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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.99 by root, Sun Nov 16 03:52:13 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;
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 op->insert_at (originator);
198 op->drop_and_destroy ();
199 } 186 }
200 187
201 if (type & (AT_FIRE | AT_ELECTRICITY)) 188 if (type & (AT_FIRE | AT_ELECTRICITY))
202 if (env) 189 if (env)
203 { 190 {
204 op = archetype::get (shstr_burnout); 191 object *op = archetype::get (shstr_burnout);
205 op->x = env->x, op->y = env->y; 192 op->x = env->x, op->y = env->y;
206 env->insert (op); 193 env->insert (op);
207 } 194 }
208 else 195 else
209 replace_insert_ob_in_map (shstr_burnout, originator); 196 replace_insert_ob_in_map (shstr_burnout, originator);
210 197
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
211 return; 210 return;
212 } 211 }
213 212
214 /* The value of 50 is arbitrary. */ 213 /* The value of 50 is arbitrary. */
215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) 214 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
216 { 215 {
217 archetype *at = archetype::find (shstr_icecube); 216 archetype *at = archetype::find (shstr_icecube);
218 217
219 if (at == NULL) 218 if (at == NULL)
220 return; 219 return;
224 return; 223 return;
225 224
226 object *tmp = present_arch (at, op->map, op->x, op->y); 225 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp) 226 if (!tmp)
228 { 227 {
229 tmp = arch_to_object (at); 228 tmp = at->instance ();
230 tmp->x = op->x, tmp->y = op->y; 229 tmp->x = op->x, tmp->y = op->y;
231 /* This was in the old (pre new movement code) - 230 /* This was in the old (pre new movement code) -
232 * icecubes have slow_move set to 1 - don't want 231 * icecubes have slow_move set to 1 - don't want
233 * that for ones we create. 232 * that for ones we create.
234 */ 233 */
247 * type is the attacktype of the object. 246 * type is the attacktype of the object.
248 * full_hit is set if monster area does not matter. 247 * full_hit is set if monster area does not matter.
249 * returns 1 if it hits something, 0 otherwise. 248 * returns 1 if it hits something, 0 otherwise.
250 */ 249 */
251int 250int
252hit_map (object *op, int dir, int type, int full_hit) 251hit_map (object *op, int dir, uint32_t type, int full_hit)
253{ 252{
254 maptile *map;
255 sint16 x, y; 253 sint16 x, y;
256 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 */
257 255
258 if (QUERY_FLAG (op, FLAG_FREED)) 256 if (op->flag [FLAG_FREED])
259 { 257 {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 258 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 259 return 0;
262 } 260 }
263 261
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 262 if (op->flag [FLAG_REMOVED] || op->env != NULL)
265 { 263 {
266 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);
267 return 0; 265 return 0;
268 } 266 }
269 267
333 * 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.
334 */ 332 */
335 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)
336 continue; 334 continue;
337 335
338 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 336 if (tmp->flag [FLAG_ALIVE])
339 { 337 {
340 hit_player (tmp, op->stats.dam, op, type, full_hit); 338 hit_player (tmp, op->stats.dam, op, type, full_hit);
341 retflag |= 1; 339 retflag |= 1;
342 340
343 if (op->destroyed ()) 341 if (op->destroyed ())
347 * 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
348 * that weak walls have is_alive set, which prevent objects from 346 * that weak walls have is_alive set, which prevent objects from
349 * 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
350 * 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
351 * 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.
352 */ 352 */
353 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)
354 { 354 {
355 save_throw_object (tmp, type, op); 355 save_throw_object (tmp, type, op);
356 356
357 if (op->destroyed ()) 357 if (op->destroyed ())
358 break; 358 break;
359 } 359 }
360 } 360 }
361 361
362 return 0; 362 return retflag;
363} 363}
364 364
365void 365static void
366attack_message (int dam, int type, object *op, object *hitter) 366attack_message (int dam, int type, object *op, object *hitter)
367{ 367{
368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 368 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
369 int i, found = 0; 369 int i, found = 0;
370 maptile *map; 370 maptile *map;
372 372
373 /* 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
374 * a player might have. For example, fire, electric, cold, etc 374 * a player might have. For example, fire, electric, cold, etc
375 * [garbled 20010919] 375 * [garbled 20010919]
376 */ 376 */
377
378 if (dam == 9998 && op->type == DOOR) 377 if (dam == 9998 && op->type == DOOR)
379 { 378 {
380 sprintf (buf1, "unlock %s", &op->name); 379 sprintf (buf1, "unlock %s", &op->name);
381 sprintf (buf2, " unlocks"); 380 sprintf (buf2, " unlocks");
382 found++; 381 found++;
383 } 382 }
384 if (dam < 0) 383 else if (dam < 0)
385 { 384 {
386 sprintf (buf1, "hit %s", &op->name); 385 sprintf (buf1, "hit %s", &op->name);
387 sprintf (buf2, " hits"); 386 sprintf (buf2, " hits");
388 found++; 387 found++;
389 } 388 }
511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 510 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
512 found++; 511 found++;
513 break; 512 break;
514 } 513 }
515 } 514 }
516 else if (hitter->current_weapon != NULL) 515 else if (hitter->current_weapon)
517 { 516 {
518 int mtype; 517 int mtype;
519 518
520 switch (hitter->current_weapon->weapontype) 519 switch (hitter->current_weapon->weapontype)
521 { 520 {
522 case WEAP_HIT: 521 case WEAP_HIT: mtype = ATM_BASIC; break;
523 mtype = ATM_BASIC; 522 case WEAP_SLASH: mtype = ATM_SLASH; break;
524 break; 523 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
525 case WEAP_SLASH: 524 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
526 mtype = ATM_SLASH; 525 case WEAP_SLICE: mtype = ATM_SLICE; break;
527 break; 526 case WEAP_STAB: mtype = ATM_STAB; break;
528 case WEAP_PIERCE: 527 case WEAP_WHIP: mtype = ATM_WHIP; break;
529 mtype = ATM_PIERCE; 528 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
530 break; 529 case WEAP_BLUD: mtype = ATM_BLUD; break;
531 case WEAP_CLEAVE: 530 default: mtype = ATM_BASIC; break;
532 mtype = ATM_CLEAVE;
533 break;
534 case WEAP_SLICE:
535 mtype = ATM_SLICE;
536 break;
537 case WEAP_STAB:
538 mtype = ATM_STAB;
539 break;
540 case WEAP_WHIP:
541 mtype = ATM_WHIP;
542 break;
543 case WEAP_CRUSH:
544 mtype = ATM_CRUSH;
545 break;
546 case WEAP_BLUD:
547 mtype = ATM_BLUD;
548 break;
549 default:
550 mtype = ATM_BASIC;
551 break;
552 } 531 }
553 532
554 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++)
555 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)
556 { 535 {
659 op->play_sound (sound_find ("player_hits4")); 638 op->play_sound (sound_find ("player_hits4"));
660 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 639 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
661 } 640 }
662} 641}
663 642
664
665static int 643static int
666get_attack_mode (object **target, object **hitter, int *simple_attack) 644get_attack_mode (object **target, object **hitter, int *simple_attack)
667{ 645{
668 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 646 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
669 { 647 {
670 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 648 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
671 return 1; 649 return 1;
672 } 650 }
673 651
674 if ((*target)->head)
675 *target = (*target)->head; 652 *target = (*target)->head_ ();
676
677 if ((*hitter)->head)
678 *hitter = (*hitter)->head; 653 *hitter = (*hitter)->head_ ();
679 654
680 if ((*target)->type == LOCKED_DOOR) 655 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit 656 return 1; // locked doors cannot be hit
682 657
683 if ((*hitter)->env || (*target)->env) 658 if ((*hitter)->env || (*target)->env)
684 { 659 {
685 *simple_attack = 1; 660 *simple_attack = 1;
686 return 0; 661 return 0;
687 } 662 }
688 663
689 if (QUERY_FLAG (*target, FLAG_REMOVED) 664 if ((*target)->flag [FLAG_REMOVED]
690 || QUERY_FLAG (*hitter, FLAG_REMOVED) 665 || (*hitter)->flag [FLAG_REMOVED]
691 || !(*hitter)->map 666 || !(*hitter)->map
692 || !on_same_map (*hitter, *target)) 667 || !on_same_map (*hitter, *target))
693 { 668 {
694 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",
695 (*hitter)->debug_desc (), (*target)->debug_desc ()); 670 (*hitter)->debug_desc (), (*target)->debug_desc ());
701} 676}
702 677
703static int 678static int
704abort_attack (object *target, object *hitter, int simple_attack) 679abort_attack (object *target, object *hitter, int simple_attack)
705{ 680{
706
707/* 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
708 * 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.
709 */ 683 */
710 int new_mode; 684 int new_mode;
711 685
712 if (hitter->env == target || target->env == hitter) 686 if (hitter->env == target || target->env == hitter)
713 new_mode = 1; 687 new_mode = 1;
714 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))
715 return 1; 690 return 1;
716 else 691 else
717 new_mode = 0; 692 new_mode = 0;
693
718 return new_mode != simple_attack; 694 return new_mode != simple_attack;
719} 695}
720 696
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
721static 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}
722 821
723static int 822static int
724attack_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)
725{ 824{
726 int simple_attack, roll, dam = 0; 825 int simple_attack, roll, dam = 0;
739 838
740 /* 839 /*
741 * 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
742 * to avoid ever being hit by monsters. 841 * to avoid ever being hit by monsters.
743 */ 842 */
744 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)
745 { 844 {
746 /* Decrease speed BEFORE calling process_object. Otherwise, an 845 /* Decrease speed BEFORE calling process_object. Otherwise, an
747 * infinite loop occurs, with process_object calling move_monster, 846 * infinite loop occurs, with process_object calling move_monster,
748 * which then gets here again. By decreasing the speed before 847 * which then gets here again. By decreasing the speed before
749 * we call process_object, the 'if' statement above will fail. 848 * we call process_object, the 'if' statement above will fail.
771 if (!simple_attack) 870 if (!simple_attack)
772 { 871 {
773 /* If you hit something, the victim should *always* wake up. 872 /* If you hit something, the victim should *always* wake up.
774 * Before, invisible hitters could avoid doing this. 873 * Before, invisible hitters could avoid doing this.
775 * -b.t. */ 874 * -b.t. */
776 if (QUERY_FLAG (op, FLAG_SLEEP)) 875 if (op->flag [FLAG_SLEEP])
777 CLEAR_FLAG (op, FLAG_SLEEP); 876 op->clr_flag (FLAG_SLEEP);
778 877
779 /* 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
780 * for help. */ 879 * for help. */
781 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))
782 npc_call_help (op); 881 npc_call_help (op);
785 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) 884 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
786 { 885 {
787 make_visible (op); 886 make_visible (op);
788 887
789 if (op->type == PLAYER) 888 if (op->type == PLAYER)
790 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!");
791 } 890 }
792 891
793 /* thrown items (hitter) will have various effects 892 /* thrown items (hitter) will have various effects
794 * when they hit the victim. For things like thrown daggers, 893 * when they hit the victim. For things like thrown daggers,
795 * this sets 'hitter' to the actual dagger, and not the 894 * this sets 'hitter' to the actual dagger, and not the
802 } 901 }
803 902
804 /* 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
805 * to go further and it will cause FPE's below. 904 * to go further and it will cause FPE's below.
806 */ 905 */
807 if (hitdam <= 0) 906 max_it (hitdam, 1);
808 hitdam = 1;
809 907
810 type = hitter->attacktype; 908 type = hitter->attacktype;
811 909
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 */
812 if (!type) 920 if (!type)
813 type = AT_PHYSICAL; 921 type = AT_PHYSICAL;
814 922
815 /* Handle monsters that hit back */ 923 /* Handle monsters that hit back */
816 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])
817 { 925 {
818 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 926 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
819 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");
820 928
821 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);
847} 955}
848 956
849int 957int
850attack_ob (object *op, object *hitter) 958attack_ob (object *op, object *hitter)
851{ 959{
852 hitter = hitter->head_ ();
853
854 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);
855} 961}
856 962
857/* op is the arrow, tmp is what is stopping the arrow. 963/* op is the arrow, tmp is what is stopping the arrow.
858 * 964 *
859 * 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.
912 * arrow, move_apply() calls this function, arrow sticks in demon, 1018 * arrow, move_apply() calls this function, arrow sticks in demon,
913 * 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
914 * 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
915 * other places as well!) 1021 * other places as well!)
916 */ 1022 */
917 if (hitter->destroyed () || hitter->env != NULL) 1023 if (hitter->destroyed () || hitter->env)
918 { 1024 {
919 if (container) 1025 if (container)
920 container->destroy (); 1026 container->destroy ();
921 1027
922 return 0; 1028 return 0;
923 } 1029 }
924 1030
925 /* Missile hit victim */ 1031 /* Missile hit victim */
926 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1032 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
927 * through the target 1033 * through the target
928 */ 1034 */
929 if (hit_something && op->speed <= 10.0) 1035 if (hit_something)
1036 if (op->speed < 10.0)
930 { 1037 {
931 /* Stop arrow */ 1038 /* Stop arrow */
932 if (!container) 1039 if (!container)
933 { 1040 {
934 hitter = fix_stopped_arrow (hitter); 1041 hitter = fix_stopped_arrow (hitter);
935 if (!hitter) 1042 if (!hitter)
936 return 0; 1043 return 0;
937 } 1044 }
938 else 1045 else
939 container->destroy (); 1046 container->destroy ();
940 1047
941 /* Try to stick arrow into victim */ 1048 /* Try to stick arrow into victim */
942 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
943 return 0; 1075 return 0;
944
945 /* Else try to put arrow on victim's map square
946 * remove check for P_WALL here. If the arrow got to this
947 * space, that is good enough - with the new movement code,
948 * there is now the potential for lots of spaces where something
949 * can fly over but not otherwise move over. What is the correct
950 * way to handle those otherwise?
951 */
952 if (victim->x != hitter->x || victim->y != hitter->y)
953 {
954 if (victim->destroyed ())
955 hitter->destroy ();
956 else
957 {
958 hitter->remove ();
959 hitter->x = victim->x;
960 hitter->y = victim->y;
961 insert_ob_in_map (hitter, victim->map, hitter, 0);
962 }
963 } 1076 }
964 else 1077 else
965 /* Else leave arrow where it is */ 1078 op->set_speed (op->speed - 1.f);
966 merge_ob (hitter, NULL);
967
968 return 0;
969 }
970
971 if (hit_something && op->speed >= 10.0)
972 op->speed -= 1.0;
973 1079
974 /* Missile missed victim - reassemble missile */ 1080 /* Missile missed victim - reassemble missile */
975 if (container) 1081 if (container)
976 { 1082 {
977 hitter->remove (); 1083 hitter->remove ();
979 } 1085 }
980 1086
981 return op; 1087 return op;
982} 1088}
983 1089
984void 1090static void
985tear_down_wall (object *op) 1091tear_down_wall (object *op)
986{ 1092{
987 int perc = 0;
988
989 if (!op->stats.maxhp) 1093 if (!op->stats.maxhp)
990 {
991 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);
992 perc = 1; 1095 else if (!op->has_anim ())
993 }
994 else if (!GET_ANIM_ID (op))
995 { 1096 {
996 /* Object has been called - no animations, so remove it */ 1097 /* Object has been called - no animations, so remove it */
997 if (op->stats.hp < 0) 1098 if (op->stats.hp < 0)
998 op->destroy (); 1099 op->destroy ();
999 1100
1000 return; /* no animations, so nothing more to do */ 1101 return; /* no animations, so nothing more to do */
1001 } 1102 }
1002 1103
1003 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 );
1004 1110
1005 if (perc >= (int) NUM_ANIMATIONS (op)) 1111 op->set_anim_frame (perc);
1006 perc = NUM_ANIMATIONS (op) - 1;
1007 else if (perc < 1)
1008 perc = 1;
1009
1010 SET_ANIMATION (op, perc);
1011 update_object (op, UP_OBJ_FACE); 1112 update_object (op, UP_OBJ_FACE);
1012 1113
1013 if (perc == NUM_ANIMATIONS (op) - 1) 1114 if (op->stats.hp < 0)
1014 { /* Reached the last animation */ 1115 { /* Reached the last animation */
1015 if (op->face == blank_face) 1116 if (op->face == blank_face)
1016 /* If the last face is blank, remove the ob */ 1117 /* If the last face is blank, remove the ob */
1017 op->destroy (); 1118 op->destroy ();
1018 else 1119 else
1019 { /* The last face was not blank, leave an image */ 1120 { /* The last face was not blank, leave an image */
1020 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1121 op->flag [FLAG_BLOCKSVIEW] = false;
1021 update_all_los (op->map, op->x, op->y); 1122 update_all_los (op->map, op->x, op->y);
1022 op->move_block = 0; 1123 op->move_block = 0;
1023 CLEAR_FLAG (op, FLAG_ALIVE); 1124 op->flag [FLAG_ALIVE] = false;
1024 } 1125 }
1025 } 1126 }
1026} 1127}
1027 1128
1028void 1129static void
1029scare_creature (object *target, object *hitter) 1130scare_creature (object *target, object *hitter)
1030{ 1131{
1031 object *owner = hitter->owner; 1132 target->flag [FLAG_SCARED] = true;
1032 1133
1033 if (!owner)
1034 owner = hitter;
1035
1036 SET_FLAG (target, FLAG_SCARED);
1037 if (!target->enemy) 1134 if (!target->enemy)
1038 target->enemy = owner; 1135 target->enemy = hitter->outer_owner ();
1039}
1040
1041/* This returns the amount of damage hitter does to op with the
1042 * appropriate attacktype. Only 1 attacktype should be set at a time.
1043 * This doesn't damage the player, but returns how much it should
1044 * take. However, it will do other effects (paralyzation, slow, etc.)
1045 * Note - changed for PR code - we now pass the attack number and not
1046 * the attacktype. Makes it easier for the PR code. */
1047int
1048hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1049{
1050 int doesnt_slay = 1;
1051
1052 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1053 if (attacknum >= NROFATTACKS)
1054 {
1055 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1056 return 0;
1057 }
1058
1059 if (dam < 0)
1060 {
1061 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1062 dam, hitter->debug_desc (), op->debug_desc ());
1063 return 0;
1064 }
1065
1066 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1067 * people can't mess with that or it otherwise get confused. */
1068 if (attacknum == ATNR_INTERNAL)
1069 return dam;
1070
1071 if (hitter->slaying)
1072 {
1073 if ((op->race && strstr (hitter->slaying, op->race))
1074 || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying)))
1075 {
1076 doesnt_slay = 0;
1077 dam *= 3;
1078 }
1079 }
1080
1081 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1082 if (op->resist[attacknum])
1083 {
1084 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1085 * in case 0>dam>1, we try to "simulate" a float value-effect */
1086 dam *= (100 - op->resist[attacknum]);
1087 if (dam >= 100)
1088 dam /= 100;
1089 else
1090 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1091 }
1092
1093 /* Special hack. By default, if immune to something, you
1094 * shouldn't need to worry. However, acid is an exception, since
1095 * it can still damage your items. Only include attacktypes if
1096 * special processing is needed */
1097
1098 if (op->resist[attacknum] >= 100
1099 && doesnt_slay
1100 && attacknum != ATNR_ACID)
1101 return 0;
1102
1103 /* Keep this in order - makes things easier to find */
1104
1105 switch (attacknum)
1106 {
1107 case ATNR_PHYSICAL:
1108 /* here also check for diseases */
1109 check_physically_infect (op, hitter);
1110 break;
1111
1112 /* Don't need to do anything for:
1113 magic,
1114 fire,
1115 electricity,
1116 cold */
1117
1118 case ATNR_CONFUSION:
1119 case ATNR_POISON:
1120 case ATNR_SLOW:
1121 case ATNR_PARALYZE:
1122 case ATNR_FEAR:
1123 case ATNR_CANCELLATION:
1124 case ATNR_DEPLETE:
1125 case ATNR_BLIND:
1126 {
1127 /* chance for inflicting a special attack depends on the
1128 * difference between attacker's and defender's level
1129 */
1130 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1131
1132 /* First, only creatures/players with speed can be affected.
1133 * Second, just getting hit doesn't mean it always affects
1134 * you. Third, you still get a saving through against the
1135 * effect.
1136 */
1137 if (op->speed &&
1138 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1139 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1140 {
1141
1142 /* Player has been hit by something */
1143 if (attacknum == ATNR_CONFUSION)
1144 confuse_player (op, hitter, dam);
1145 else if (attacknum == ATNR_POISON)
1146 poison_player (op, hitter, dam);
1147 else if (attacknum == ATNR_SLOW)
1148 slow_player (op, hitter, dam);
1149 else if (attacknum == ATNR_PARALYZE)
1150 paralyze_player (op, hitter, dam);
1151 else if (attacknum == ATNR_FEAR)
1152 scare_creature (op, hitter);
1153 else if (attacknum == ATNR_CANCELLATION)
1154 cancellation (op);
1155 else if (attacknum == ATNR_DEPLETE)
1156 op->drain_stat ();
1157 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1158 blind_player (op, hitter, dam);
1159 }
1160
1161 dam = 0; /* These are all effects and don't do real damage */
1162 }
1163 break;
1164
1165 case ATNR_ACID:
1166 {
1167 int flag = 0;
1168
1169 /* Items only get corroded if you're not on a battleground and
1170 * if your acid resistance is below 50%. */
1171 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1172 {
1173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1174 {
1175 if (tmp->invisible)
1176 continue;
1177 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1178 /* >= 10% acid res. on items will protect these */
1179 continue;
1180 if (!(tmp->materials & M_IRON))
1181 continue;
1182 if (tmp->magic < -4) /* Let's stop at -5 */
1183 continue;
1184 if (tmp->type == RING
1185 /* removed boots and gloves from exclusion list in PR */
1186 || tmp->type == GIRDLE
1187 || tmp->type == AMULET
1188 || tmp->type == WAND
1189 || tmp->type == ROD
1190 || tmp->type == HORN)
1191 continue; /* To avoid some strange effects */
1192
1193 /* High damage acid has better chance of corroding
1194 objects */
1195 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1196 {
1197 flag = 1;
1198 tmp->magic--;
1199
1200 if (object *pl = tmp->visible_to ())
1201 {
1202 /* Make this more visible */
1203 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1204 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1205
1206 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1207 }
1208 }
1209 }
1210
1211 if (flag)
1212 op->update_stats (); /* Something was corroded */
1213 }
1214 }
1215 break;
1216
1217 case ATNR_DRAIN:
1218 {
1219 /* rate is the proportion of exp drained. High rate means
1220 * not much is drained, low rate means a lot is drained.
1221 */
1222 int rate;
1223
1224 if (op->resist[ATNR_DRAIN] >= 0)
1225 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1226 else
1227 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1228
1229 if (op->stats.exp <= rate)
1230 {
1231 if (op->type == GOLEM)
1232 dam = 999; /* Its force is "sucked" away. 8) */
1233 else
1234 /* If we can't drain, lets try to do physical damage */
1235 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1236 }
1237 else
1238 {
1239 /* Randomly give the hitter some hp */
1240 if (hitter->stats.hp < hitter->stats.maxhp &&
1241 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1242 hitter->stats.hp++;
1243
1244 /* Can't do drains on battleground spaces.
1245 * Move the wiz check up here - before, the hitter wouldn't gain exp
1246 * exp, but the wiz would still lose exp! If drainee is a wiz,
1247 * nothing happens.
1248 * Try to credit the owner. We try to display player -> player drain
1249 * attacks, hence all the != PLAYER checks.
1250 */
1251 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1252 {
1253 object *owner = hitter->owner;
1254
1255 if (owner && owner != hitter)
1256 {
1257 if (op->type != PLAYER || owner->type != PLAYER)
1258 change_exp (owner, op->stats.exp / (rate * 2),
1259 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1260 }
1261 else if (op->type != PLAYER || hitter->type != PLAYER)
1262 change_exp (hitter, op->stats.exp / (rate * 2),
1263 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1264
1265 change_exp (op, -op->stats.exp / rate, NULL, 0);
1266 }
1267
1268 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1269 * drain attack, you won't know that you are actually sucking out EXP,
1270 * as the messages will say you missed
1271 */
1272 }
1273 }
1274 break;
1275
1276 case ATNR_TURN_UNDEAD:
1277 {
1278 if (QUERY_FLAG (op, FLAG_UNDEAD))
1279 {
1280 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1281 object *god = find_god (determine_god (owner));
1282 int div = 1;
1283
1284 /* if undead are not an enemy of your god, you turn them
1285 * at half strength */
1286 if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL)
1287 div = 2;
1288
1289 /* Give a bonus if you resist turn undead */
1290 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1291 scare_creature (op, owner);
1292 }
1293 else
1294 dam = 0; /* don't damage non undead - should we damage
1295 undead? */
1296 }
1297 break;
1298
1299 case ATNR_DEATH:
1300 deathstrike_player (op, hitter, &dam);
1301 break;
1302
1303 case ATNR_CHAOS:
1304 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
1305 dam = 0;
1306 break;
1307
1308 case ATNR_COUNTERSPELL:
1309 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
1310 dam = 0;
1311 /* This should never happen. Counterspell is handled
1312 * seperately and filtered out. If this does happen,
1313 * Counterspell has no effect on anything but spells, so it
1314 * does no damage. */
1315 break;
1316
1317 case ATNR_HOLYWORD:
1318 {
1319 /* This has already been handled by hit_player,
1320 * no need to check twice -- DAMN */
1321 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1322
1323 /* As with turn undead above, give a bonus on the saving throw */
1324 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1325 scare_creature (op, owner);
1326 }
1327 break;
1328
1329 case ATNR_LIFE_STEALING:
1330 {
1331 int new_hp;
1332
1333 /* this is replacement to drain for players, instead of taking
1334 * exp it takes hp. It is geared for players, probably not
1335 * much use giving it to monsters
1336 *
1337 * life stealing doesn't do a lot of damage, but it gives the
1338 * damage it does do to the player. Given that,
1339 * it only does 1/10'th normal damage (hence the divide by
1340 * 1000).
1341 */
1342 /* You can't steal life from something undead */
1343 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1344 return 0;
1345
1346 /* If drain protection is higher than life stealing, use that */
1347 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1348 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1349 else
1350 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1351
1352 /* You die at -1 hp, not zero. */
1353 if (dam > (op->stats.hp + 1))
1354 dam = op->stats.hp + 1;
1355
1356 new_hp = hitter->stats.hp + dam;
1357 if (new_hp > hitter->stats.maxhp)
1358 new_hp = hitter->stats.maxhp;
1359
1360 if (new_hp > hitter->stats.hp)
1361 hitter->stats.hp = new_hp;
1362 }
1363 }
1364
1365 return dam;
1366} 1136}
1367 1137
1368/* 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
1369 * allow script procedures to "kill" objects in a combat-like fashion. 1139 * allow script procedures to "kill" objects in a combat-like fashion.
1370 * 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
1381 * MSW 2002-07-17 1151 * MSW 2002-07-17
1382 */ 1152 */
1383int 1153int
1384kill_object (object *op, int dam, object *hitter, int type) 1154kill_object (object *op, int dam, object *hitter, int type)
1385{ 1155{
1386 char buf[MAX_BUF];
1387 shstr skill; 1156 shstr skill;
1388 int maxdam = 0; 1157 int maxdam = 0;
1389 int battleg = 0; /* true if op standing on battleground */ 1158 int battleg = 0; /* true if op standing on battleground */
1390 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 */
1391 object *owner = 0; 1160 object *owner = 0;
1401 * this creature. The function(s) that call us have already 1170 * this creature. The function(s) that call us have already
1402 * adjusted the creatures HP total, so that is negative. 1171 * adjusted the creatures HP total, so that is negative.
1403 */ 1172 */
1404 maxdam = dam + op->stats.hp + 1; 1173 maxdam = dam + op->stats.hp + 1;
1405 1174
1406 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1175 if (op->flag [FLAG_BLOCKSVIEW])
1407 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 */
1408 1177
1409 if (op->type == DOOR) 1178 if (op->type == DOOR)
1410 { 1179 {
1411 op->set_speed (0.1f); 1180 op->set_speed (0.1f);
1412 op->speed_left = -0.05f; 1181 op->speed_left = -0.05f;
1413 return maxdam; 1182 return maxdam;
1414 } 1183 }
1415 1184
1416 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1185 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1417 { 1186 {
1418 op->drop_and_destroy (); 1187 op->drop_and_destroy ();
1419 return maxdam; 1188 return maxdam;
1420 } 1189 }
1421 1190
1488 else if (owner->chosen_skill) 1257 else if (owner->chosen_skill)
1489 { 1258 {
1490 skop = owner->chosen_skill; 1259 skop = owner->chosen_skill;
1491 skill = skop->skill; 1260 skill = skop->skill;
1492 } 1261 }
1493 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1262 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1494 skill = owner->current_weapon->skill; 1263 skill = owner->current_weapon->skill;
1495 else 1264 else
1496 { 1265 {
1266 LOG (llevError | logBacktrace,
1497 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 ());
1498 skill = 0; 1270 skill = 0;
1499 } 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!
1512 1284
1513 if (!skill && skop) 1285 if (!skill && skop)
1514 skill = skop->skill; 1286 skill = skop->skill;
1515 1287
1516 /* If you didn't kill yourself, and your not the wizard */ 1288 /* If you didn't kill yourself, and your not the wizard */
1517 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) 1289 if (owner != op && !op->flag [FLAG_WIZ])
1518 { 1290 {
1519 int exp; 1291 int exp;
1520 1292
1521 /* Really don't give much experience for killing other players */ 1293 /* Really don't give much experience for killing other players */
1522 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1294 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1523 if (op->type == PLAYER)
1524 {
1525 if (battleg) 1295 if (battleg)
1296 {
1297 if (op->is_player ())
1526 { 1298 {
1527 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1299 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1528 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1529 } 1301 }
1530 else 1302
1303 exp = 0;
1304 }
1305 else if (op->is_player ())
1531 exp = op->stats.exp / 1000; 1306 exp = op->stats.exp / 1000;
1532 }
1533 else 1307 else
1534 exp = calc_skill_exp (owner, op, skop); 1308 exp = calc_skill_exp (owner, op, skop);
1535
1536 /* if op is standing on "battleground" (arena), no way to gain
1537 * exp by killing him
1538 */
1539 if (battleg)
1540 exp = 0;
1541 1309
1542 /* 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
1543 * sense to just divide everything by two for no reason. 1311 * sense to just divide everything by two for no reason.
1544 */ 1312 */
1545 1313
1583 } /* else part of a party */ 1351 } /* else part of a party */
1584 } /* end if person didn't kill himself */ 1352 } /* end if person didn't kill himself */
1585 1353
1586 if (op->type != PLAYER) 1354 if (op->type != PLAYER)
1587 { 1355 {
1588 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1356 if (op->flag [FLAG_FRIENDLY])
1589 { 1357 {
1590 object *owner1 = op->owner; 1358 object *owner1 = op->owner;
1591 1359
1592 if (owner1 && owner1->type == PLAYER) 1360 if (owner1 && owner1->type == PLAYER)
1593 { 1361 {
1654 * modify it. 1422 * modify it.
1655 */ 1423 */
1656/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1424/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1657 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1425 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1658int 1426int
1659hit_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)
1660{ 1428{
1661 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1429 int magic = type & AT_MAGIC;
1662 int maxattacktype, attacknum;
1663 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;
1664 int simple_attack; 1433 int simple_attack;
1665 int rtn_kill = 0; 1434 int rtn_kill = 0;
1666 int friendlyfire; 1435 int friendlyfire;
1667 1436
1668 if (get_attack_mode (&op, &hitter, &simple_attack)) 1437 if (get_attack_mode (&op, &hitter, &simple_attack))
1669 return 0; 1438 return 0;
1670 1439
1671 /* 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 */
1672 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1441 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1673 return 0; 1442 return 0;
1674 1443
1675 // only allow pk for hostile players 1444 // only allow pk for hostile players
1676 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1677 { 1446 {
1719 1488
1720 break; 1489 break;
1721 } 1490 }
1722 } 1491 }
1723 1492
1724 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1493 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1725 { 1494 {
1726 /* 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
1727 * destroyed() check above doesn't return, and might get here. 1496 * destroyed() check above doesn't return, and might get here.
1728 */ 1497 */
1729 1498
1767 */ 1536 */
1768 if (type & AT_HOLYWORD) 1537 if (type & AT_HOLYWORD)
1769 { 1538 {
1770 object *god; 1539 object *god;
1771 1540
1772 if ((!hitter->slaying || 1541 if ((!hitter->slaying
1773 (!(op->race && strstr (hitter->slaying, op->race)) && 1542 || (!(op->race && hitter->slaying.contains (op->race))
1774 !(op->name && strstr (hitter->slaying, op->name)))) && 1543 && !(op->name && hitter->slaying.contains (op->name))))
1775 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1544 && (!op->flag [FLAG_UNDEAD]
1776 (hitter->title != NULL 1545 || (hitter->title
1777 && (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))))
1778 return 0; 1548 return 0;
1779 } 1549 }
1780 1550
1781 maxattacktype = type; /* initialise this to something */ 1551 maxattacktype = type; /* initialise this to something */
1782 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1552 for_all_bits_sparse_32 (type, attacknum)
1783 { 1553 {
1554 uint32_t attacktype = 1 << attacknum;
1555
1784 /* 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
1785 * attack types. As such, skip it over. However, if magic is 1557 * attack types. As such, skip it over. However, if magic is
1786 * the only attacktype in the group, then still attack with it 1558 * the only attacktype in the group, then still attack with it
1787 */ 1559 */
1788 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1560 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1791 /* 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.
1792 * hit_player_attacktype only figures out the damage, doesn't inflict 1564 * hit_player_attacktype only figures out the damage, doesn't inflict
1793 * it. It will do the appropriate action for attacktypes with 1565 * it. It will do the appropriate action for attacktypes with
1794 * effects (slow, paralization, etc. 1566 * effects (slow, paralization, etc.
1795 */ 1567 */
1796 if (type & attacktype)
1797 {
1798 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1568 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1569
1799 /* the >= causes us to prefer messages from special attacks, if 1570 /* the >= causes us to prefer messages from special attacks, if
1800 * the damage is equal. 1571 * the damage is equal.
1801 */ 1572 */
1802 if (ndam >= maxdam) 1573 if (ndam >= maxdam)
1803 { 1574 {
1804 maxdam = ndam; 1575 maxdam = ndam;
1805 maxattacktype = 1 << attacknum; 1576 maxattacktype = 1 << attacknum;
1806 }
1807 } 1577 }
1808 } 1578 }
1809 1579
1810 /* 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
1811 * 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
1851 // 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
1852 // for an non-active objetc to know its enemy. 1622 // for an non-active objetc to know its enemy.
1853 if (op->active) 1623 if (op->active)
1854 if (hitter->owner) 1624 if (hitter->owner)
1855 op->enemy = hitter->owner; 1625 op->enemy = hitter->owner;
1856 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1626 else if (hitter->flag [FLAG_ALIVE])
1857 op->enemy = hitter; 1627 op->enemy = hitter;
1858 1628
1859 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1629 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1860 { 1630 {
1861 /* The unaggressives look after themselves 8) */ 1631 /* The unaggressives look after themselves 8) */
1862 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1632 op->clr_flag (FLAG_UNAGGRESSIVE);
1863 npc_call_help (op); 1633 npc_call_help (op);
1864 } 1634 }
1865 1635
1866 if (magic && did_make_save (op, op->level, 0)) 1636 if (magic && did_make_save (op, op->level, 0))
1867 maxdam = maxdam / 2; 1637 maxdam = maxdam / 2;
1869 attack_message (maxdam, maxattacktype, op, hitter); 1639 attack_message (maxdam, maxattacktype, op, hitter);
1870 1640
1871 op->stats.hp -= maxdam; 1641 op->stats.hp -= maxdam;
1872 1642
1873 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1643 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1874 if ((op->stats.hp >= 0) && 1644 if (op->stats.hp >= 0
1875 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1645 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1876 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)
1877 { 1647 {
1878 1648
1879 if (QUERY_FLAG (op, FLAG_MONSTER)) 1649 if (op->flag [FLAG_MONSTER])
1880 SET_FLAG (op, FLAG_RUN_AWAY); 1650 op->set_flag (FLAG_RUN_AWAY);
1881 else 1651 else
1882 scare_creature (op, hitter); 1652 scare_creature (op, hitter);
1883 } 1653 }
1884 1654
1885 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1655 if (op->flag [FLAG_TEAR_DOWN])
1886 { 1656 {
1887 if (maxdam) 1657 if (maxdam)
1888 tear_down_wall (op); 1658 tear_down_wall (op);
1889 1659
1890 return maxdam; /* nothing more to do for wall */ 1660 return maxdam; /* nothing more to do for wall */
1897 1667
1898 /* 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
1899 * that before if the player was immune to ghosthit, the monster 1669 * that before if the player was immune to ghosthit, the monster
1900 * remained - that is no longer the case. 1670 * remained - that is no longer the case.
1901 */ 1671 */
1902 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1672 if (hitter->flag [FLAG_ONE_HIT])
1903 hitter->drop_and_destroy (); 1673 hitter->drop_and_destroy ();
1904 /* Lets handle creatures that are splitting now */ 1674 /* Lets handle creatures that are splitting now */
1905 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])
1906 { 1676 {
1907 int i;
1908 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1677 int friendly = op->flag [FLAG_FRIENDLY];
1909 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1678 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1910 object *owner = op->owner; 1679 object *owner = op->owner;
1911 1680
1912 if (!op->other_arch) 1681 if (!op->other_arch)
1913 { 1682 {
1914 LOG (llevError, "SPLITTING without other_arch error.\n"); 1683 LOG (llevError, "SPLITTING without other_arch error.\n");
1915 return maxdam; 1684 return maxdam;
1916 } 1685 }
1917 1686
1918 op->remove (); 1687 op->remove ();
1919 1688
1920 for (i = 0; i < op->stats.food; i++) 1689 for (int i = 0; i < op->stats.food; i++)
1921 { /* This doesn't handle op->more yet */ 1690 { /* This doesn't handle op->more yet */
1922 object *tmp = arch_to_object (op->other_arch); 1691 object *tmp = op->other_arch->instance ();
1923 int j;
1924 1692
1925 tmp->stats.hp = op->stats.hp; 1693 tmp->stats.hp = op->stats.hp;
1926 1694
1927 if (friendly) 1695 if (friendly)
1928 { 1696 {
1932 if (owner) 1700 if (owner)
1933 tmp->set_owner (owner); 1701 tmp->set_owner (owner);
1934 } 1702 }
1935 1703
1936 if (unaggressive) 1704 if (unaggressive)
1937 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1705 tmp->set_flag (FLAG_UNAGGRESSIVE);
1938 1706
1939 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);
1940 1708
1941 if (j == -1) /* No spot to put this monster */ 1709 if (j == -1) /* No spot to put this monster */
1942 tmp->destroy (); 1710 tmp->destroy ();
1943 else 1711 else
1944 { 1712 {
1953 hitter->drop_and_destroy (); 1721 hitter->drop_and_destroy ();
1954 1722
1955 return maxdam; 1723 return maxdam;
1956} 1724}
1957 1725
1958void 1726static void
1959poison_player (object *op, object *hitter, int dam) 1727poison_player (object *op, object *hitter, int dam)
1960{ 1728{
1961 archetype *at = archetype::find ("poisoning"); 1729 archetype *at = archetype::find (shstr_poisoning);
1962 object *tmp = present_arch_in_ob (at, op); 1730 object *tmp = present_arch_in_ob (at, op);
1963 1731
1964 if (tmp == NULL) 1732 if (!tmp)
1965 { 1733 {
1966 if ((tmp = arch_to_object (at)) == NULL) 1734 tmp = insert_ob_in_ob (at->instance (), op);
1967 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;
1968 else 1745 else
1969 {
1970 tmp = insert_ob_in_ob (tmp, op);
1971 /* peterm: give poisoning some teeth. It should
1972 * be able to kill things better than it does:
1973 * damage should be dependent something--I choose to
1974 * do this: if it's a monster, the damage from the
1975 * poisoning goes as the level of the monster/2.
1976 * If anything else, goes as damage.
1977 */
1978
1979 if (QUERY_FLAG (hitter, FLAG_ALIVE))
1980 tmp->stats.dam += hitter->level / 2;
1981 else
1982 tmp->stats.dam = dam; 1746 tmp->stats.dam = dam;
1983 1747
1984 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1748 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1985 if (hitter->skill && hitter->skill != tmp->skill) 1749 if (hitter->skill && hitter->skill != tmp->skill)
1986 {
1987 tmp->skill = hitter->skill; 1750 tmp->skill = hitter->skill;
1988 }
1989 1751
1990 tmp->stats.food += dam; /* more damage, longer poisoning */ 1752 tmp->stats.food += dam; /* more damage, longer poisoning */
1991 1753
1992 if (op->type == PLAYER) 1754 if (op->type == PLAYER)
1993 { 1755 {
1994 /* player looses stats, maximum is -10 of each */ 1756 /* player looses stats, maximum is -10 of each */
1995 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1757 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1996 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1758 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1997 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1759 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1998 tmp->stats.Int = MAX (-dam / 7, -10); 1760 tmp->stats.Int = max (-(dam / 7 ), -10);
1999 SET_FLAG (tmp, FLAG_APPLIED); 1761 tmp->set_flag (FLAG_APPLIED);
2000 op->update_stats (); 1762 op->update_stats ();
2001 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.");
2002 op->play_sound (tmp->sound); 1764 op->play_sound (tmp->sound);
2003 } 1765 }
2004 1766
2005 if (hitter->type == PLAYER) 1767 if (hitter->type == PLAYER)
2006 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);
2007 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1769 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2008 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);
2009 }
2010 1771
2011 tmp->speed_left = 0; 1772 tmp->speed_left = 0;
2012 } 1773 }
2013 else 1774 else
2014 tmp->stats.food++; 1775 tmp->stats.food++;
2015} 1776}
2016 1777
2017void 1778static void
2018slow_player (object *op, object *hitter, int dam) 1779slow_player (object *op, object *hitter, int dam)
2019{ 1780{
2020 archetype *at = archetype::find ("slowness"); 1781 archetype *at = archetype::find (shstr_slowness);
2021 object *tmp; 1782 object *tmp;
2022 1783
2023 if (at == NULL) 1784 if (!at)
2024 LOG (llevError, "Can't find slowness archetype.\n"); 1785 LOG (llevError, "Can't find slowness archetype.\n");
2025 1786
2026 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1787 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2027 { 1788 {
2028 tmp = arch_to_object (at); 1789 tmp = at->instance ();
2029 tmp = insert_ob_in_ob (tmp, op); 1790 tmp = insert_ob_in_ob (tmp, op);
2030 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!");
2031 } 1792 }
2032 else 1793 else
2033 tmp->stats.food++; 1794 tmp->stats.food++;
2034 1795
2035 SET_FLAG (tmp, FLAG_APPLIED); 1796 tmp->set_flag (FLAG_APPLIED);
2036 tmp->speed_left = 0; 1797 tmp->speed_left = 0;
2037 op->update_stats (); 1798 op->update_stats ();
2038} 1799}
2039 1800
2040void 1801void
2041confuse_player (object *op, object *hitter, int dam) 1802confuse_player (object *op, object *hitter, int dam)
2042{ 1803{
2043 object *tmp; 1804 object *tmp;
2044 int maxduration; 1805 int maxduration;
2045 1806
2046 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1807 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2047 if (!tmp) 1808 if (!tmp)
2048 { 1809 {
2049 tmp = get_archetype (FORCE_NAME); 1810 tmp = archetype::get (FORCE_NAME);
2050 tmp = insert_ob_in_ob (tmp, op); 1811 tmp = insert_ob_in_ob (tmp, op);
2051 } 1812 }
2052 1813
2053 /* Duration added per hit and max. duration of confusion both depend 1814 /* Duration added per hit and max. duration of confusion both depend
2054 * on the player's resistance 1815 * on the player's resistance
2055 */ 1816 */
2056 tmp->speed = 0.05; 1817 tmp->set_speed (0.05);
2057 tmp->subtype = FORCE_CONFUSION; 1818 tmp->subtype = FORCE_CONFUSION;
2058 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);
2059 tmp->name = "confusion"; 1820 tmp->name = shstr_confusion;
2060 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1821 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2061 1822
2062 if (tmp->duration > maxduration) 1823 if (tmp->duration > maxduration)
2063 tmp->duration = maxduration; 1824 tmp->duration = maxduration;
2064 1825
2065 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1826 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2066 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!");
2067 1828
2068 SET_FLAG (op, FLAG_CONFUSED); 1829 op->set_flag (FLAG_CONFUSED);
2069} 1830}
2070 1831
2071void 1832void
2072blind_player (object *op, object *hitter, int dam) 1833blind_player (object *op, object *hitter, int dam)
2073{ 1834{
2074 object *tmp, *owner;
2075
2076 /* 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 */
2077 if (op->resist[ATNR_BLIND] == 100) 1836 if (op->resist[ATNR_BLIND] == 100)
2078 return; 1837 return;
2079 1838
2080 tmp = present_in_ob (BLINDNESS, op); 1839 object *tmp = present_in_ob (BLINDNESS, op);
2081 if (!tmp) 1840 if (!tmp)
2082 { 1841 {
2083 tmp = get_archetype ("blindness"); 1842 tmp = archetype::get (shstr_blindness);
2084 SET_FLAG (tmp, FLAG_BLIND); 1843 tmp->set_flag (FLAG_BLIND);
2085 SET_FLAG (tmp, FLAG_APPLIED); 1844 tmp->set_flag (FLAG_APPLIED);
2086 /* 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.
2087 * speed is a float anyways. 1846 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2088 */
2089 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2090 1847
2091 tmp = insert_ob_in_ob (tmp, op); 1848 tmp = insert_ob_in_ob (tmp, op);
2092 change_abil (op, tmp); /* Mostly to display any messages */ 1849 change_abil (op, tmp); /* Mostly to display any messages */
2093 op->update_stats (); /* This takes care of some other stuff */ 1850 op->update_stats (); /* This takes care of some other stuff */
2094 1851
2095 if (hitter->owner)
2096 owner = hitter->owner;
2097 else
2098 owner = hitter;
2099
2100 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));
2101 } 1853 }
1854
2102 tmp->stats.food += dam; 1855 tmp->stats.food += dam;
2103 if (tmp->stats.food > 10) 1856 min_it (tmp->stats.food, 10);
2104 tmp->stats.food = 10;
2105} 1857}
2106 1858
2107void 1859void
2108paralyze_player (object *op, object *hitter, int dam) 1860paralyze_player (object *op, object *hitter, int dam)
2109{ 1861{
2110 float effect, max;
2111
2112 /* object *tmp; */
2113
2114 /* This is strange stuff... someone knows for what this is 1862 /* This is strange stuff... someone knows for what this is
2115 * written? Well, i think this can and should be removed 1863 * written? Well, i think this can and should be removed
2116 */ 1864 */
2117 1865
2118 /* 1866 /*
2122 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);
2123 } 1871 }
2124 */ 1872 */
2125 1873
2126 /* 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 */
2127 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;
2128 1876
2129 if (effect == 0)
2130 return;
2131
2132 op->speed_left -= FABS (op->speed) * effect; 1877 op->speed_left -= op->speed * effect;
2133 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1878 /* tmp->stats.food+=(signed short) effect/op->speed; */
2134 1879
2135 /* max number of ticks to be affected for. */ 1880 /* max number of ticks to be affected for. */
2136 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1881 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1882
2137 if (op->speed_left < -(FABS (op->speed) * max)) 1883 max_it (op->speed_left, -op->speed * max);
2138 op->speed_left = (float) -(FABS (op->speed) * max);
2139 1884
2140/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1885/* tmp->stats.food = (signed short) (max / op->speed); */
2141} 1886}
2142 1887
2143/* Attempts to kill 'op'. hitter is the attack object, dam is 1888/* Attempts to kill 'op'. hitter is the attack object, dam is
2144 * the computed damaged. 1889 * the computed damaged.
2145 */ 1890 */
2146void 1891static void
2147deathstrike_player (object *op, object *hitter, int *dam) 1892deathstrike_player (object *op, object *hitter, int *dam)
2148{ 1893{
2149 /* The intention of a death attack is to kill outright things 1894 /* The intention of a death attack is to kill outright things
2150 ** 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
2151 ** things somewhat weaker than the caster, and no chance of 1896 ** things somewhat weaker than the caster, and no chance of
2155 ** field of the deathstriking object */ 1900 ** field of the deathstriking object */
2156 1901
2157 int atk_lev, def_lev, kill_lev; 1902 int atk_lev, def_lev, kill_lev;
2158 1903
2159 if (hitter->slaying) 1904 if (hitter->slaying)
2160 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))))
2161 return; 1907 return;
2162 1908
2163 def_lev = op->level; 1909 def_lev = op->level;
2164 if (def_lev < 1) 1910 if (def_lev < 1)
2165 { 1911 {
2192 } 1938 }
2193 else 1939 else
2194 *dam = 0; /* no harm done */ 1940 *dam = 0; /* no harm done */
2195} 1941}
2196 1942
2197/* thrown_item_effect() - handles any special effects of thrown 1943/* This returns the amount of damage hitter does to op with the
2198 * items (like attacking living creatures--a potion thrown at a 1944 * appropriate attacktype. Only 1 attacktype should be set at a time.
2199 * monster). 1945 * This doesn't damage the player, but returns how much it should
2200 */ 1946 * take. However, it will do other effects (paralyzation, slow, etc.)
2201static void 1947 * Note - changed for PR code - we now pass the attack number and not
2202thrown_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)
2203{ 1951{
2204 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;
2205 { 1959 }
2206 /* May not need a switch for just 2 types, but this makes it 1960
2207 * 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)))
2208 */ 1977 {
2209 switch (hitter->type) 1978 doesnt_slay = 0;
1979 dam *= 3;
2210 { 1980 }
2211 case POTION: 1981 }
2212 /* should player get a save throw instead of checking magic protection? */ 1982
2213 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. */
2214 (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);
2215 break; 2012 break;
2216 2013
2217 case POISON: /* poison drinks */ 2014 /* Don't need to do anything for:
2218 /* As with potions, should monster get a save? */ 2015 magic,
2219 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2016 fire,
2220 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 }
2221 break; 2066 break;
2222 2067
2223 /* Removed case statements that did nothing. 2068 case ATNR_ACID:
2224 * food may be poisonous, but monster must be willing to eat it, 2069 {
2225 * so we don't handle it here. 2070 int flag = 0;
2226 * 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.
2227 */ 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:
2228 } 2180 {
2229 } 2181 if (op->flag [FLAG_UNDEAD])
2230} 2182 {
2183 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2184 object *god = find_god (determine_god (owner));
2185 int div = 1;
2231 2186
2232/* adj_attackroll() - adjustments to attacks by various conditions */ 2187 /* if undead are not an enemy of your god, you turn them
2233int 2188 * at half strength */
2234adj_attackroll (object *hitter, object *target) 2189 if (!god || !god->slaying.contains (shstr_undead))
2235{ 2190 div = 2;
2236 object *attacker = hitter;
2237 int adjust = 0;
2238 2191
2239 /* safety */ 2192 /* Give a bonus if you resist turn undead */
2240 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)))
2241 { 2194 scare_creature (op, owner);
2242 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]))
2243 return 0; 2247 return 0;
2244 }
2245 2248
2246 /* aimed missiles use the owning object's sight */ 2249 /* If drain protection is higher than life stealing, use that */
2247 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 }
2248 { 2266 }
2249 if ((attacker = hitter->owner) == NULL)
2250 attacker = hitter;
2251 /* A player who saves but hasn't quit still could have objects
2252 * owned by him - need to handle that case to avoid crashes.
2253 */
2254 if (QUERY_FLAG (attacker, FLAG_REMOVED))
2255 attacker = hitter;
2256 }
2257 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2258 return 0;
2259 2267
2260 /* determine the condtions under which we make an attack.
2261 * Add more cases, as the need occurs. */
2262
2263 if (!can_see_enemy (attacker, target))
2264 {
2265 /* target is unseen */
2266 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2267 adjust -= 10;
2268 /* dark map penalty for the hitter (lacks infravision if we got here). */
2269 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2270 adjust -= target->map->darkness;
2271 }
2272
2273 if (QUERY_FLAG (attacker, FLAG_SCARED))
2274 adjust -= 3;
2275
2276 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2277 adjust += 1;
2278
2279 if (QUERY_FLAG (target, FLAG_SCARED))
2280 adjust += 1;
2281
2282 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2283 adjust -= 3;
2284
2285 /* if we attack at a different 'altitude' its harder */
2286 if ((attacker->move_type & target->move_type) == 0)
2287 adjust -= 2;
2288
2289#if 0
2290 /* slower attacks are less likely to succeed. We should use a
2291 * comparison between attacker/target speeds BUT, players have
2292 * a generally faster speed, so this will wind up being a HUGE
2293 * disadantage for the monsters! Too bad, because missiles which
2294 * fly fast should have a better chance of hitting a slower target.
2295 */
2296 if (hitter->speed < target->speed)
2297 adjust += ((float) hitter->speed - target->speed);
2298#endif
2299
2300#if 0
2301 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2302#endif
2303
2304 return adjust;
2305}
2306
2307/* determine if the object is an 'aimed' missile */
2308int
2309is_aimed_missile (object *op)
2310{
2311
2312 /* I broke what used to be one big if into a few nested
2313 * ones so that figuring out the logic is at least possible.
2314 */
2315 if (op && (op->move_type & MOVE_FLYING))
2316 if (op->type == ARROW || op->type == THROWN_OBJ)
2317 return 1;
2318 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2319 return 1;
2320
2321 return 0; 2268 return dam;
2322} 2269}
2270

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