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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.87 by root, Mon Jul 14 18:36:43 2008 UTC vs.
Revision 1.150 by root, Wed Nov 16 23:42:02 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 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>
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 (object *pl = op->visible_to ())
68 esrv_update_item (UPD_FLAGS, pl, 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) 45 // destroying objects without material has many bad effects
83 { 46 if (mt == MATERIAL_NULL)
84 for (mt = materialt; mt && mt->next; 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
64
109 if (type == 0) return TRUE; 65 if (type == 0) return TRUE;
110 66
111 if (roll == 20) return TRUE; 67 if (roll == 20) return TRUE;
112 if (roll == 1) return FALSE; 68 if (roll == 1) return FALSE;
113 69
114 for (number = 0; number < NROFATTACKS; number++) 70 for_all_bits_sparse_32 (type, number)
115 { 71 {
116 i = 1 << number;
117
118 if (!(i & type))
119 continue;
120
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 potential "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 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 { 154 {
173 if (env) 155 apply_lamp (op, true); // turn on a lamp
174 env->insert (op);
175 else 156 return;
176 m->insert (op, x, y, originator);
177 } 157 }
158 else if (op->flag [FLAG_IS_LIGHTABLE])
159 {
160 if (op->other_arch)
161 {
162 const char *arch = op->other_arch->archname;
178 163
164 if (op->decrease ())
165 fix_stopped_item (op, m, originator);
166
167 if ((op = archetype::get (arch)))
168 {
169 if (env)
170 env->insert (op);
171 else
172 m->insert (op, x, y, originator);
173 }
174 }
175
179 return; 176 return;
177 }
180 } 178 }
181 179
182 if (type & AT_CANCELLATION) 180 if (type & AT_CANCELLATION)
183 { /* Cancellation. */ 181 { /* Cancellation. */
184 cancellation (op); 182 cancellation (op);
185 fix_stopped_item (op, m, originator); 183 fix_stopped_item (op, m, originator);
184
186 return; 185 return;
187 }
188
189 if (op->nrof > 1)
190 {
191 if (op->decrease (rndm (0, op->nrof - 1)))
192 fix_stopped_item (op, m, originator);
193 }
194 else
195 {
196 // drop everything to the ground, if possible
197 while (op->inv)
198 op->inv->insert_at (originator);
199
200 op->destroy ();
201 } 186 }
202 187
203 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
204 if (env) 189 if (env)
205 { 190 {
206 op = archetype::get (shstr_burnout); 191 object *op = archetype::get (shstr_burnout);
207 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
208 env->insert (op); 193 env->insert (op);
209 } 194 }
210 else 195 else
211 replace_insert_ob_in_map (shstr_burnout, originator); 196 replace_insert_ob_in_map (shstr_burnout, originator);
212 197
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 }
209
213 return; 210 return;
214 } 211 }
215 212
216 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
217 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))
218 { 215 {
219 archetype *at = archetype::find (shstr_icecube); 216 archetype *at = archetype::find (shstr_icecube);
220 217
221 if (at == NULL) 218 if (at == NULL)
222 return; 219 return;
226 return; 223 return;
227 224
228 object *tmp = present_arch (at, op->map, op->x, op->y); 225 object *tmp = present_arch (at, op->map, op->x, op->y);
229 if (!tmp) 226 if (!tmp)
230 { 227 {
231 tmp = arch_to_object (at); 228 tmp = at->instance ();
232 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
233 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
234 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
235 * that for ones we create. 232 * that for ones we create.
236 */ 233 */
249 * type is the attacktype of the object. 246 * type is the attacktype of the object.
250 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
251 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
252 */ 249 */
253int 250int
254hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
255{ 252{
256 maptile *map;
257 sint16 x, y; 253 sint16 x, y;
258 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 */
259 255
260 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
261 { 257 {
262 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
263 return 0; 259 return 0;
264 } 260 }
265 261
266 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
267 { 263 {
268 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);
269 return 0; 265 return 0;
270 } 266 }
271 267
335 * 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.
336 */ 332 */
337 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) 333 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
338 continue; 334 continue;
339 335
340 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
341 { 337 {
342 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
343 retflag |= 1; 339 retflag |= 1;
344 340
345 if (op->destroyed ()) 341 if (op->destroyed ())
349 * 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
350 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
351 * 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
352 * 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
353 * 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.
354 */ 352 */
355 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)
356 { 354 {
357 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
358 356
359 if (op->destroyed ()) 357 if (op->destroyed ())
360 break; 358 break;
361 } 359 }
362 } 360 }
363 361
364 return 0; 362 return retflag;
365} 363}
366 364
367void 365static void
368attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
369{ 367{
370 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
371 int i, found = 0; 369 int i, found = 0;
372 maptile *map; 370 maptile *map;
374 372
375 /* 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
376 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
377 * [garbled 20010919] 375 * [garbled 20010919]
378 */ 376 */
379
380 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
381 { 378 {
382 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
383 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
384 found++; 381 found++;
385 } 382 }
386 if (dam < 0) 383 else if (dam < 0)
387 { 384 {
388 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
389 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
390 found++; 387 found++;
391 } 388 }
513 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
514 found++; 511 found++;
515 break; 512 break;
516 } 513 }
517 } 514 }
518 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
519 { 516 {
520 int mtype; 517 int mtype;
521 518
522 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
523 { 520 {
524 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
525 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
526 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
527 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
528 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
529 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
530 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
531 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
532 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
533 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
534 mtype = ATM_CLEAVE;
535 break;
536 case WEAP_SLICE:
537 mtype = ATM_SLICE;
538 break;
539 case WEAP_STAB:
540 mtype = ATM_STAB;
541 break;
542 case WEAP_WHIP:
543 mtype = ATM_WHIP;
544 break;
545 case WEAP_CRUSH:
546 mtype = ATM_CRUSH;
547 break;
548 case WEAP_BLUD:
549 mtype = ATM_BLUD;
550 break;
551 default:
552 mtype = ATM_BASIC;
553 break;
554 } 531 }
555 532
556 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++)
557 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)
558 { 535 {
661 op->play_sound (sound_find ("player_hits4")); 638 op->play_sound (sound_find ("player_hits4"));
662 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
663 } 640 }
664} 641}
665 642
666
667static int 643static int
668get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
669{ 645{
670 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
671 { 647 {
672 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
673 return 1; 649 return 1;
674 } 650 }
675 651
676 if ((*target)->head)
677 *target = (*target)->head; 652 *target = (*target)->head_ ();
678
679 if ((*hitter)->head)
680 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
681 654
682 if ((*target)->type == LOCKED_DOOR) 655 if ((*target)->type == LOCKED_DOOR)
683 return 1; // locked doors cannot be hit 656 return 1; // locked doors cannot be hit
684 657
685 if ((*hitter)->env || (*target)->env) 658 if ((*hitter)->env || (*target)->env)
686 { 659 {
687 *simple_attack = 1; 660 *simple_attack = 1;
688 return 0; 661 return 0;
689 } 662 }
690 663
691 if (QUERY_FLAG (*target, FLAG_REMOVED) 664 if ((*target)->flag [FLAG_REMOVED]
692 || QUERY_FLAG (*hitter, FLAG_REMOVED) 665 || (*hitter)->flag [FLAG_REMOVED]
693 || !(*hitter)->map 666 || !(*hitter)->map
694 || !on_same_map (*hitter, *target)) 667 || !on_same_map (*hitter, *target))
695 { 668 {
696 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", 669 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
697 (*hitter)->debug_desc (), (*target)->debug_desc ()); 670 (*hitter)->debug_desc (), (*target)->debug_desc ());
703} 676}
704 677
705static int 678static int
706abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
707{ 680{
708
709/* 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
710 * 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.
711 */ 683 */
712 int new_mode; 684 int new_mode;
713 685
714 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
715 new_mode = 1; 687 new_mode = 1;
716 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))
717 return 1; 690 return 1;
718 else 691 else
719 new_mode = 0; 692 new_mode = 0;
693
720 return new_mode != simple_attack; 694 return new_mode != simple_attack;
721} 695}
722 696
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
723static 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}
724 821
725static int 822static int
726attack_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)
727{ 824{
728 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
741 838
742 /* 839 /*
743 * 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
744 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
745 */ 842 */
746 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)
747 { 844 {
748 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
749 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
750 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
751 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
773 if (!simple_attack) 870 if (!simple_attack)
774 { 871 {
775 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
776 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
777 * -b.t. */ 874 * -b.t. */
778 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
779 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
780 877
781 /* 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
782 * for help. */ 879 * for help. */
783 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))
784 npc_call_help (op); 881 npc_call_help (op);
785 882
786 /* 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 */
787 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
788 { 885 {
789 make_visible (op); 886 make_visible (op);
790 887
791 if (op->type == PLAYER) 888 if (op->type == PLAYER)
792 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!");
793 } 890 }
794 891
795 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
796 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
797 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
804 } 901 }
805 902
806 /* 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
807 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
808 */ 905 */
809 if (hitdam <= 0) 906 max_it (hitdam, 1);
810 hitdam = 1;
811 907
812 type = hitter->attacktype; 908 type = hitter->attacktype;
813 909
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 */
814 if (!type) 920 if (!type)
815 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
816 922
817 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
818 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])
819 { 925 {
820 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
821 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");
822 928
823 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);
849} 955}
850 956
851int 957int
852attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
853{ 959{
854 hitter = hitter->head_ ();
855
856 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);
857} 961}
858 962
859/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
860 * 964 *
861 * 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.
893 /* Disassemble missile */ 997 /* Disassemble missile */
894 if (op->inv) 998 if (op->inv)
895 { 999 {
896 container = op; 1000 container = op;
897 hitter = op->inv; 1001 hitter = op->inv;
898 hitter->remove ();
899 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);
900 /* 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
901 * might be called until this THROWN_OBJ is either reassembled or 1004 * might be called until this THROWN_OBJ is either reassembled or
902 * 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
903 * THROWN_OBJs. */ 1006 * THROWN_OBJs. */
904 } 1007 }
915 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
916 * 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
917 * 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
918 * other places as well!) 1021 * other places as well!)
919 */ 1022 */
920 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env)
921 { 1024 {
922 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)
923 { 1040 {
924 container->remove (); 1041 hitter = fix_stopped_arrow (hitter);
1042 if (!hitter)
1043 return 0;
1044 }
1045 else
925 container->destroy (); 1046 container->destroy ();
926 }
927 1047
928 return 0;
929 }
930
931 /* Missile hit victim */
932 /* if the speed is > 10, then this is a fast moving arrow, we go straight
933 * through the target
934 */
935 if (hit_something && op->speed <= 10.0)
936 {
937 /* Stop arrow */
938 if (!container)
939 {
940 hitter = fix_stopped_arrow (hitter);
941 if (!hitter)
942 return 0;
943 }
944 else
945 container->destroy ();
946
947 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
948 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
949 return 0; 1075 return 0;
950
951 /* Else try to put arrow on victim's map square
952 * remove check for P_WALL here. If the arrow got to this
953 * space, that is good enough - with the new movement code,
954 * there is now the potential for lots of spaces where something
955 * can fly over but not otherwise move over. What is the correct
956 * way to handle those otherwise?
957 */
958 if (victim->x != hitter->x || victim->y != hitter->y)
959 {
960 hitter->remove ();
961 hitter->x = victim->x;
962 hitter->y = victim->y;
963 insert_ob_in_map (hitter, victim->map, hitter, 0);
964 } 1076 }
965 else 1077 else
966 /* Else leave arrow where it is */ 1078 op->set_speed (op->speed - 1.f);
967 merge_ob (hitter, NULL);
968
969 return 0;
970 }
971
972 if (hit_something && op->speed >= 10.0)
973 op->speed -= 1.0;
974 1079
975 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
976 if (container) 1081 if (container)
977 { 1082 {
978 hitter->remove (); 1083 hitter->remove ();
980 } 1085 }
981 1086
982 return op; 1087 return op;
983} 1088}
984 1089
985void 1090static void
986tear_down_wall (object *op) 1091tear_down_wall (object *op)
987{ 1092{
988 int perc = 0;
989
990 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
991 {
992 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);
993 perc = 1; 1095 else if (!op->has_anim ())
994 }
995 else if (!GET_ANIM_ID (op))
996 { 1096 {
997 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
998 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
999 op->destroy (); 1099 op->destroy ();
1000 1100
1001 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1002 } 1102 }
1003 1103
1004 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 );
1005 1110
1006 if (perc >= (int) NUM_ANIMATIONS (op)) 1111 op->set_anim_frame (perc);
1007 perc = NUM_ANIMATIONS (op) - 1;
1008 else if (perc < 1)
1009 perc = 1;
1010
1011 SET_ANIMATION (op, perc);
1012 update_object (op, UP_OBJ_FACE); 1112 update_object (op, UP_OBJ_FACE);
1013 1113
1014 if (perc == NUM_ANIMATIONS (op) - 1) 1114 if (op->stats.hp < 0)
1015 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1016 if (op->face == blank_face) 1116 if (op->face == blank_face)
1017 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1018 op->destroy (); 1118 op->destroy ();
1019 else 1119 else
1020 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1021 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1022 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1023 op->move_block = 0; 1123 op->move_block = 0;
1024 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1025 } 1125 }
1026 } 1126 }
1027} 1127}
1028 1128
1029void 1129static void
1030scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1031{ 1131{
1032 object *owner = hitter->owner; 1132 target->flag [FLAG_SCARED] = true;
1033 1133
1034 if (!owner)
1035 owner = hitter;
1036
1037 SET_FLAG (target, FLAG_SCARED);
1038 if (!target->enemy) 1134 if (!target->enemy)
1039 target->enemy = owner; 1135 target->enemy = hitter->outer_owner ();
1040}
1041
1042/* This returns the amount of damage hitter does to op with the
1043 * appropriate attacktype. Only 1 attacktype should be set at a time.
1044 * This doesn't damage the player, but returns how much it should
1045 * take. However, it will do other effects (paralyzation, slow, etc.)
1046 * Note - changed for PR code - we now pass the attack number and not
1047 * the attacktype. Makes it easier for the PR code. */
1048int
1049hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1050{
1051 int doesnt_slay = 1;
1052
1053 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1054 if (attacknum >= NROFATTACKS)
1055 {
1056 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1057 return 0;
1058 }
1059
1060 if (dam < 0)
1061 {
1062 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1063 dam, hitter->debug_desc (), op->debug_desc ());
1064 return 0;
1065 }
1066
1067 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1068 * people can't mess with that or it otherwise get confused. */
1069 if (attacknum == ATNR_INTERNAL)
1070 return dam;
1071
1072 if (hitter->slaying)
1073 {
1074 if ((op->race && strstr (hitter->slaying, op->race))
1075 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1076 {
1077 doesnt_slay = 0;
1078 dam *= 3;
1079 }
1080 }
1081
1082 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1083 if (op->resist[attacknum])
1084 {
1085 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1086 * in case 0>dam>1, we try to "simulate" a float value-effect */
1087 dam *= (100 - op->resist[attacknum]);
1088 if (dam >= 100)
1089 dam /= 100;
1090 else
1091 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1092 }
1093
1094 /* Special hack. By default, if immune to something, you
1095 * shouldn't need to worry. However, acid is an exception, since
1096 * it can still damage your items. Only include attacktypes if
1097 * special processing is needed */
1098
1099 if (op->resist[attacknum] >= 100
1100 && doesnt_slay
1101 && attacknum != ATNR_ACID)
1102 return 0;
1103
1104 /* Keep this in order - makes things easier to find */
1105
1106 switch (attacknum)
1107 {
1108 case ATNR_PHYSICAL:
1109 /* here also check for diseases */
1110 check_physically_infect (op, hitter);
1111 break;
1112
1113 /* Don't need to do anything for:
1114 magic,
1115 fire,
1116 electricity,
1117 cold */
1118
1119 case ATNR_CONFUSION:
1120 case ATNR_POISON:
1121 case ATNR_SLOW:
1122 case ATNR_PARALYZE:
1123 case ATNR_FEAR:
1124 case ATNR_CANCELLATION:
1125 case ATNR_DEPLETE:
1126 case ATNR_BLIND:
1127 {
1128 /* chance for inflicting a special attack depends on the
1129 * difference between attacker's and defender's level
1130 */
1131 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1132
1133 /* First, only creatures/players with speed can be affected.
1134 * Second, just getting hit doesn't mean it always affects
1135 * you. Third, you still get a saving through against the
1136 * effect.
1137 */
1138 if (op->speed &&
1139 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1140 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1141 {
1142
1143 /* Player has been hit by something */
1144 if (attacknum == ATNR_CONFUSION)
1145 confuse_player (op, hitter, dam);
1146 else if (attacknum == ATNR_POISON)
1147 poison_player (op, hitter, dam);
1148 else if (attacknum == ATNR_SLOW)
1149 slow_player (op, hitter, dam);
1150 else if (attacknum == ATNR_PARALYZE)
1151 paralyze_player (op, hitter, dam);
1152 else if (attacknum == ATNR_FEAR)
1153 scare_creature (op, hitter);
1154 else if (attacknum == ATNR_CANCELLATION)
1155 cancellation (op);
1156 else if (attacknum == ATNR_DEPLETE)
1157 op->drain_stat ();
1158 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1159 blind_player (op, hitter, dam);
1160 }
1161
1162 dam = 0; /* These are all effects and don't do real damage */
1163 }
1164 break;
1165
1166 case ATNR_ACID:
1167 {
1168 int flag = 0;
1169
1170 /* Items only get corroded if you're not on a battleground and
1171 * if your acid resistance is below 50%. */
1172 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1173 {
1174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1175 {
1176 if (tmp->invisible)
1177 continue;
1178 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1179 /* >= 10% acid res. on items will protect these */
1180 continue;
1181 if (!(tmp->materials & M_IRON))
1182 continue;
1183 if (tmp->magic < -4) /* Let's stop at -5 */
1184 continue;
1185 if (tmp->type == RING
1186 /* removed boots and gloves from exclusion list in PR */
1187 || tmp->type == GIRDLE
1188 || tmp->type == AMULET
1189 || tmp->type == WAND
1190 || tmp->type == ROD
1191 || tmp->type == HORN)
1192 continue; /* To avoid some strange effects */
1193
1194 /* High damage acid has better chance of corroding
1195 objects */
1196 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1197 {
1198 flag = 1;
1199 tmp->magic--;
1200
1201 if (object *pl = tmp->visible_to ())
1202 {
1203 /* Make this more visible */
1204 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1205 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1206
1207 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1208 }
1209 }
1210 }
1211
1212 if (flag)
1213 op->update_stats (); /* Something was corroded */
1214 }
1215 }
1216 break;
1217
1218 case ATNR_DRAIN:
1219 {
1220 /* rate is the proportion of exp drained. High rate means
1221 * not much is drained, low rate means a lot is drained.
1222 */
1223 int rate;
1224
1225 if (op->resist[ATNR_DRAIN] >= 0)
1226 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1227 else
1228 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1229
1230 if (op->stats.exp <= rate)
1231 {
1232 if (op->type == GOLEM)
1233 dam = 999; /* Its force is "sucked" away. 8) */
1234 else
1235 /* If we can't drain, lets try to do physical damage */
1236 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1237 }
1238 else
1239 {
1240 /* Randomly give the hitter some hp */
1241 if (hitter->stats.hp < hitter->stats.maxhp &&
1242 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1243 hitter->stats.hp++;
1244
1245 /* Can't do drains on battleground spaces.
1246 * Move the wiz check up here - before, the hitter wouldn't gain exp
1247 * exp, but the wiz would still lose exp! If drainee is a wiz,
1248 * nothing happens.
1249 * Try to credit the owner. We try to display player -> player drain
1250 * attacks, hence all the != PLAYER checks.
1251 */
1252 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1253 {
1254 object *owner = hitter->owner;
1255
1256 if (owner && owner != hitter)
1257 {
1258 if (op->type != PLAYER || owner->type != PLAYER)
1259 change_exp (owner, op->stats.exp / (rate * 2),
1260 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1261 }
1262 else if (op->type != PLAYER || hitter->type != PLAYER)
1263 change_exp (hitter, op->stats.exp / (rate * 2),
1264 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1265
1266 change_exp (op, -op->stats.exp / rate, NULL, 0);
1267 }
1268
1269 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1270 * drain attack, you won't know that you are actually sucking out EXP,
1271 * as the messages will say you missed
1272 */
1273 }
1274 }
1275 break;
1276
1277 case ATNR_TURN_UNDEAD:
1278 {
1279 if (QUERY_FLAG (op, FLAG_UNDEAD))
1280 {
1281 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1282 object *god = find_god (determine_god (owner));
1283 int div = 1;
1284
1285 /* if undead are not an enemy of your god, you turn them
1286 * at half strength */
1287 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1288 div = 2;
1289
1290 /* Give a bonus if you resist turn undead */
1291 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1292 scare_creature (op, owner);
1293 }
1294 else
1295 dam = 0; /* don't damage non undead - should we damage
1296 undead? */
1297 }
1298 break;
1299
1300 case ATNR_DEATH:
1301 deathstrike_player (op, hitter, &dam);
1302 break;
1303
1304 case ATNR_CHAOS:
1305 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1306 dam = 0;
1307 break;
1308
1309 case ATNR_COUNTERSPELL:
1310 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1311 dam = 0;
1312 /* This should never happen. Counterspell is handled
1313 * seperately and filtered out. If this does happen,
1314 * Counterspell has no effect on anything but spells, so it
1315 * does no damage. */
1316 break;
1317
1318 case ATNR_HOLYWORD:
1319 {
1320 /* This has already been handled by hit_player,
1321 * no need to check twice -- DAMN */
1322 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1323
1324 /* As with turn undead above, give a bonus on the saving throw */
1325 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1326 scare_creature (op, owner);
1327 }
1328 break;
1329
1330 case ATNR_LIFE_STEALING:
1331 {
1332 int new_hp;
1333
1334 /* this is replacement to drain for players, instead of taking
1335 * exp it takes hp. It is geared for players, probably not
1336 * much use giving it to monsters
1337 *
1338 * life stealing doesn't do a lot of damage, but it gives the
1339 * damage it does do to the player. Given that,
1340 * it only does 1/10'th normal damage (hence the divide by
1341 * 1000).
1342 */
1343 /* You can't steal life from something undead */
1344 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1345 return 0;
1346
1347 /* If drain protection is higher than life stealing, use that */
1348 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1349 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1350 else
1351 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1352
1353 /* You die at -1 hp, not zero. */
1354 if (dam > (op->stats.hp + 1))
1355 dam = op->stats.hp + 1;
1356
1357 new_hp = hitter->stats.hp + dam;
1358 if (new_hp > hitter->stats.maxhp)
1359 new_hp = hitter->stats.maxhp;
1360
1361 if (new_hp > hitter->stats.hp)
1362 hitter->stats.hp = new_hp;
1363 }
1364 }
1365
1366 return dam;
1367} 1136}
1368 1137
1369/* 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
1370 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1371 * 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
1382 * MSW 2002-07-17 1151 * MSW 2002-07-17
1383 */ 1152 */
1384int 1153int
1385kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1386{ 1155{
1387 char buf[MAX_BUF]; 1156 shstr skill;
1388 const char *skill;
1389 int maxdam = 0; 1157 int maxdam = 0;
1390 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1391 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 */
1392 object *owner = 0; 1160 object *owner = 0;
1393 object *skop = 0; 1161 object *skop = 0;
1402 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1403 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1404 */ 1172 */
1405 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1406 1174
1407 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1408 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 */
1409 1177
1410 if (op->type == DOOR) 1178 if (op->type == DOOR)
1411 { 1179 {
1412 op->set_speed (0.1f); 1180 op->set_speed (0.1f);
1413 op->speed_left = -0.05f; 1181 op->speed_left = -0.05f;
1414 return maxdam; 1182 return maxdam;
1415 } 1183 }
1416 1184
1417 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1418 { 1186 {
1419 op->destroy (); 1187 op->drop_and_destroy ();
1420 return maxdam; 1188 return maxdam;
1421 } 1189 }
1422 1190
1423 /* Now lets start dealing with experience we get for killing something */ 1191 /* Now lets start dealing with experience we get for killing something */
1424 1192
1425 owner = hitter->owner; 1193 owner = hitter->outer_owner ();
1426 if (!owner) 1194 if (!owner)
1427 owner = hitter; 1195 owner = hitter;
1428 1196
1429 /* is the victim (op) standing on battleground? */ 1197 /* is the victim (op) standing on battleground? */
1430 if (op_on_battleground (op, NULL, NULL)) 1198 if (op_on_battleground (op, NULL, NULL))
1482 1250
1483 /* This code below deals with finding the appropriate skill 1251 /* This code below deals with finding the appropriate skill
1484 * to credit exp to. This is a bit problematic - we should 1252 * to credit exp to. This is a bit problematic - we should
1485 * probably never really have to look at current_weapon->skill 1253 * probably never really have to look at current_weapon->skill
1486 */ 1254 */
1487 skill = 0;
1488
1489 if (hitter->skill && hitter->type != PLAYER) 1255 if (hitter->skill && hitter->type != PLAYER)
1490 skill = hitter->skill; 1256 skill = hitter->skill;
1491 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1492 { 1258 {
1493 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1494 skill = skop->skill; 1260 skill = skop->skill;
1495 } 1261 }
1496 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1497 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1498 else 1264 else
1265 {
1266 LOG (llevError | logBacktrace,
1499 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 }
1500 1272
1501 /* 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
1502 * 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!
1503 */ 1275 */
1504 if ((!skop || skop->type != SKILL) && skill) 1276 skop = owner->contr->find_skill (skill);
1505 {
1506 int i;
1507
1508 for (i = 0; i < NUM_SKILLS; i++)
1509 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1510 {
1511 skop = owner->contr->last_skill_ob[i];
1512 break;
1513 }
1514 }
1515 } /* Was it a player that hit somethign */ 1277 } /* Was it a player that hit somethign */
1516 else 1278 else
1517 skill = 0; 1279 skill = 0;
1518 1280
1519 /* Pet (or spell) killed something. */
1520 if (owner != hitter)
1521 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1522 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1523 else
1524 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1525 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1526 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1527
1528 /* These may have been set in the player code section above */ 1281 /* These may have been set in the player code section above */
1529 if (!skop) 1282 if (!skop)
1530 skop = hitter->chosen_skill; 1283 skop = hitter->chosen_skill;
1531 1284
1532 if (!skill && skop) 1285 if (!skill && skop)
1533 skill = skop->skill; 1286 skill = skop->skill;
1534 1287
1535 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1536
1537 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1538 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1539 { 1290 {
1540 int exp; 1291 int exp;
1541 1292
1542 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1543 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1544 if (op->type == PLAYER)
1545 {
1546 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1547 { 1298 {
1548 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1549 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1550 } 1301 }
1551 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1552 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1553 }
1554 else 1307 else
1555 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1556
1557 /* if op is standing on "battleground" (arena), no way to gain
1558 * exp by killing him
1559 */
1560 if (battleg)
1561 exp = 0;
1562 1309
1563 /* 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
1564 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1565 */ 1312 */
1566 1313
1604 } /* else part of a party */ 1351 } /* else part of a party */
1605 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1606 1353
1607 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1608 { 1355 {
1609 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1610 { 1357 {
1611 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1612 1359
1613 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1614 { 1361 {
1615 owner1->contr->play_sound (sound_find ("pet_is_killed")); 1362 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1616 /* Maybe we should include the owner that killed this, maybe not */ 1363 /* Maybe we should include the owner that killed this, maybe not */
1617 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);
1618 } 1365 }
1619 1366
1620 remove_friendly_object (op); 1367 remove_friendly_object (op);
1621 } 1368 }
1622 1369
1623 op->destroy (); 1370 op->drop_and_destroy ();
1624 } 1371 }
1625 else 1372 else
1626 /* Player has been killed! */ 1373 /* Player has been killed! */
1627 op->contr->killer = owner->type == PLAYER ? owner : hitter; 1374 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1628 1375
1675 * modify it. 1422 * modify it.
1676 */ 1423 */
1677/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1678 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1679int 1426int
1680hit_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)
1681{ 1428{
1682 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1683 int maxattacktype, attacknum;
1684 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;
1685 int simple_attack; 1433 int simple_attack;
1686 int rtn_kill = 0; 1434 int rtn_kill = 0;
1687 int friendlyfire; 1435 int friendlyfire;
1688 1436
1689 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1690 return 0; 1438 return 0;
1691 1439
1692 /* 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 */
1693 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1694 return 0; 1442 return 0;
1695 1443
1696 // only allow pk for hostile players 1444 // only allow pk for hostile players
1697 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1698 { 1446 {
1740 1488
1741 break; 1489 break;
1742 } 1490 }
1743 } 1491 }
1744 1492
1745 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1746 { 1494 {
1747 /* 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
1748 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1749 */ 1497 */
1750 1498
1788 */ 1536 */
1789 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1790 { 1538 {
1791 object *god; 1539 object *god;
1792 1540
1793 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1794 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1795 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1796 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1797 (hitter->title != NULL 1545 || (hitter->title
1798 && (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))))
1799 return 0; 1548 return 0;
1800 } 1549 }
1801 1550
1802 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1803 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1804 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1805 /* 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
1806 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1807 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1808 */ 1559 */
1809 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1812 /* 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.
1813 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1814 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1815 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1816 */ 1567 */
1817 if (type & attacktype)
1818 {
1819 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1820 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1821 * the damage is equal. 1571 * the damage is equal.
1822 */ 1572 */
1823 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1824 { 1574 {
1825 maxdam = ndam; 1575 maxdam = ndam;
1826 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1827 }
1828 } 1577 }
1829 } 1578 }
1830 1579
1831 /* 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
1832 * 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
1872 // 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
1873 // for an non-active objetc to know its enemy. 1622 // for an non-active objetc to know its enemy.
1874 if (op->active) 1623 if (op->active)
1875 if (hitter->owner) 1624 if (hitter->owner)
1876 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1877 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1878 op->enemy = hitter; 1627 op->enemy = hitter;
1879 1628
1880 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1881 { 1630 {
1882 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1883 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1884 npc_call_help (op); 1633 npc_call_help (op);
1885 } 1634 }
1886 1635
1887 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1888 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1890 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1891 1640
1892 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1893 1642
1894 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1895 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1896 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1897 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)
1898 { 1647 {
1899 1648
1900 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1901 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1902 else 1651 else
1903 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1904 } 1653 }
1905 1654
1906 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1907 { 1656 {
1908 if (maxdam) 1657 if (maxdam)
1909 tear_down_wall (op); 1658 tear_down_wall (op);
1910 1659
1911 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1914 /* See if the creature has been killed */ 1663 /* See if the creature has been killed */
1915 rtn_kill = kill_object (op, maxdam, hitter, type); 1664 rtn_kill = kill_object (op, maxdam, hitter, type);
1916 if (rtn_kill != -1) 1665 if (rtn_kill != -1)
1917 return rtn_kill; 1666 return rtn_kill;
1918 1667
1919
1920 /* 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
1921 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1922 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1923 */ 1671 */
1924 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1925 hitter->destroy (); 1673 hitter->drop_and_destroy ();
1926
1927 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1928 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])
1929 { 1676 {
1930 int i;
1931 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1932 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1933 object *owner = op->owner; 1679 object *owner = op->owner;
1934 1680
1935 if (!op->other_arch) 1681 if (!op->other_arch)
1936 { 1682 {
1937 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1938 return maxdam; 1684 return maxdam;
1939 } 1685 }
1940 1686
1941 op->remove (); 1687 op->remove ();
1942 1688
1943 for (i = 0; i < op->stats.food; i++) 1689 for (int i = 0; i < op->stats.food; i++)
1944 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1945 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1946 int j;
1947 1692
1948 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1949 1694
1950 if (friendly) 1695 if (friendly)
1951 { 1696 {
1955 if (owner) 1700 if (owner)
1956 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1957 } 1702 }
1958 1703
1959 if (unaggressive) 1704 if (unaggressive)
1960 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1961 1706
1962 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);
1963 1708
1964 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1965 tmp->destroy (); 1710 tmp->destroy ();
1966 else 1711 else
1967 { 1712 {
1971 } 1716 }
1972 1717
1973 op->destroy (); 1718 op->destroy ();
1974 } 1719 }
1975 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1720 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1976 hitter->destroy (); 1721 hitter->drop_and_destroy ();
1977 1722
1978 return maxdam; 1723 return maxdam;
1979} 1724}
1980 1725
1981void 1726static void
1982poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1983{ 1728{
1984 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
1985 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
1986 1731
1987 if (tmp == NULL) 1732 if (!tmp)
1988 { 1733 {
1989 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
1990 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;
1991 else 1745 else
1992 {
1993 tmp = insert_ob_in_ob (tmp, op);
1994 /* peterm: give poisoning some teeth. It should
1995 * be able to kill things better than it does:
1996 * damage should be dependent something--I choose to
1997 * do this: if it's a monster, the damage from the
1998 * poisoning goes as the level of the monster/2.
1999 * If anything else, goes as damage.
2000 */
2001
2002 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2003 tmp->stats.dam += hitter->level / 2;
2004 else
2005 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
2006 1747
2007 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2008 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
2009 {
2010 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
2011 }
2012 1751
2013 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
2014 1753
2015 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
2016 { 1755 {
2017 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
2018 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2019 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2020 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2021 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
2022 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2023 op->update_stats (); 1762 op->update_stats ();
2024 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.");
2025 op->play_sound (tmp->sound); 1764 op->play_sound (tmp->sound);
2026 } 1765 }
2027 1766
2028 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2029 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);
2030 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2031 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);
2032 }
2033 1771
2034 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2035 } 1773 }
2036 else 1774 else
2037 tmp->stats.food++; 1775 tmp->stats.food++;
2038} 1776}
2039 1777
2040void 1778static void
2041slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2042{ 1780{
2043 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2044 object *tmp; 1782 object *tmp;
2045 1783
2046 if (at == NULL) 1784 if (!at)
2047 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2048 1786
2049 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2050 { 1788 {
2051 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2052 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2053 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!");
2054 } 1792 }
2055 else 1793 else
2056 tmp->stats.food++; 1794 tmp->stats.food++;
2057 1795
2058 SET_FLAG (tmp, FLAG_APPLIED); 1796 tmp->set_flag (FLAG_APPLIED);
2059 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2060 op->update_stats (); 1798 op->update_stats ();
2061} 1799}
2062 1800
2063void 1801void
2064confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2065{ 1803{
2066 object *tmp; 1804 object *tmp;
2067 int maxduration; 1805 int maxduration;
2068 1806
2069 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2070 if (!tmp) 1808 if (!tmp)
2071 { 1809 {
2072 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2073 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2074 } 1812 }
2075 1813
2076 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2077 * on the player's resistance 1815 * on the player's resistance
2078 */ 1816 */
2079 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2080 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2081 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);
2082 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2083 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2084 1822
2085 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2086 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2087 1825
2088 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2089 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!");
2090 1828
2091 SET_FLAG (op, FLAG_CONFUSED); 1829 op->set_flag (FLAG_CONFUSED);
2092} 1830}
2093 1831
2094void 1832void
2095blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2096{ 1834{
2097 object *tmp, *owner;
2098
2099 /* 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 */
2100 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2101 return; 1837 return;
2102 1838
2103 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2104 if (!tmp) 1840 if (!tmp)
2105 { 1841 {
2106 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2107 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2108 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2109 /* 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.
2110 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2111 */
2112 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2113 1847
2114 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2115 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2116 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2117 1851
2118 if (hitter->owner)
2119 owner = hitter->owner;
2120 else
2121 owner = hitter;
2122
2123 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));
2124 } 1853 }
1854
2125 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2126 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2127 tmp->stats.food = 10;
2128} 1857}
2129 1858
2130void 1859void
2131paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2132{ 1861{
2133 float effect, max;
2134
2135 /* object *tmp; */
2136
2137 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2138 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2139 */ 1864 */
2140 1865
2141 /* 1866 /*
2145 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);
2146 } 1871 }
2147 */ 1872 */
2148 1873
2149 /* 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 */
2150 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;
2151 1876
2152 if (effect == 0)
2153 return;
2154
2155 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2156 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2157 1879
2158 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2159 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2160 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2161 op->speed_left = (float) -(FABS (op->speed) * max);
2162 1884
2163/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2164} 1886}
2165 1887
2166/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2167 * the computed damaged. 1889 * the computed damaged.
2168 */ 1890 */
2169void 1891static void
2170deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2171{ 1893{
2172 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2173 ** 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
2174 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2178 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2179 1901
2180 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2181 1903
2182 if (hitter->slaying) 1904 if (hitter->slaying)
2183 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))))
2184 return; 1907 return;
2185 1908
2186 def_lev = op->level; 1909 def_lev = op->level;
2187 if (def_lev < 1) 1910 if (def_lev < 1)
2188 { 1911 {
2189 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 ());
2190 def_lev = 1; 1913 def_lev = 1;
2191 } 1914 }
2192 1915
2193 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;
2194 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1917 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2215 } 1938 }
2216 else 1939 else
2217 *dam = 0; /* no harm done */ 1940 *dam = 0; /* no harm done */
2218} 1941}
2219 1942
2220/* thrown_item_effect() - handles any special effects of thrown 1943/* This returns the amount of damage hitter does to op with the
2221 * items (like attacking living creatures--a potion thrown at a 1944 * appropriate attacktype. Only 1 attacktype should be set at a time.
2222 * monster). 1945 * This doesn't damage the player, but returns how much it should
2223 */ 1946 * take. However, it will do other effects (paralyzation, slow, etc.)
2224static void 1947 * Note - changed for PR code - we now pass the attack number and not
2225thrown_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)
2226{ 1951{
2227 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;
2228 { 1959 }
2229 /* May not need a switch for just 2 types, but this makes it 1960
2230 * 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)))
2231 */ 1977 {
2232 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2233 { 1980 }
2234 case POTION: 1981 }
2235 /* should player get a save throw instead of checking magic protection? */ 1982
2236 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. */
2237 (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);
2238 break; 2012 break;
2239 2013
2240 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2241 /* As with potions, should monster get a save? */ 2015 magic,
2242 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2243 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 }
2244 break; 2066 break;
2245 2067
2246 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2247 * food may be poisonous, but monster must be willing to eat it, 2069 {
2248 * so we don't handle it here. 2070 int flag = 0;
2249 * 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.
2250 */ 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:
2251 } 2180 {
2252 } 2181 if (op->flag [FLAG_UNDEAD])
2253} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2254 2186
2255/* adj_attackroll() - adjustments to attacks by various conditions */ 2187 /* if undead are not an enemy of your god, you turn them
2256int 2188 * at half strength */
2257adj_attackroll (object *hitter, object *target) 2189 if (!god || !god->slaying.contains (shstr_undead))
2258{ 2190 div = 2;
2259 object *attacker = hitter;
2260 int adjust = 0;
2261 2191
2262 /* safety */ 2192 /* Give a bonus if you resist turn undead */
2263 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)))
2264 { 2194 scare_creature (op, owner);
2265 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]))
2266 return 0; 2247 return 0;
2267 }
2268 2248
2269 /* aimed missiles use the owning object's sight */ 2249 /* If drain protection is higher than life stealing, use that */
2270 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 }
2271 { 2266 }
2272 if ((attacker = hitter->owner) == NULL)
2273 attacker = hitter;
2274 /* A player who saves but hasn't quit still could have objects
2275 * owned by him - need to handle that case to avoid crashes.
2276 */
2277 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2278 attacker = hitter;
2279 }
2280 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2281 return 0;
2282 2267
2283 /* determine the condtions under which we make an attack.
2284 * Add more cases, as the need occurs. */
2285
2286 if (!can_see_enemy (attacker, target))
2287 {
2288 /* target is unseen */
2289 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2290 adjust -= 10;
2291 /* dark map penalty for the hitter (lacks infravision if we got here). */
2292 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2293 adjust -= target->map->darkness;
2294 }
2295
2296 if (QUERY_FLAG (attacker, FLAG_SCARED))
2297 adjust -= 3;
2298
2299 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2300 adjust += 1;
2301
2302 if (QUERY_FLAG (target, FLAG_SCARED))
2303 adjust += 1;
2304
2305 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2306 adjust -= 3;
2307
2308 /* if we attack at a different 'altitude' its harder */
2309 if ((attacker->move_type & target->move_type) == 0)
2310 adjust -= 2;
2311
2312#if 0
2313 /* slower attacks are less likely to succeed. We should use a
2314 * comparison between attacker/target speeds BUT, players have
2315 * a generally faster speed, so this will wind up being a HUGE
2316 * disadantage for the monsters! Too bad, because missiles which
2317 * fly fast should have a better chance of hitting a slower target.
2318 */
2319 if (hitter->speed < target->speed)
2320 adjust += ((float) hitter->speed - target->speed);
2321#endif
2322
2323#if 0
2324 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2325#endif
2326
2327 return adjust;
2328}
2329
2330/* determine if the object is an 'aimed' missile */
2331int
2332is_aimed_missile (object *op)
2333{
2334
2335 /* I broke what used to be one big if into a few nested
2336 * ones so that figuring out the logic is at least possible.
2337 */
2338 if (op && (op->move_type & MOVE_FLYING))
2339 if (op->type == ARROW || op->type == THROWN_OBJ)
2340 return 1;
2341 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2342 return 1;
2343
2344 return 0; 2268 return dam;
2345} 2269}
2270

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