072
1073 if (dam < 0)
1074 {
1075 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1076 dam, hitter->debug_desc (), op->debug_desc ());
1077 return 0;
1078 }
1079
1080 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1081 * people can't mess with that or it otherwise get confused. */
1082 if (attacknum == ATNR_INTERNAL)
1083 return dam;
1084
1085 if (hitter->slaying)
1086 {
1087 if ((op->race && strstr (hitter->slaying, op->race))
1088 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1089 {
1090 doesnt_slay = 0;
1091 dam *= 3;
1092 }
1093 }
1094
1095 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1096 if (op->resist[attacknum])
1097 {
1098 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1099 * in case 0>dam>1, we try to "simulate" a float value-effect */
1100 dam *= (100 - op->resist[attacknum]);
1101 if (dam >= 100)
1102 dam /= 100;
1103 else
1104 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1105 }
1106
1107 /* Special hack. By default, if immune to something, you
1108 * shouldn't need to worry. However, acid is an exception, since
1109 * it can still damage your items. Only include attacktypes if
1110 * special processing is needed */
1111
1112 if (op->resist[attacknum] >= 100
1113 && doesnt_slay
1114 && attacknum != ATNR_ACID)
1115 return 0;
1116
1117 /* Keep this in order - makes things easier to find */
1118
1119 switch (attacknum)
1120 {
1121 case ATNR_PHYSICAL:
1122 /* here also check for diseases */
1123 check_physically_infect (op, hitter);
1124 break;
1125
1126 /* Don't need to do anything for:
1127 magic,
1128 fire,
1129 electricity,
1130 cold */
1131
1132 case ATNR_CONFUSION:
1133 case ATNR_POISON:
1134 case ATNR_SLOW:
1135 case ATNR_PARALYZE:
1136 case ATNR_FEAR:
1137 case ATNR_CANCELLATION:
1138 case ATNR_DEPLETE:
1139 case ATNR_BLIND:
1140 {
1141 /* chance for inflicting a special attack depends on the
1142 * difference between attacker's and defender's level
1143 */
1144 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1145
1146 /* First, only creatures/players with speed can be affected.
1147 * Second, just getting hit doesn't mean it always affects
1148 * you. Third, you still get a saving through against the
1149 * effect.
1150 */
1151 if (op->speed &&
1152 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1153 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1154 {
1155
1156 /* Player has been hit by something */
1157 if (attacknum == ATNR_CONFUSION)
1158 confuse_player (op, hitter, dam);
1159 else if (attacknum == ATNR_POISON)
1160 poison_player (op, hitter, dam);
1161 else if (attacknum == ATNR_SLOW)
1162 slow_player (op, hitter, dam);
1163 else if (attacknum == ATNR_PARALYZE)
1164 paralyze_player (op, hitter, dam);
1165 else if (attacknum == ATNR_FEAR)
1166 scare_creature (op, hitter);
1167 else if (attacknum == ATNR_CANCELLATION)
1168 cancellation (op);
1169 else if (attacknum == ATNR_DEPLETE)
1170 op->drain_stat ();
1171 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1172 blind_player (op, hitter, dam);
1173 }
1174
1175 dam = 0; /* These are all effects and don't do real damage */
1176 }
1177 break;
1178
1179 case ATNR_ACID:
1180 {
1181 int flag = 0;
1182
1183 /* Items only get corroded if you're not on a battleground and
1184 * if your acid resistance is below 50%. */
1185 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1186 {
1187 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1188 {
1189 if (tmp->invisible)
1190 continue;
1191 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1192 /* >= 10% acid res. on items will protect these */
1193 continue;
1194 if (!(tmp->materials & M_IRON))
1195 continue;
1196 if (tmp->magic < -4) /* Let's stop at -5 */
1197 continue;
1198 if (tmp->type == RING
1199 /* removed boots and gloves from exclusion list in PR */
1200 || tmp->type == GIRDLE
1201 || tmp->type == AMULET
1202 || tmp->type == WAND
1203 || tmp->type == ROD
1204 || tmp->type == HORN)
1205 continue; /* To avoid some strange effects */
1206
1207 /* High damage acid has better chance of corroding
1208 objects */
1209 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1210 {
1211 if (op->type == PLAYER)
1212 /* Make this more visible */
1213 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1214 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1215 flag = 1;
1216 tmp->magic--;
1217 if (op->type == PLAYER)
1218 esrv_send_item (op, tmp);
1219 }
1220 }
1221
1222 if (flag)
1223 op->update_stats (); /* Something was corroded */
1224 }
1225 }
1226 break;
1227
1228 case ATNR_DRAIN:
1229 {
1230 /* rate is the proportion of exp drained. High rate means
1231 * not much is drained, low rate means a lot is drained.
1232 */
1233 int rate;
1234
1235 if (op->resist[ATNR_DRAIN] >= 0)
1236 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1237 else
1238 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1239
1240 if (op->stats.exp <= rate)
1241 {
1242 if (op->type == GOLEM)
1243 dam = 999; /* Its force is "sucked" away. 8) */
1244 else
1245 /* If we can't drain, lets try to do physical damage */
1246 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1247 }
1248 else
1249 {
1250 /* Randomly give the hitter some hp */
1251 if (hitter->stats.hp < hitter->stats.maxhp &&
1252 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1253 hitter->stats.hp++;
1254
1255 /* Can't do drains on battleground spaces.
1256 * Move the wiz check up here - before, the hitter wouldn't gain exp
1257 * exp, but the wiz would still lose exp! If drainee is a wiz,
1258 * nothing happens.
1259 * Try to credit the owner. We try to display player -> player drain
1260 * attacks, hence all the != PLAYER checks.
1261 */
1262 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1263 {
1264 object *owner = hitter->owner;
1265
1266 if (owner && owner != hitter)
1267 {
1268 if (op->type != PLAYER || owner->type != PLAYER)
1269 change_exp (owner, op->stats.exp / (rate * 2),
1270 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1271 }
1272 else if (op->type != PLAYER || hitter->type != PLAYER)
1273 change_exp (hitter, op->stats.exp / (rate * 2),
1274 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1275
1276 change_exp (op, -op->stats.exp / rate, NULL, 0);
1277 }
1278
1279 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1280 * drain attack, you won't know that you are actually sucking out EXP,
1281 * as the messages will say you missed
1282 */
1283 }
1284 }
1285 break;
1286
1287 case ATNR_TURN_UNDEAD:
1288 {
1289 if (QUERY_FLAG (op, FLAG_UNDEAD))
1290 {
1291 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1292 object *god = find_god (determine_god (owner));
1293 int div = 1;
1294
1295 /* if undead are not an enemy of your god, you turn them
1296 * at half strength */
1297 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1298 div = 2;
1299
1300 /* Give a bonus if you resist turn undead */
1301 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1302 scare_creature (op, owner);
1303 }
1304 else
1305 dam = 0; /* don't damage non undead - should we damage
1306 undead? */
1307 }
1308 break;
1309
1310 case ATNR_DEATH:
1311 deathstrike_player (op, hitter, &dam);
1312 break;
1313
1314 case ATNR_CHAOS:
1315 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1316 dam = 0;
1317 break;
1318
1319 case ATNR_COUNTERSPELL:
1320 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1321 dam = 0;
1322 /* This should never happen. Counterspell is handled
1323 * seperately and filtered out. If this does happen,
1324 * Counterspell has no effect on anything but spells, so it
1325 * does no damage. */
1326 break;
1327
1328 case ATNR_HOLYWORD:
1329 {
1330 /* This has already been handled by hit_player,
1331 * no need to check twice -- DAMN */
1332 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1333
1334 /* As with turn undead above, give a bonus on the saving throw */
1335 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1336 scare_creature (op, owner);
1337 }
1338 break;
1339
1340 case ATNR_LIFE_STEALING:
1341 {
1342 int new_hp;
1343
1344 /* this is replacement to drain for players, instead of taking
1345 * exp it takes hp. It is geared for players, probably not
1346 * much use giving it to monsters
1347 *
1348 * life stealing doesn't do a lot of damage, but it gives the
1349 * damage it does do to the player. Given that,
1350 * it only does 1/10'th normal damage (hence the divide by
1351 * 1000).
1352 */
1353 /* You can't steal life from something undead */
1354 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1355 return 0;
1356
1357 /* If drain protection is higher than life stealing, use that */
1358 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1359 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1360 else
1361 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1362
1363 /* You die at -1 hp, not zero. */
1364 if (dam > (op->stats.hp + 1))
1365 dam = op->stats.hp + 1;
1366
1367 new_hp = hitter->stats.hp + dam;
1368 if (new_hp > hitter->stats.maxhp)
1369 new_hp = hitter->stats.maxhp;
1370
1371 if (new_hp > hitter->stats.hp)
1372 hitter->stats.hp = new_hp;
1373 }
1374 }
1375
1376 return dam;
1377} 1136}
1378 1137
1379/* 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
1380 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1381 * 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
1392 * MSW 2002-07-17 1151 * MSW 2002-07-17
1393 */ 1152 */
1394int 1153int
1395kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1396{ 1155{
1397 char buf[MAX_BUF]; 1156 shstr skill;
1398 const char *skill;
1399 int maxdam = 0; 1157 int maxdam = 0;
1400 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1401 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 */
1402 object *owner = 0; 1160 object *owner = 0;
1403 object *skop = 0; 1161 object *skop = 0;
1412 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1413 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1414 */ 1172 */
1415 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1416 1174
1417 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1418 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 */
1419 1177
1420 if (op->type == DOOR) 1178 if (op->type == DOOR)
1421 { 1179 {
1422 op->set_speed (0.1f); 1180 op->set_speed (0.1f);
1423 op->speed_left = -0.05f; 1181 op->speed_left = -0.05f;
1424 return maxdam; 1182 return maxdam;
1425 } 1183 }
1426 1184
1427 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1428 { 1186 {
1429 op->destroy (); 1187 op->drop_and_destroy ();
1430 return maxdam; 1188 return maxdam;
1431 } 1189 }
1432 1190
1433 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1434 1192
1435 owner = hitter->owner; 1193 owner = hitter->outer_owner ();
1436 if (!owner) 1194 if (!owner)
1437 owner = hitter; 1195 owner = hitter;
1438 1196
1439 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1440 if (op_on_battleground (op, NULL, NULL)) 1198 if (op_on_battleground (op, NULL, NULL))
1445 pk = 1; 1203 pk = 1;
1446 1204
1447 /* Player killed something */ 1205 /* Player killed something */
1448 if (owner->type == PLAYER) 1206 if (owner->type == PLAYER)
1449 { 1207 {
1450 Log_Kill (owner->name,
1451 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1452
1453 /* Log players killing other players - makes it easier to detect 1208 /* Log players killing other players - makes it easier to detect
1454 * and filter out malicious player killers - that is why the 1209 * and filter out malicious player killers - that is why the
1455 * ip address is included. 1210 * ip address is included.
1456 */ 1211 */
1457 if (op->type == PLAYER && !battleg) 1212 if (op->type == PLAYER && !battleg)
1495 1250
1496 /* This code below deals with finding the appropriate skill 1251 /* This code below deals with finding the appropriate skill
1497 * to credit exp to. This is a bit problematic - we should 1252 * to credit exp to. This is a bit problematic - we should
1498 * probably never really have to look at current_weapon->skill 1253 * probably never really have to look at current_weapon->skill
1499 */ 1254 */
1500 skill = 0;
1501
1502 if (hitter->skill && hitter->type != PLAYER) 1255 if (hitter->skill && hitter->type != PLAYER)
1503 skill = hitter->skill; 1256 skill = hitter->skill;
1504 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1505 { 1258 {
1506 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1507 skill = skop->skill; 1260 skill = skop->skill;
1508 } 1261 }
1509 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1510 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1511 else 1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1512 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 }
1513 1272
1514 /* 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
1515 * 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!
1516 */ 1275 */
1517 if ((!skop || skop->type != SKILL) && skill) 1276 skop = owner->contr->find_skill (skill);
1518 {
1519 int i;
1520
1521 for (i = 0; i < NUM_SKILLS; i++)
1522 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1523 {
1524 skop = owner->contr->last_skill_ob[i];
1525 break;
1526 }
1527 }
1528 } /* Was it a player that hit somethign */ 1277 } /* Was it a player that hit somethign */
1529 else 1278 else
1530 skill = 0; 1279 skill = 0;
1531 1280
1532 /* Pet (or spell) killed something. */
1533 if (owner != hitter)
1534 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1535 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1536 else
1537 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1538 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1539 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1540
1541 /* These may have been set in the player code section above */ 1281 /* These may have been set in the player code section above */
1542 if (!skop) 1282 if (!skop)
1543 skop = hitter->chosen_skill; 1283 skop = hitter->chosen_skill;
1544 1284
1545 if (!skill && skop) 1285 if (!skill && skop)
1546 skill = skop->skill; 1286 skill = skop->skill;
1547 1287
1548 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1549
1550 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1551 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1552 { 1290 {
1553 int exp; 1291 int exp;
1554 1292
1555 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1556 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1557 if (op->type == PLAYER)
1558 {
1559 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1560 { 1298 {
1561 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1562 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1563 } 1301 }
1564 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1565 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1566 }
1567 else 1307 else
1568 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1569
1570 /* if op is standing on "battleground" (arena), no way to gain
1571 * exp by killing him
1572 */
1573 if (battleg)
1574 exp = 0;
1575 1309
1576 /* 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
1577 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1578 */ 1312 */
1579 1313
1617 } /* else part of a party */ 1351 } /* else part of a party */
1618 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1619 1353
1620 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1621 { 1355 {
1622 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1623 { 1357 {
1624 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1625 1359
1626 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1627 { 1361 {
1628 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1629 /* Maybe we should include the owner that killed this, maybe not */ 1363 /* Maybe we should include the owner that killed this, maybe not */
1630 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);
1631 } 1365 }
1632 1366
1633 remove_friendly_object (op); 1367 remove_friendly_object (op);
1634 } 1368 }
1635 1369
1636 op->destroy (); 1370 op->drop_and_destroy ();
1637 } 1371 }
1638 else 1372 else
1639 {
1640 /* Player has been killed! */ 1373 /* Player has been killed! */
1641 if (owner->type == PLAYER) 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1642 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1643 else
1644 assign (op->contr->killer, hitter->name);
1645 }
1646 1375
1647 /* 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
1648 * continues in the calling function. 1377 * continues in the calling function.
1649 */ 1378 */
1650 return maxdam; 1379 return maxdam;
1693 * modify it. 1422 * modify it.
1694 */ 1423 */
1695/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1696 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1697int 1426int
1698hit_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)
1699{ 1428{
1700 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1701 int maxattacktype, attacknum;
1702 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;
1703 int simple_attack; 1433 int simple_attack;
1704 int rtn_kill = 0; 1434 int rtn_kill = 0;
1705 int friendlyfire; 1435 int friendlyfire;
1706 1436
1707 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1708 return 0; 1438 return 0;
1709 1439
1710 /* 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 */
1711 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1712 return 0; 1442 return 0;
1713 1443
1714 // only allow pk for hostile players 1444 // only allow pk for hostile players
1715 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1716 { 1446 {
1758 1488
1759 break; 1489 break;
1760 } 1490 }
1761 } 1491 }
1762 1492
1763 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1764 { 1494 {
1765 /* 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
1766 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1767 */ 1497 */
1768 1498
1806 */ 1536 */
1807 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1808 { 1538 {
1809 object *god; 1539 object *god;
1810 1540
1811 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1812 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1813 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1814 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1815 (hitter->title != NULL 1545 || (hitter->title
1816 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) 1546 && (god = find_god (determine_god (hitter))) != NULL
1547 && god->race.contains (shstr_undead))))
1817 return 0; 1548 return 0;
1818 } 1549 }
1819 1550
1820 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1821 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1822 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1823 /* 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
1824 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1825 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1826 */ 1559 */
1827 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1830 /* 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.
1831 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1832 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1833 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1834 */ 1567 */
1835 if (type & attacktype)
1836 {
1837 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1838 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1839 * the damage is equal. 1571 * the damage is equal.
1840 */ 1572 */
1841 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1842 { 1574 {
1843 maxdam = ndam; 1575 maxdam = ndam;
1844 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1845 }
1846 } 1577 }
1847 } 1578 }
1848 1579
1849 /* 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
1850 * 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
1890 // keep a refcount for a long time and I see no usefulness 1621 // keep a refcount for a long time and I see no usefulness
1891 // for an non-active objetc to know its enemy. 1622 // for an non-active objetc to know its enemy.
1892 if (op->active) 1623 if (op->active)
1893 if (hitter->owner) 1624 if (hitter->owner)
1894 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1895 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1896 op->enemy = hitter; 1627 op->enemy = hitter;
1897 1628
1898 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1899 { 1630 {
1900 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1901 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1902 npc_call_help (op); 1633 npc_call_help (op);
1903 } 1634 }
1904 1635
1905 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1906 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1908 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1909 1640
1910 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1911 1642
1912 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1913 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1914 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1915 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1646 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1916 { 1647 {
1917 1648
1918 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1919 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1920 else 1651 else
1921 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1922 } 1653 }
1923 1654
1924 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1925 { 1656 {
1926 if (maxdam) 1657 if (maxdam)
1927 tear_down_wall (op); 1658 tear_down_wall (op);
1928 1659
1929 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1932 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1933 rtn_kill = kill_object (op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1934 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1935 return rtn_kill; 1666 return rtn_kill;
1936 1667
1937
1938 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1668 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1939 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1940 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1941 */ 1671 */
1942 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1943 hitter->destroy (); 1673 hitter->drop_and_destroy ();
1944
1945 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1946 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])
1947 { 1676 {
1948 int i;
1949 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1950 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1951 object *owner = op->owner; 1679 object *owner = op->owner;
1952 1680
1953 if (!op->other_arch) 1681 if (!op->other_arch)
1954 { 1682 {
1955 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1956 return maxdam; 1684 return maxdam;
1957 } 1685 }
1958 1686
1959 op->remove (); 1687 op->remove ();
1960 1688
1961 for (i = 0; i < NROFNEWOBJS (op); i++) 1689 for (int i = 0; i < op->stats.food; i++)
1962 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1963 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1964 int j;
1965 1692
1966 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1967 1694
1968 if (friendly) 1695 if (friendly)
1969 { 1696 {
1973 if (owner) 1700 if (owner)
1974 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1975 } 1702 }
1976 1703
1977 if (unaggressive) 1704 if (unaggressive)
1978 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1979 1706
1980 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);
1981 1708
1982 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1983 tmp->destroy (); 1710 tmp->destroy ();
1984 else 1711 else
1985 { 1712 {
1989 } 1716 }
1990 1717
1991 op->destroy (); 1718 op->destroy ();
1992 } 1719 }
1993 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1994 hitter->destroy (); 1721 hitter->drop_and_destroy ();
1995 1722
1996 return maxdam; 1723 return maxdam;
1997} 1724}
1998 1725
1999void 1726static void
2000poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
2001{ 1728{
2002 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
2003 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
2004 1731
2005 if (tmp == NULL) 1732 if (!tmp)
2006 { 1733 {
2007 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
2008 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;
2009 else 1745 else
2010 {
2011 tmp = insert_ob_in_ob (tmp, op);
2012 /* peterm: give poisoning some teeth. It should
2013 * be able to kill things better than it does:
2014 * damage should be dependent something--I choose to
2015 * do this: if it's a monster, the damage from the
2016 * poisoning goes as the level of the monster/2.
2017 * If anything else, goes as damage.
2018 */
2019
2020 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2021 tmp->stats.dam += hitter->level / 2;
2022 else
2023 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
2024 1747
2025 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2026 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2027 {
2028 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2029 }
2030 1751
2031 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2032 1753
2033 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2034 { 1755 {
2035 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2036 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2037 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2038 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2039 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2040 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2041 op->update_stats (); 1762 op->update_stats ();
2042 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);
2043 } 1765 }
2044 1766
2045 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2046 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);
2047 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2048 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);
2049 }
2050 1771
2051 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2052 } 1773 }
2053 else 1774 else
2054 tmp->stats.food++; 1775 tmp->stats.food++;
2055} 1776}
2056 1777
2057void 1778static void
2058slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2059{ 1780{
2060 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2061 object *tmp; 1782 object *tmp;
2062 1783
2063 if (at == NULL) 1784 if (!at)
2064 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2065 1786
2066 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2067 { 1788 {
2068 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2069 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2070 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!");
2071 } 1792 }
2072 else 1793 else
2073 tmp->stats.food++; 1794 tmp->stats.food++;
2074 1795
2075 SET_FLAG (tmp, FLAG_APPLIED); 1796 tmp->set_flag (FLAG_APPLIED);
2076 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2077 op->update_stats (); 1798 op->update_stats ();
2078} 1799}
2079 1800
2080void 1801void
2081confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2082{ 1803{
2083 object *tmp; 1804 object *tmp;
2084 int maxduration; 1805 int maxduration;
2085 1806
2086 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2087 if (!tmp) 1808 if (!tmp)
2088 { 1809 {
2089 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2090 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2091 } 1812 }
2092 1813
2093 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2094 * on the player's resistance 1815 * on the player's resistance
2095 */ 1816 */
2096 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2097 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2098 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);
2099 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2100 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2101 1822
2102 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2103 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2104 1825
2105 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2106 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!");
2107 1828
2108 SET_FLAG (op, FLAG_CONFUSED); 1829 op->set_flag (FLAG_CONFUSED);
2109} 1830}
2110 1831
2111void 1832void
2112blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2113{ 1834{
2114 object *tmp, *owner;
2115
2116 /* 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 */
2117 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2118 return; 1837 return;
2119 1838
2120 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2121 if (!tmp) 1840 if (!tmp)
2122 { 1841 {
2123 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2124 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2125 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2126 /* 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.
2127 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2128 */
2129 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2130 1847
2131 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2132 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2133 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2134 1851
2135 if (hitter->owner)
2136 owner = hitter->owner;
2137 else
2138 owner = hitter;
2139
2140 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));
2141 } 1853 }
1854
2142 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2143 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2144 tmp->stats.food = 10;
2145} 1857}
2146 1858
2147void 1859void
2148paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2149{ 1861{
2150 float effect, max;
2151
2152 /* object *tmp; */
2153
2154 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2155 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2156 */ 1864 */
2157 1865
2158 /* 1866 /*
2162 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);
2163 } 1871 }
2164 */ 1872 */
2165 1873
2166 /* 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 */
2167 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;
2168 1876
2169 if (effect == 0)
2170 return;
2171
2172 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2173 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2174 1879
2175 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2176 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2177 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2178 op->speed_left = (float) -(FABS (op->speed) * max);
2179 1884
2180/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2181} 1886}
2182 1887
2183/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2184 * the computed damaged. 1889 * the computed damaged.
2185 */ 1890 */
2186void 1891static void
2187deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2188{ 1893{
2189 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2190 ** 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
2191 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2195 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2196 1901
2197 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2198 1903
2199 if (hitter->slaying) 1904 if (hitter->slaying)
2200 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (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))))
2201 return; 1907 return;
2202 1908
2203 def_lev = op->level; 1909 def_lev = op->level;
2204 if (def_lev < 1) 1910 if (def_lev < 1)
2205 { 1911 {
2206 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); 1912 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2207 def_lev = 1; 1913 def_lev = 1;
2208 } 1914 }
2209 1915
2210 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;
2211 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2232 } 1938 }
2233 else 1939 else
2234 *dam = 0; /* no harm done */ 1940 *dam = 0; /* no harm done */
2235} 1941}
2236 1942
2237/* thrown_item_effect() - handles any special effects of thrown 1943/* This returns the amount of damage hitter does to op with the
2238 * items (like attacking living creatures--a potion thrown at a 1944 * appropriate attacktype. Only 1 attacktype should be set at a time.
2239 * monster). 1945 * This doesn't damage the player, but returns how much it should
2240 */ 1946 * take. However, it will do other effects (paralyzation, slow, etc.)
2241static void 1947 * Note - changed for PR code - we now pass the attack number and not
2242thrown_item_effect (object *hitter, object *victim) 1948 * the attacktype. Makes it easier for the PR code. */
1949int
1950hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2243{ 1951{
2244 if (!QUERY_FLAG (hitter, FLAG_ALIVE)) 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)
1956 {
1957 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1958 return 0;
2245 { 1959 }
2246 /* May not need a switch for just 2 types, but this makes it 1960
2247 * 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)))
2248 */ 1977 {
2249 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2250 { 1980 }
2251 case POTION: 1981 }
2252 /* should player get a save throw instead of checking magic protection? */ 1982
2253 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. */
2254 (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);
2255 break; 2012 break;
2256 2013
2257 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2258 /* As with potions, should monster get a save? */ 2015 magic,
2259 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2260 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 }
2261 break; 2066 break;
2262 2067
2263 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2264 * food may be poisonous, but monster must be willing to eat it, 2069 {
2265 * so we don't handle it here. 2070 int flag = 0;
2266 * 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.
2267 */ 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:
2268 } 2180 {
2269 } 2181 if (op->flag [FLAG_UNDEAD])
2270} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2271 2186
2272/* adj_attackroll() - adjustments to attacks by various conditions */ 2187 /* if undead are not an enemy of your god, you turn them
2273int 2188 * at half strength */
2274adj_attackroll (object *hitter, object *target) 2189 if (!god || !god->slaying.contains (shstr_undead))
2275{ 2190 div = 2;
2276 object *attacker = hitter;
2277 int adjust = 0;
2278 2191
2279 /* safety */ 2192 /* Give a bonus if you resist turn undead */
2280 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2193 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2281 { 2194 scare_creature (op, owner);
2282 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); 2195 }
2196 else
2197 dam = 0; /* don't damage non undead - should we damage
2198 undead? */
2199 }
2200 break;
2201
2202 case ATNR_DEATH:
2203 deathstrike_player (op, hitter, &dam);
2204 break;
2205
2206 case ATNR_CHAOS:
2207 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2208 dam = 0;
2209 break;
2210
2211 case ATNR_COUNTERSPELL:
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).
2244 */
2245 /* You can't steal life from something undead */
2246 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2283 return 0; 2247 return 0;
2284 }
2285 2248
2286 /* aimed missiles use the owning object's sight */ 2249 /* If drain protection is higher than life stealing, use that */
2287 if (is_aimed_missile (hitter)) 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 }
2288 { 2266 }
2289 if ((attacker = hitter->owner) == NULL)
2290 attacker = hitter;
2291 /* A player who saves but hasn't quit still could have objects
2292 * owned by him - need to handle that case to avoid crashes.
2293 */
2294 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2295 attacker = hitter;
2296 }
2297 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2298 return 0;
2299 2267
2300 /* determine the condtions under which we make an attack.
2301 * Add more cases, as the need occurs. */
2302
2303 if (!can_see_enemy (attacker, target))
2304 {
2305 /* target is unseen */
2306 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2307 adjust -= 10;
2308 /* dark map penalty for the hitter (lacks infravision if we got here). */
2309 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2310 adjust -= target->map->darkness;
2311 }
2312
2313 if (QUERY_FLAG (attacker, FLAG_SCARED))
2314 adjust -= 3;
2315
2316 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2317 adjust += 1;
2318
2319 if (QUERY_FLAG (target, FLAG_SCARED))
2320 adjust += 1;
2321
2322 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2323 adjust -= 3;
2324
2325 /* if we attack at a different 'altitude' its harder */
2326 if ((attacker->move_type & target->move_type) == 0)
2327 adjust -= 2;
2328
2329#if 0
2330 /* slower attacks are less likely to succeed. We should use a
2331 * comparison between attacker/target speeds BUT, players have
2332 * a generally faster speed, so this will wind up being a HUGE
2333 * disadantage for the monsters! Too bad, because missiles which
2334 * fly fast should have a better chance of hitting a slower target.
2335 */
2336 if (hitter->speed < target->speed)
2337 adjust += ((float) hitter->speed - target->speed);
2338#endif
2339
2340#if 0
2341 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2342#endif
2343
2344 return adjust;
2345}
2346
2347/* determine if the object is an 'aimed' missile */
2348int
2349is_aimed_missile (object *op)
2350{
2351
2352 /* I broke what used to be one big if into a few nested
2353 * ones so that figuring out the logic is at least possible.
2354 */
2355 if (op && (op->move_type & MOVE_FLYING))
2356 if (op->type == ARROW || op->type == THROWN_OBJ)
2357 return 1;
2358 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2359 return 1;
2360
2361 return 0; 2268 return dam;
2362} 2269}
2270

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