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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.24 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.115 by root, Fri Nov 6 12:49:19 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
23#include <assert.h> 25#include <assert.h>
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <material.h> 28#include <material.h>
27#include <skills.h> 29#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
34 32
35typedef struct att_msg_str 33typedef struct att_msg_str
36{ 34{
37 char *msg1; 35 char *msg1;
38 char *msg2; 36 char *msg2;
39} att_msg; 37} att_msg;
40 38
41/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
42
43/* cancels object *op. Cancellation basically means an object loses
44 * its magical benefits.
45 */
46void
47cancellation (object *op)
48{
49 object *tmp;
50
51 if (op->invisible)
52 return;
53
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 {
56 /* Recur through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp);
60 }
61 else if (FABS (op->magic) <= (rndm (0, 5)))
62 {
63 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */
65 op->magic = 0;
66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op);
73 }
74 }
75}
76
77
78 40
79/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
80 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 43 * any further action (like destroying the item).
82 */ 44 */
83 45static int
84int
85did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, int type, object *originator)
86{ 47{
87 int i, roll, saves = 0, attacks = 0, number; 48 int i, roll, saves = 0, attacks = 0, number;
88 materialtype_t *mt; 49 materialtype_t *mt;
89 50
90 if (op->materialname == NULL) 51 if (!op->materialname)
91 { 52 {
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 53 for (mt = materialt; mt; mt = mt->next)
93 {
94 if (op->material & mt->material) 54 if (op->materials & mt->material)
95 break; 55 break;
96 }
97 } 56 }
98 else 57 else
99 mt = name_to_material (op->materialname); 58 mt = name_to_material (op->materialname);
100 if (mt == NULL) 59
60 if (!mt)
101 return TRUE; 61 return TRUE;
62
102 roll = rndm (1, 20); 63 roll = rndm (1, 20);
103 64
104 /* the attacktypes have no meaning for object saves 65 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 66 * If the type is only magic, don't adjust type - basically, if
106 * pure magic is hitting an object, it should save. However, if it 67 * pure magic is hitting an object, it should save. However, if it
112 if (type != AT_MAGIC) 73 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 74 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 75 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 76 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116 77
117 if (type == 0) 78 if (type == 0) return TRUE;
118 return TRUE; 79
119 if (roll == 20) 80 if (roll == 20) return TRUE;
120 return TRUE; 81 if (roll == 1) return FALSE;
121 if (roll == 1)
122 return FALSE;
123 82
124 for (number = 0; number < NROFATTACKS; number++) 83 for (number = 0; number < NROFATTACKS; number++)
125 { 84 {
126 i = 1 << number; 85 i = 1 << number;
86
127 if (!(i & type)) 87 if (!(i & type))
128 continue; 88 continue;
89
129 attacks++; 90 attacks++;
130 if (op->resist[number] == 100) 91 if (op->resist[number] == 100)
131 saves++; 92 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 93 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++; 94 saves++;
135 saves++; 96 saves++;
136 } 97 }
137 98
138 if (saves == attacks || attacks == 0) 99 if (saves == attacks || attacks == 0)
139 return TRUE; 100 return TRUE;
101
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 102 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 103 return FALSE;
104
142 return TRUE; 105 return TRUE;
106}
107
108/* cancels object *op. Cancellation basically means an object loses
109 * its magical benefits.
110 */
111void
112cancellation (object *op)
113{
114 if (op->invisible)
115 return;
116
117 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
118 {
119 /* Recurse through the inventory */
120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
121 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
122 cancellation (tmp);
123 }
124 else if (FABS (op->magic) <= rndm (0, 5))
125 {
126 /* Nullify this object. This code could probably be more complete */
127 /* in what abilities it should cancel */
128 op->magic = 0;
129
130 CLEAR_FLAG (op, FLAG_DAMNED);
131 CLEAR_FLAG (op, FLAG_CURSED);
132 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
133 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
134
135 if (object *pl = op->visible_to ())
136 esrv_update_item (UPD_FLAGS, pl, op);
137 }
143} 138}
144 139
145/* This function calls did_make_save_item. It then performs the 140/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 141 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 142 * calling cancellation, etc.)
148 */ 143 */
149
150void 144void
151save_throw_object (object *op, int type, object *originator) 145save_throw_object (object *op, int type, object *originator)
152{ 146{
153 if (!did_make_save_item (op, type, originator)) 147 if (!did_make_save_item (op, type, originator))
154 { 148 {
155 object *env = op->env; 149 object *env = op->env;
156 int x = op->x, y = op->y; 150 int x = op->x, y = op->y;
157 maptile *m = op->map; 151 maptile *m = op->map;
158 152
159 op = stop_item (op); 153 op = stop_item (op);
160 if (op == NULL) 154 if (!op)
161 return; 155 return;
162 156
163 /* Hacked the following so that type LIGHTER will work. 157 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by 158 * Also, objects which are potential "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any 159 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to. 160 * object with +/- glow_radius and an "other_arch" to change to.
167 * (and please note that we cant fail our save and reach this 161 * (and please note that we cant fail our save and reach this
168 * function if the object doesnt contain a material that can burn. 162 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 163 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 164 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 165 if (type & (AT_FIRE | AT_ELECTRICITY)
166 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
167 || op->type == LAMP
168 || op->type == TORCH
172 { 169 ))
173 const char *arch = op->other_arch->name; 170 {
174 171 switch (op->type)
175 op = decrease_ob_nr (op, 1);
176
177 if (op)
178 fix_stopped_item (op, m, originator);
179
180 if ((op = get_archetype (arch)) != NULL)
181 { 172 {
182 if (env) 173 case LAMP:
174 case TORCH:
175 // turn on a lamp
176 apply_lamp (op, true);
177 break;
178
179 default:
180 // for instance icecubes:
181 if (op->other_arch)
183 { 182 {
184 op->x = env->x, op->y = env->y; 183 const char *arch = op->other_arch->archname;
185 insert_ob_in_ob (op, env); 184
185 if (op->decrease ())
186 fix_stopped_item (op, m, originator);
187
188 if ((op = archetype::get (arch)))
189 {
186 if (env->contr) 190 if (env)
187 esrv_send_item (env, op); 191 env->insert (op);
192 else
193 m->insert (op, x, y, originator);
194 }
188 } 195 }
189 else
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0);
193 }
194 } 196 }
195
196 return; 197 return;
197 } 198 }
198 199
199 if (type & AT_CANCELLATION) 200 if (type & AT_CANCELLATION)
200 { /* Cancellation. */ 201 { /* Cancellation. */
203 return; 204 return;
204 } 205 }
205 206
206 if (op->nrof > 1) 207 if (op->nrof > 1)
207 { 208 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 209 if (op->decrease (rndm (0, op->nrof - 1)))
209
210 if (op)
211 fix_stopped_item (op, m, originator); 210 fix_stopped_item (op, m, originator);
212 } 211 }
213 else 212 else
214 { 213 {
215 if (op->env) 214 // drop everything to the ground, if possible
216 { 215 op->insert_at (originator);
217 object *tmp = is_player_inv (op->env); 216 op->drop_and_destroy ();
218
219 if (tmp)
220 esrv_del_item (tmp->contr, op->count);
221 }
222
223 if (!QUERY_FLAG (op, FLAG_REMOVED))
224 remove_ob (op);
225
226 free_object (op);
227 } 217 }
228 218
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 219 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 220 if (env)
231 { 221 {
232 op = get_archetype ("burnout"); 222 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 223 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 224 env->insert (op);
235 } 225 }
236 else 226 else
237 replace_insert_ob_in_map ("burnout", originator); 227 replace_insert_ob_in_map (shstr_burnout, originator);
238 228
239 return; 229 return;
240 } 230 }
241 231
242 /* The value of 50 is arbitrary. */ 232 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
244 { 234 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube"); 235 archetype *at = archetype::find (shstr_icecube);
247 236
248 if (at == NULL) 237 if (at == NULL)
249 return; 238 return;
250 239
251 op = stop_item (op); 240 op = stop_item (op);
252 if (op == NULL) 241 if (op == NULL)
253 return; 242 return;
254 243
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 244 object *tmp = present_arch (at, op->map, op->x, op->y);
245 if (!tmp)
256 { 246 {
257 tmp = arch_to_object (at); 247 tmp = arch_to_object (at);
258 tmp->x = op->x, tmp->y = op->y; 248 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) - 249 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want 250 * icecubes have slow_move set to 1 - don't want
263 tmp->move_slow_penalty = 0; 253 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0; 254 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 255 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 256 }
267 257
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 258 tmp->insert (op);
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return; 259 return;
273 } 260 }
274} 261}
275 262
276/* Object op is hitting the map. 263/* Object op is hitting the map.
277 * op is going in direction 'dir' 264 * op is going in direction 'dir'
278 * type is the attacktype of the object. 265 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 266 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 267 * returns 1 if it hits something, 0 otherwise.
281 */ 268 */
282
283int 269int
284hit_map (object *op, int dir, int type, int full_hit) 270hit_map (object *op, int dir, int type, int full_hit)
285{ 271{
286 object *tmp, *next;
287 maptile *map; 272 maptile *map;
288 sint16 x, y; 273 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 274 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 275
291 if (QUERY_FLAG (op, FLAG_FREED)) 276 if (QUERY_FLAG (op, FLAG_FREED))
294 return 0; 279 return 0;
295 } 280 }
296 281
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 282 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 283 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 284 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 285 return 0;
301 } 286 }
302 287
303 if (!op->map) 288 if (!op->map)
304 { 289 {
307 } 292 }
308 293
309 if (op->head) 294 if (op->head)
310 op = op->head; 295 op = op->head;
311 296
312 map = op->map; 297 mapxy pos (op);
313 x = op->x + freearr_x[dir]; 298 pos.move (dir);
314 y = op->y + freearr_y[dir];
315 299
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 300 if (!pos.normalise ())
301 return 0;
317 302
318 // elmex: a safe map tile can't be hit! 303 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 304 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 305 mapspace &ms = pos.ms ();
306
307 if (ms.flags () & P_SAFE)
321 return 0; 308 return 0;
322 309
323 /* peterm: a few special cases for special attacktypes --counterspell 310 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 311 * must be out here because it strikes things which are not alive
325 */ 312 */
326 313 if (type & (AT_COUNTERSPELL | AT_CHAOS))
314 {
327 if (type & AT_COUNTERSPELL) 315 if (type & AT_COUNTERSPELL)
328 { 316 {
329 counterspell (op, dir); /* see spell_effect.c */ 317 counterspell (op, dir); /* see spell_effect.c */
330 318
331 /* If the only attacktype is counterspell or magic, don't need 319 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 320 * to do any further processing.
333 */
334 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
335 return 0;
336
337 type &= ~AT_COUNTERSPELL;
338 }
339
340 if (type & AT_CHAOS)
341 {
342 shuffle_attack (op, 1); /*1 flag tells it to change the face */
343 update_object (op, UP_OBJ_FACE);
344 type &= ~AT_CHAOS;
345 }
346
347 next = get_map_ob (map, x, y);
348
349 while (next)
350 {
351 if (next->destroyed ())
352 {
353 /* There may still be objects that were above 'next', but there is no
354 * simple way to find out short of copying all object references and
355 * tags into a temporary array before we start processing the first
356 * object. That's why we just abort.
357 *
358 * This happens whenever attack spells (like fire) hit a pile
359 * of objects. This is not a bug - nor an error. The errormessage
360 * below was spamming the logs for absolutely no reason.
361 */ 321 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 322 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 323 return 0;
324
325 type &= ~AT_COUNTERSPELL;
326 }
327
328 if (type & AT_CHAOS)
364 } 329 {
330 shuffle_attack (op, 1); /* flag tells it to change the face */
331 update_object (op, UP_OBJ_FACE);
332 type &= ~AT_CHAOS;
333 }
334 }
365 335
336 /* There may still be objects that were above 'next', but there is no
337 * simple way to find out short of copying all object references and
338 * tags into a temporary array before we start processing the first
339 * object. That's why we just abort on destroy.
340 *
341 * This happens whenever attack spells (like fire) hit a pile
342 * of objects. This is not a bug - nor an error.
343 */
344 for (object *next = ms.bot; next && !next->destroyed (); )
345 {
366 tmp = next; 346 object *tmp = next;
367 next = tmp->above; 347 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 348
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 349 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 350 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 351 * This is one of the few cases where on_same_map should not be used.
378 */ 352 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y) 353 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
380 continue; 354 continue;
381 355
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 356 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 357 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 358 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 359 retflag |= 1;
360
386 if (op->destroyed ()) 361 if (op->destroyed ())
387 break; 362 break;
388 } 363 }
389
390 /* Here we are potentially destroying an object. If the object has 364 /* Here we are potentially destroying an object. If the object has
391 * NO_PASS set, it is also immune - you can't destroy walls. Note 365 * NO_PASS set, it is also immune - you can't destroy walls. Note
392 * that weak walls have is_alive set, which prevent objects from 366 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 367 * passing over/through them. We don't care what type of movement
394 * the wall blocks - if it blocks any type of movement, can't be 368 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 369 * destroyed right now.
396 */ 370 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 371 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block)
398 { 372 {
399 save_throw_object (tmp, type, op); 373 save_throw_object (tmp, type, op);
374
400 if (op->destroyed ()) 375 if (op->destroyed ())
401 break; 376 break;
402 } 377 }
403 } 378 }
404 379
405 return 0; 380 return 0;
406} 381}
407 382
408void 383static void
409attack_message (int dam, int type, object *op, object *hitter) 384attack_message (int dam, int type, object *op, object *hitter)
410{ 385{
411 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 386 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
412 int i, found = 0; 387 int i, found = 0;
413 maptile *map; 388 maptile *map;
415 390
416 /* put in a few special messages for some of the common attacktypes 391 /* put in a few special messages for some of the common attacktypes
417 * a player might have. For example, fire, electric, cold, etc 392 * a player might have. For example, fire, electric, cold, etc
418 * [garbled 20010919] 393 * [garbled 20010919]
419 */ 394 */
420
421 if (dam == 9998 && op->type == DOOR) 395 if (dam == 9998 && op->type == DOOR)
422 { 396 {
423 sprintf (buf1, "unlock %s", &op->name); 397 sprintf (buf1, "unlock %s", &op->name);
424 sprintf (buf2, " unlocks"); 398 sprintf (buf2, " unlocks");
425 found++; 399 found++;
426 } 400 }
427 if (dam < 0) 401 else if (dam < 0)
428 { 402 {
429 sprintf (buf1, "hit %s", &op->name); 403 sprintf (buf1, "hit %s", &op->name);
430 sprintf (buf2, " hits"); 404 sprintf (buf2, " hits");
431 found++; 405 found++;
432 } 406 }
435 sprintf (buf1, "missed %s", &op->name); 409 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 410 sprintf (buf2, " misses");
437 found++; 411 found++;
438 } 412 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 413 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 414 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 415 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 416 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
443 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 417 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 418 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 419 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
457 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 431 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 432 found++;
459 break; 433 break;
460 } 434 }
461 } 435 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 436 else if (hitter->type == PLAYER && op->is_alive ())
463 { 437 {
464 if (USING_SKILL (hitter, SK_KARATE)) 438 if (USING_SKILL (hitter, SK_KARATE))
465 { 439 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 440 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
467 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 441 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 467 found++;
494 break; 468 break;
495 } 469 }
496 } 470 }
497 } 471 }
472
498 if (found) 473 if (found)
499 { 474 {
500 /* done */ 475 /* done */
501 } 476 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 477 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 478 {
504 sprintf (buf1, "hit"); /* just in case */ 479 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 480 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 481 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 482 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 483 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 484 found++;
510 break; 485 break;
511 } 486 }
512 } 487 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 488 else if (type & AT_DRAIN && op->is_alive ())
514 { 489 {
515 /* drain is first, because some items have multiple attypes */ 490 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 491 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
517 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 492 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 493 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 495 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 496 found++;
522 break; 497 break;
523 } 498 }
524 } 499 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 500 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 501 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 502 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
528 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 503 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 504 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 505 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
531 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 506 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 507 found++;
533 break; 508 break;
534 } 509 }
535 } 510 }
536 else if (type & AT_COLD && IS_LIVE (op)) 511 else if (type & AT_COLD && op->is_alive ())
537 { 512 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 513 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
539 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 514 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 515 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 516 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
553 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 528 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
554 found++; 529 found++;
555 break; 530 break;
556 } 531 }
557 } 532 }
558 else if (hitter->current_weapon != NULL) 533 else if (hitter->current_weapon)
559 { 534 {
560 int mtype; 535 int mtype;
561 536
562 switch (hitter->current_weapon->weapontype) 537 switch (hitter->current_weapon->weapontype)
563 { 538 {
564 case WEAP_HIT: 539 case WEAP_HIT:
565 mtype = ATM_BASIC; 540 mtype = ATM_BASIC;
566 break; 541 break;
567 case WEAP_SLASH: 542 case WEAP_SLASH:
568 mtype = ATM_SLASH; 543 mtype = ATM_SLASH;
569 break; 544 break;
570 case WEAP_PIERCE: 545 case WEAP_PIERCE:
571 mtype = ATM_PIERCE; 546 mtype = ATM_PIERCE;
572 break; 547 break;
573 case WEAP_CLEAVE: 548 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE; 549 mtype = ATM_CLEAVE;
575 break; 550 break;
576 case WEAP_SLICE: 551 case WEAP_SLICE:
577 mtype = ATM_SLICE; 552 mtype = ATM_SLICE;
578 break; 553 break;
579 case WEAP_STAB: 554 case WEAP_STAB:
580 mtype = ATM_STAB; 555 mtype = ATM_STAB;
581 break; 556 break;
582 case WEAP_WHIP: 557 case WEAP_WHIP:
583 mtype = ATM_WHIP; 558 mtype = ATM_WHIP;
584 break; 559 break;
585 case WEAP_CRUSH: 560 case WEAP_CRUSH:
586 mtype = ATM_CRUSH; 561 mtype = ATM_CRUSH;
587 break; 562 break;
588 case WEAP_BLUD: 563 case WEAP_BLUD:
589 mtype = ATM_BLUD; 564 mtype = ATM_BLUD;
590 break; 565 break;
591 default: 566 default:
592 mtype = ATM_BASIC; 567 mtype = ATM_BASIC;
593 break; 568 break;
594 } 569 }
570
595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 571 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
596 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 572 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597 { 573 {
598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 574 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
599 strcpy (buf2, attack_mess[mtype][i].buf3); 575 strcpy (buf2, attack_mess[mtype][i].buf3);
618 strcpy (buf1, "hit"); 594 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 595 strcpy (buf2, " hits");
620 } 596 }
621 597
622 /* bail out if a monster is casting spells */ 598 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 599 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 600 return;
625 601
626 /* scale down magic considerably. */ 602 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 603 if (type & AT_MAGIC && rndm (0, 5))
628 return; 604 return;
629 605
630 /* Did a player hurt another player? Inform both! */ 606 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 607 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 608 {
633 if (get_owner (hitter) != NULL) 609 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 610 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 611 else
636 { 612 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 613 sprintf (buf, "%s%s you.", &hitter->name, buf2);
614
638 if (dam != 0) 615 if (dam != 0)
639 { 616 {
640 if (dam < 10) 617 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 618 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 619 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 620 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 621 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 622 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 623 }
647 } 624 }
625
648 new_draw_info (NDI_BLACK, 0, op, buf); 626 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 627 } /* end of player hitting player */
650 628
651 if (hitter->type == PLAYER) 629 if (hitter->type == PLAYER)
652 { 630 {
653 sprintf (buf, "You %s.", buf1); 631 sprintf (buf, "You %s.", buf1);
632
654 if (dam != 0) 633 if (dam != 0)
655 { 634 {
656 if (dam < 10) 635 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 636 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 637 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 638 op->play_sound (sound_find ("player_hits2"));
660 else 639 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 640 op->play_sound (sound_find ("player_hits3"));
662 } 641 }
642
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 643 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 644 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 646 {
667 /* look for stacked spells and start reducing the message chances */ 647 /* look for stacked spells and start reducing the message chances */
668 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 648 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 649 {
670 i = 4; 650 i = 4;
671 map = hitter->map; 651 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 652 if (out_of_map (map, hitter->x, hitter->y))
673 return; 653 return;
654
674 next = get_map_ob (map, hitter->x, hitter->y); 655 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 656 if (next)
676 while (next) 657 while (next)
677 { 658 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 660 i *= 3;
661
680 tmp = next; 662 tmp = next;
681 next = tmp->above; 663 next = tmp->above;
682 } 664 }
665
683 if (i < 0) 666 if (i < 0)
684 return; 667 return;
668
685 if (rndm (0, i) != 0) 669 if (rndm (0, i) != 0)
686 return; 670 return;
687 } 671 }
688 else if (rndm (0, 5) != 0) 672 else if (rndm (0, 5) != 0)
689 return; 673 return;
674
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 676 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 678 }
694} 679}
695
696 680
697static int 681static int
698get_attack_mode (object **target, object **hitter, int *simple_attack) 682get_attack_mode (object **target, object **hitter, int *simple_attack)
699{ 683{
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 { 685 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 687 return 1;
704 } 688 }
705 if ((*target)->head) 689
706 *target = (*target)->head; 690 *target = (*target)->head_ ();
707 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 691 *hitter = (*hitter)->head_ ();
692
693 if ((*target)->type == LOCKED_DOOR)
694 return 1; // locked doors cannot be hit
695
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 696 if ((*hitter)->env || (*target)->env)
710 { 697 {
711 *simple_attack = 1; 698 *simple_attack = 1;
712 return 0; 699 return 0;
713 } 700 }
701
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 702 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 703 || QUERY_FLAG (*hitter, FLAG_REMOVED)
704 || !(*hitter)->map
705 || !on_same_map (*hitter, *target))
716 { 706 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 707 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
708 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 709 return 1;
719 } 710 }
711
720 *simple_attack = 0; 712 *simple_attack = 0;
721 return 0; 713 return 0;
722} 714}
723 715
724static int 716static int
725abort_attack (object *target, object *hitter, int simple_attack) 717abort_attack (object *target, object *hitter, int simple_attack)
726{ 718{
727
728/* Check if target and hitter are still in a relation similar to the one 719 /* Check if target and hitter are still in a relation similar to the one
729 * determined by get_attack_mode(). Returns true if the relation has changed. 720 * determined by get_attack_mode(). Returns true if the relation has changed.
730 */ 721 */
731 int new_mode; 722 int new_mode;
732 723
733 if (hitter->env == target || target->env == hitter) 724 if (hitter->env == target || target->env == hitter)
734 new_mode = 1; 725 new_mode = 1;
735 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 726 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
727 || hitter->map == NULL || !on_same_map (hitter, target))
736 return 1; 728 return 1;
737 else 729 else
738 new_mode = 0; 730 new_mode = 0;
731
739 return new_mode != simple_attack; 732 return new_mode != simple_attack;
740} 733}
741 734
735/* thrown_item_effect() - handles any special effects of thrown
736 * items (like attacking living creatures--a potion thrown at a
737 * monster).
738 */
739static void
742static void thrown_item_effect (object *, object *); 740thrown_item_effect (object *hitter, object *victim)
741{
742 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
743 {
744 /* May not need a switch for just 2 types, but this makes it
745 * easier for expansion.
746 */
747 switch (hitter->type)
748 {
749 case POTION:
750 /* should player get a save throw instead of checking magic protection? */
751 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
752 (void) apply_potion (victim, hitter);
753 break;
754
755 case POISON: /* poison drinks */
756 /* As with potions, should monster get a save? */
757 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
758 apply_poison (victim, hitter);
759 break;
760
761 /* Removed case statements that did nothing.
762 * food may be poisonous, but monster must be willing to eat it,
763 * so we don't handle it here.
764 * Containers should perhaps break open, but that code was disabled.
765 */
766 }
767 }
768}
769
770/* determine if the object is an 'aimed' missile */
771static int
772is_aimed_missile (object *op)
773{
774
775 /* I broke what used to be one big if into a few nested
776 * ones so that figuring out the logic is at least possible.
777 */
778 if (op && (op->move_type & MOVE_FLYING))
779 if (op->type == ARROW || op->type == THROWN_OBJ)
780 return 1;
781 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
782 return 1;
783
784 return 0;
785}
786/* adj_attackroll() - adjustments to attacks by various conditions */
787static int
788adj_attackroll (object *hitter, object *target)
789{
790 object *attacker = hitter;
791 int adjust = 0;
792
793 /* safety */
794 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
795 {
796 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
797 return 0;
798 }
799
800 /* aimed missiles use the owning object's sight */
801 if (is_aimed_missile (hitter))
802 {
803 if ((attacker = hitter->owner) == NULL)
804 attacker = hitter;
805 /* A player who saves but hasn't quit still could have objects
806 * owned by him - need to handle that case to avoid crashes.
807 */
808 if (QUERY_FLAG (attacker, FLAG_REMOVED))
809 attacker = hitter;
810 }
811 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
812 return 0;
813
814 /* determine the condtions under which we make an attack.
815 * Add more cases, as the need occurs. */
816
817 if (!can_see_enemy (attacker, target))
818 {
819 /* target is unseen */
820 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
821 adjust -= 10;
822 /* dark map penalty for the hitter (lacks infravision if we got here). */
823 else if (!stand_in_light (target))
824 adjust -= target->map->darklevel ();
825 }
826
827 if (QUERY_FLAG (attacker, FLAG_SCARED))
828 adjust -= 3;
829
830 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
831 adjust += 1;
832
833 if (QUERY_FLAG (target, FLAG_SCARED))
834 adjust += 1;
835
836 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
837 adjust -= 3;
838
839 /* if we attack at a different 'altitude' its harder */
840 if ((attacker->move_type & target->move_type) == 0)
841 adjust -= 2;
842
843#if 0
844 /* slower attacks are less likely to succeed. We should use a
845 * comparison between attacker/target speeds BUT, players have
846 * a generally faster speed, so this will wind up being a HUGE
847 * disadantage for the monsters! Too bad, because missiles which
848 * fly fast should have a better chance of hitting a slower target.
849 */
850 if (hitter->speed < target->speed)
851 adjust += ((float) hitter->speed - target->speed);
852#endif
853
854#if 0
855 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
856#endif
857
858 return adjust;
859}
743 860
744static int 861static int
745attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 862attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
746{ 863{
747 int simple_attack, roll, dam = 0; 864 int simple_attack, roll, dam = 0;
760 877
761 /* 878 /*
762 * A little check to make it more difficult to dance forward and back 879 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 880 * to avoid ever being hit by monsters.
764 */ 881 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 882 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
766 { 883 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 884 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 885 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 886 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 887 * we call process_object, the 'if' statement above will fail.
771 */ 888 */
772 op->speed_left--; 889 --op->speed_left;
773 process_object (op); 890 process_object (op);
891
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 892 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 893 goto error;
776 } 894 }
777 895
778 op_name = op->name; 896 op_name = op->name;
786 /* See if we hit the creature */ 904 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 905 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 906 {
789 int hitdam = base_dam; 907 int hitdam = base_dam;
790 908
791 if (settings.casting_time == TRUE)
792 {
793 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
794 {
795 hitter->casting_time = -1;
796 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!");
797 }
798 if ((op->casting_time > -1) && (hitdam > 0))
799 {
800 op->casting_time = -1;
801 if (op->type == PLAYER)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!");
804 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
805 }
806 }
807 }
808 if (!simple_attack) 909 if (!simple_attack)
809 { 910 {
810 /* If you hit something, the victim should *always* wake up. 911 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 912 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 913 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 914 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 915 CLEAR_FLAG (op, FLAG_SLEEP);
815 916
816 /* If the victim can't see the attacker, it may alert others 917 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 918 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 919 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 920 npc_call_help (op);
820 921
821 /* if you were hidden and hit by a creature, you are discovered */ 922 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 923 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
823 { 924 {
824 make_visible (op); 925 make_visible (op);
926
825 if (op->type == PLAYER) 927 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 928 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
827 } 929 }
828 930
829 /* thrown items (hitter) will have various effects 931 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 932 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 933 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 934 * wrapper object.
833 */ 935 */
834 thrown_item_effect (hitter, op); 936 thrown_item_effect (hitter, op);
937
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 938 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 939 goto leave;
837 } 940 }
838 941
839 /* Need to do at least 1 damage, otherwise there is no point 942 /* Need to do at least 1 damage, otherwise there is no point
842 if (hitdam <= 0) 945 if (hitdam <= 0)
843 hitdam = 1; 946 hitdam = 1;
844 947
845 type = hitter->attacktype; 948 type = hitter->attacktype;
846 949
950 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
951 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
952 * This check is important for the most simple monsters out there in the
953 * game content (maps, archs). For example orcs: They would have
954 * no attacktype at all.
955 *
956 * Some time in the future someone should just go into the game data
957 * and fix every monster out there ;-/ Until then we will kill some
958 * more trees in the african rain forests with this check.
959 */
847 if (!type) 960 if (!type)
848 type = AT_PHYSICAL; 961 type = AT_PHYSICAL;
849 962
850 /* Handle monsters that hit back */ 963 /* Handle monsters that hit back */
851 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 964 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
882} 995}
883 996
884int 997int
885attack_ob (object *op, object *hitter) 998attack_ob (object *op, object *hitter)
886{ 999{
887
888 if (hitter->head)
889 hitter = hitter->head; 1000 hitter = hitter->head_ ();
1001
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 1002 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 1003}
892 1004
893/* op is the arrow, tmp is what is stopping the arrow. 1005/* op is the arrow, tmp is what is stopping the arrow.
894 * 1006 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1015 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 1016 * stick around.
905 */ 1017 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1018 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 1019 {
908 if (tmp->head != NULL) 1020 tmp->head_ ()->insert (op);
909 tmp = tmp->head;
910
911 remove_ob (op);
912 op = insert_ob_in_ob (op, tmp);
913
914 if (tmp->type == PLAYER)
915 esrv_send_item (tmp, op);
916
917 return 1; 1021 return 1;
918 } 1022 }
919 else 1023 else
920 return 0; 1024 return 0;
921} 1025}
935 /* Disassemble missile */ 1039 /* Disassemble missile */
936 if (op->inv) 1040 if (op->inv)
937 { 1041 {
938 container = op; 1042 container = op;
939 hitter = op->inv; 1043 hitter = op->inv;
940 remove_ob (hitter);
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1044 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
942 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1045 /* Note that we now have an empty THROWN_OBJ on the map. Code that
943 * might be called until this THROWN_OBJ is either reassembled or 1046 * might be called until this THROWN_OBJ is either reassembled or
944 * removed at the end of this function must be able to deal with empty 1047 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 1048 * THROWN_OBJs. */
946 } 1049 }
960 * other places as well!) 1063 * other places as well!)
961 */ 1064 */
962 if (hitter->destroyed () || hitter->env != NULL) 1065 if (hitter->destroyed () || hitter->env != NULL)
963 { 1066 {
964 if (container) 1067 if (container)
965 { 1068 container->destroy ();
966 remove_ob (container);
967 free_object (container);
968 }
969 1069
970 return 0; 1070 return 0;
971 } 1071 }
972 1072
973 /* Missile hit victim */ 1073 /* Missile hit victim */
982 hitter = fix_stopped_arrow (hitter); 1082 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 1083 if (!hitter)
984 return 0; 1084 return 0;
985 } 1085 }
986 else 1086 else
987 { 1087 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 1088
992 /* Try to stick arrow into victim */ 1089 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1090 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 1091 return 0;
995 1092
1000 * can fly over but not otherwise move over. What is the correct 1097 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 1098 * way to handle those otherwise?
1002 */ 1099 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 1100 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 1101 {
1005 remove_ob (hitter); 1102 if (victim->destroyed ())
1103 hitter->destroy ();
1104 else
1105 {
1106 hitter->remove ();
1006 hitter->x = victim->x; 1107 hitter->x = victim->x;
1007 hitter->y = victim->y; 1108 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 1109 insert_ob_in_map (hitter, victim->map, hitter, 0);
1110 }
1009 } 1111 }
1010 else 1112 else
1011 /* Else leave arrow where it is */ 1113 /* Else leave arrow where it is */
1012 merge_ob (hitter, NULL); 1114 merge_ob (hitter, NULL);
1013 1115
1018 op->speed -= 1.0; 1120 op->speed -= 1.0;
1019 1121
1020 /* Missile missed victim - reassemble missile */ 1122 /* Missile missed victim - reassemble missile */
1021 if (container) 1123 if (container)
1022 { 1124 {
1023 remove_ob (hitter); 1125 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 1126 insert_ob_in_ob (hitter, container);
1025 } 1127 }
1026 1128
1027 return op; 1129 return op;
1028} 1130}
1029
1030 1131
1031void 1132void
1032tear_down_wall (object *op) 1133tear_down_wall (object *op)
1033{ 1134{
1034 int perc = 0;
1035
1036 if (!op->stats.maxhp) 1135 if (!op->stats.maxhp)
1037 {
1038 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1136 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1039 perc = 1; 1137 else if (!op->has_anim ())
1040 }
1041 else if (!GET_ANIM_ID (op))
1042 { 1138 {
1043 /* Object has been called - no animations, so remove it */ 1139 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1140 if (op->stats.hp < 0)
1141 op->destroy ();
1045 { 1142
1046 remove_ob (op); /* Should update LOS */
1047 free_object (op);
1048 /* Don't know why this is here - remove_ob should do it for us */
1049 /*update_position(m, x, y); */
1050 }
1051 return; /* no animations, so nothing more to do */ 1143 return; /* no animations, so nothing more to do */
1052 } 1144 }
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1145
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1146 // we use frames 1..num-2 as intermediate frames, so
1055 perc = NUM_ANIMATIONS (op) - 1; 1147 // the last frame is used only when hp < 0.
1056 else if (perc < 1) 1148 int perc = clamp (
1057 perc = 1; 1149 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1058 SET_ANIMATION (op, perc); 1150 0, op->anim_frames () - 1
1151 );
1152
1153 op->set_anim_frame (perc);
1059 update_object (op, UP_OBJ_FACE); 1154 update_object (op, UP_OBJ_FACE);
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1155
1156 if (op->stats.hp < 0)
1061 { /* Reached the last animation */ 1157 { /* Reached the last animation */
1062 if (op->face == blank_face) 1158 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1159 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1160 op->destroy ();
1066 free_object (op);
1067
1068 /* remove_ob should call update_position for us */
1069 /*update_position(m, x, y); */
1070
1071 }
1072 else 1161 else
1073 { /* The last face was not blank, leave an image */ 1162 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1163 op->flag [FLAG_BLOCKSVIEW] = false;
1075 update_all_los (op->map, op->x, op->y); 1164 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1165 op->move_block = 0;
1077 CLEAR_FLAG (op, FLAG_ALIVE); 1166 op->flag [FLAG_ALIVE] = false;
1078 } 1167 }
1079 } 1168 }
1080} 1169}
1081 1170
1082void 1171void
1083scare_creature (object *target, object *hitter) 1172scare_creature (object *target, object *hitter)
1084{ 1173{
1085 object *owner = get_owner (hitter); 1174 target->flag [FLAG_SCARED] = true;
1086 1175
1087 if (!owner)
1088 owner = hitter;
1089
1090 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1176 if (!target->enemy)
1092 target->enemy = owner; 1177 target->enemy = hitter->outer_owner ();
1093} 1178}
1094
1095
1096/* This returns the amount of damage hitter does to op with the
1097 * appropriate attacktype. Only 1 attacktype should be set at a time.
1098 * This doesn't damage the player, but returns how much it should
1099 * take. However, it will do other effects (paralyzation, slow, etc.)
1100 * Note - changed for PR code - we now pass the attack number and not
1101 * the attacktype. Makes it easier for the PR code. */
1102
1103int
1104hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1105{
1106
1107 int doesnt_slay = 1;
1108
1109 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1110 if (attacknum >= NROFATTACKS)
1111 {
1112 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1113 return 0;
1114 }
1115
1116 if (dam < 0)
1117 {
1118 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam);
1119 return 0;
1120 }
1121
1122 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1123 * people can't mess with that or it otherwise get confused. */
1124 if (attacknum == ATNR_INTERNAL)
1125 return dam;
1126
1127 if (hitter->slaying)
1128 {
1129 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1130 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1131 {
1132 doesnt_slay = 0;
1133 dam *= 3;
1134 }
1135 }
1136
1137 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1138 if (op->resist[attacknum])
1139 {
1140 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1141 * in case 0>dam>1, we try to "simulate" a float value-effect */
1142 dam *= (100 - op->resist[attacknum]);
1143 if (dam >= 100)
1144 dam /= 100;
1145 else
1146 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1147 }
1148
1149 /* Special hack. By default, if immune to something, you
1150 * shouldn't need to worry. However, acid is an exception, since
1151 * it can still damage your items. Only include attacktypes if
1152 * special processing is needed */
1153
1154 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1155 return 0;
1156
1157 /* Keep this in order - makes things easier to find */
1158
1159 switch (attacknum)
1160 {
1161 case ATNR_PHYSICAL:
1162 /* here also check for diseases */
1163 check_physically_infect (op, hitter);
1164 break;
1165
1166 /* Don't need to do anything for:
1167 magic,
1168 fire,
1169 electricity,
1170 cold */
1171
1172 case ATNR_CONFUSION:
1173 case ATNR_POISON:
1174 case ATNR_SLOW:
1175 case ATNR_PARALYZE:
1176 case ATNR_FEAR:
1177 case ATNR_CANCELLATION:
1178 case ATNR_DEPLETE:
1179 case ATNR_BLIND:
1180 {
1181 /* chance for inflicting a special attack depends on the
1182 * difference between attacker's and defender's level
1183 */
1184 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1185
1186 /* First, only creatures/players with speed can be affected.
1187 * Second, just getting hit doesn't mean it always affects
1188 * you. Third, you still get a saving through against the
1189 * effect.
1190 */
1191 if (op->speed &&
1192 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1193 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1194 {
1195
1196 /* Player has been hit by something */
1197 if (attacknum == ATNR_CONFUSION)
1198 confuse_player (op, hitter, dam);
1199 else if (attacknum == ATNR_POISON)
1200 poison_player (op, hitter, dam);
1201 else if (attacknum == ATNR_SLOW)
1202 slow_player (op, hitter, dam);
1203 else if (attacknum == ATNR_PARALYZE)
1204 paralyze_player (op, hitter, dam);
1205 else if (attacknum == ATNR_FEAR)
1206 scare_creature (op, hitter);
1207 else if (attacknum == ATNR_CANCELLATION)
1208 cancellation (op);
1209 else if (attacknum == ATNR_DEPLETE)
1210 drain_stat (op);
1211 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1212 blind_player (op, hitter, dam);
1213 }
1214 dam = 0; /* These are all effects and don't do real damage */
1215 }
1216 break;
1217 case ATNR_ACID:
1218 {
1219 int flag = 0;
1220
1221 /* Items only get corroded if you're not on a battleground and
1222 * if your acid resistance is below 50%. */
1223 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1224 {
1225 object *tmp;
1226
1227 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1228 {
1229 if (tmp->invisible)
1230 continue;
1231 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1232 /* >= 10% acid res. on itmes will protect these */
1233 continue;
1234 if (!(tmp->material & M_IRON))
1235 continue;
1236 if (tmp->magic < -4) /* Let's stop at -5 */
1237 continue;
1238 if (tmp->type == RING ||
1239 /* removed boots and gloves from exclusion list in
1240 PR */
1241 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1242 continue; /* To avoid some strange effects */
1243
1244 /* High damage acid has better chance of corroding
1245 objects */
1246 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1247 {
1248 if (op->type == PLAYER)
1249 /* Make this more visible */
1250 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1251 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1252 flag = 1;
1253 tmp->magic--;
1254 if (op->type == PLAYER)
1255 esrv_send_item (op, tmp);
1256 }
1257 }
1258 if (flag)
1259 fix_player (op); /* Something was corroded */
1260 }
1261 }
1262 break;
1263 case ATNR_DRAIN:
1264 {
1265 /* rate is the proportion of exp drained. High rate means
1266 * not much is drained, low rate means a lot is drained.
1267 */
1268 int rate;
1269
1270 if (op->resist[ATNR_DRAIN] >= 0)
1271 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1272 else
1273 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1274
1275 if (op->stats.exp <= rate)
1276 {
1277 if (op->type == GOLEM)
1278 dam = 999; /* Its force is "sucked" away. 8) */
1279 else
1280 /* If we can't drain, lets try to do physical damage */
1281 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1282 }
1283 else
1284 {
1285 /* Randomly give the hitter some hp */
1286 if (hitter->stats.hp < hitter->stats.maxhp &&
1287 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1288 hitter->stats.hp++;
1289
1290 /* Can't do drains on battleground spaces.
1291 * Move the wiz check up here - before, the hitter wouldn't gain exp
1292 * exp, but the wiz would still lose exp! If drainee is a wiz,
1293 * nothing happens.
1294 * Try to credit the owner. We try to display player -> player drain
1295 * attacks, hence all the != PLAYER checks.
1296 */
1297 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1298 {
1299 object *owner = get_owner (hitter);
1300
1301 if (owner && owner != hitter)
1302 {
1303 if (op->type != PLAYER || owner->type != PLAYER)
1304 change_exp (owner, op->stats.exp / (rate * 2),
1305 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1306 }
1307 else if (op->type != PLAYER || hitter->type != PLAYER)
1308 {
1309 change_exp (hitter, op->stats.exp / (rate * 2),
1310 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1311 }
1312 change_exp (op, -op->stats.exp / rate, NULL, 0);
1313 }
1314 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1315 * drain attack, you won't know that you are actually sucking out EXP,
1316 * as the messages will say you missed
1317 */
1318 }
1319 }
1320 break;
1321 case ATNR_TURN_UNDEAD:
1322 {
1323 if (QUERY_FLAG (op, FLAG_UNDEAD))
1324 {
1325 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1326 object *god = find_god (determine_god (owner));
1327 int div = 1;
1328
1329 /* if undead are not an enemy of your god, you turn them
1330 * at half strength */
1331 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1332 div = 2;
1333 /* Give a bonus if you resist turn undead */
1334 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1335 scare_creature (op, owner);
1336 }
1337 else
1338 dam = 0; /* don't damage non undead - should we damage
1339 undead? */
1340 }
1341 break;
1342 case ATNR_DEATH:
1343 deathstrike_player (op, hitter, &dam);
1344 break;
1345 case ATNR_CHAOS:
1346 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter));
1347 dam = 0;
1348 break;
1349 case ATNR_COUNTERSPELL:
1350 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter));
1351 dam = 0;
1352 /* This should never happen. Counterspell is handled
1353 * seperately and filtered out. If this does happen,
1354 * Counterspell has no effect on anything but spells, so it
1355 * does no damage. */
1356 break;
1357 case ATNR_HOLYWORD:
1358 {
1359 /* This has already been handled by hit_player,
1360 * no need to check twice -- DAMN */
1361 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1362
1363 /* As with turn undead above, give a bonus on the saving throw */
1364 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1365 scare_creature (op, owner);
1366 }
1367 break;
1368 case ATNR_LIFE_STEALING:
1369 {
1370 int new_hp;
1371
1372 /* this is replacement to drain for players, instead of taking
1373 * exp it takes hp. It is geared for players, probably not
1374 * much use giving it to monsters
1375 *
1376 * life stealing doesn't do a lot of damage, but it gives the
1377 * damage it does do to the player. Given that,
1378 * it only does 1/10'th normal damage (hence the divide by
1379 * 1000).
1380 */
1381 /* You can't steal life from something undead */
1382 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1383 return 0;
1384 /* If drain protection is higher than life stealing, use that */
1385 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1386 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1387 else
1388 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1389 /* You die at -1 hp, not zero. */
1390 if (dam > (op->stats.hp + 1))
1391 dam = op->stats.hp + 1;
1392 new_hp = hitter->stats.hp + dam;
1393 if (new_hp > hitter->stats.maxhp)
1394 new_hp = hitter->stats.maxhp;
1395 if (new_hp > hitter->stats.hp)
1396 hitter->stats.hp = new_hp;
1397 }
1398 }
1399 return dam;
1400}
1401
1402 1179
1403/* GROS: This code comes from hit_player. It has been made external to 1180/* GROS: This code comes from hit_player. It has been made external to
1404 * allow script procedures to "kill" objects in a combat-like fashion. 1181 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1182 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1183 * Sword. Note that nothing has been changed from the original version
1417 */ 1194 */
1418int 1195int
1419kill_object (object *op, int dam, object *hitter, int type) 1196kill_object (object *op, int dam, object *hitter, int type)
1420{ 1197{
1421 char buf[MAX_BUF]; 1198 char buf[MAX_BUF];
1422 const char *skill; 1199 shstr skill;
1423 int maxdam = 0; 1200 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1201 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1202 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1203 object *owner = 0;
1427 object *skop = NULL; 1204 object *skop = 0;
1428 1205
1429 if (op->stats.hp >= 0) 1206 if (op->stats.hp >= 0)
1430 return -1; 1207 return -1;
1431 1208
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1209 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1218 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1219 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1220
1444 if (op->type == DOOR) 1221 if (op->type == DOOR)
1445 { 1222 {
1446 op->speed = 0.1; 1223 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1224 op->speed_left = -0.05f;
1449 return maxdam; 1225 return maxdam;
1450 } 1226 }
1451 1227
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1228 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1229 {
1454 remove_friendly_object (op); 1230 op->drop_and_destroy ();
1455
1456 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1457 op->owner->contr->ranges[range_golem] = 0;
1458
1459 remove_ob (op);
1460 free_object (op);
1461 return maxdam; 1231 return maxdam;
1462 } 1232 }
1463 1233
1464 /* Now lets start dealing with experience we get for killing something */ 1234 /* Now lets start dealing with experience we get for killing something */
1465 1235
1466 owner = get_owner (hitter); 1236 owner = hitter->outer_owner ();
1467 if (!owner) 1237 if (!owner)
1468 owner = hitter; 1238 owner = hitter;
1469 1239
1470 /* is the victim (op) standing on battleground? */ 1240 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1241 if (op_on_battleground (op, NULL, NULL))
1476 pk = 1; 1246 pk = 1;
1477 1247
1478 /* Player killed something */ 1248 /* Player killed something */
1479 if (owner->type == PLAYER) 1249 if (owner->type == PLAYER)
1480 { 1250 {
1481 Log_Kill (owner->name,
1482 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1483
1484 /* Log players killing other players - makes it easier to detect 1251 /* Log players killing other players - makes it easier to detect
1485 * and filter out malicious player killers - that is why the 1252 * and filter out malicious player killers - that is why the
1486 * ip address is included. 1253 * ip address is included.
1487 */ 1254 */
1488 if (op->type == PLAYER && !battleg) 1255 if (op->type == PLAYER && !battleg)
1492 char buf[256]; 1259 char buf[256];
1493 1260
1494 tmv = localtime (&t); 1261 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1262 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1263
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1264 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1265 }
1499 1266
1500 /* try to filter some things out - basically, if you are 1267 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1268 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1269 * probably don't want to see that.
1508 else 1275 else
1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1276 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510 1277
1511 /* Only play sounds for melee kills */ 1278 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER) 1279 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1280 owner->play_sound (sound_find ("player_kills"));
1514 } 1281 }
1515 1282
1516 /* If a player kills another player, not on 1283 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is 1284 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV 1285 * not reversible, it's actually quite a pain IMHO. -AV
1520 * player that the object belonged to - so if you killed another player 1287 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1288 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1289 * Changed to make luck penalty configurable in settings.
1523 */ 1290 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1291 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1292 owner->change_luck (-settings.pk_luck_penalty);
1526 1293
1527 /* This code below deals with finding the appropriate skill 1294 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1295 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1296 * probably never really have to look at current_weapon->skill
1530 */ 1297 */
1531 skill = 0;
1532
1533 if (hitter->skill && hitter->type != PLAYER) 1298 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1299 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1300 else if (owner->chosen_skill)
1536 { 1301 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1302 skop = owner->chosen_skill;
1303 skill = skop->skill;
1539 } 1304 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1305 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1541 skill = owner->current_weapon->skill; 1306 skill = owner->current_weapon->skill;
1542 else 1307 else
1308 {
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1309 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1310 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1311 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1312 skill = 0;
1313 }
1544 1314
1545 /* We have the skill we want to credit to - now find the object this goes 1315 /* We have the skill we want to credit to - now find the object this goes
1546 * to. Make sure skop is an actual skill, and not a skill tool! 1316 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1317 */
1548 if ((!skop || skop->type != SKILL) && skill) 1318 skop = owner->contr->find_skill (skill);
1549 {
1550 int i;
1551
1552 for (i = 0; i < NUM_SKILLS; i++)
1553 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1554 {
1555 skop = owner->contr->last_skill_ob[i];
1556 break;
1557 }
1558 }
1559 } /* Was it a player that hit somethign */ 1319 } /* Was it a player that hit somethign */
1560 else 1320 else
1561 skill = 0; 1321 skill = 0;
1562 1322
1563 /* Pet (or spell) killed something. */
1564 if (owner != hitter)
1565 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1566 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1567 else
1568 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1569 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1570 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1571
1572 /* These may have been set in the player code section above */ 1323 /* These may have been set in the player code section above */
1573 if (!skop) 1324 if (!skop)
1574 skop = hitter->chosen_skill; 1325 skop = hitter->chosen_skill;
1575 1326
1576 if (!skill && skop) 1327 if (!skill && skop)
1577 skill = skop->skill; 1328 skill = skop->skill;
1578 1329
1579 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1580
1581 /* If you didn't kill yourself, and your not the wizard */ 1330 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1331 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1583 { 1332 {
1584 int exp; 1333 int exp;
1585 1334
1586 /* Really don't give much experience for killing other players */ 1335 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1336 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1363 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1364 change_exp (owner, exp, skill, 0);
1616 else 1365 else
1617 { 1366 {
1618 int shares = 0, count = 0; 1367 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1368 partylist *party = owner->contr->party;
1621 1369
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1370 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1371
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1372 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1373 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1374 {
1628 count++; 1375 count++;
1629 shares += (pl->ob->level + 4); 1376 shares += (pl->ob->level + 4);
1630 } 1377 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1380 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1381 else
1635 { 1382 {
1636 int share = exp / shares, given = 0, nexp; 1383 int share = exp / shares, given = 0, nexp;
1637 1384
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1385 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1386 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1387 {
1641 nexp = (pl->ob->level + 4) * share; 1388 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1389 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1390 given += nexp;
1652 1399
1653 if (op->type != PLAYER) 1400 if (op->type != PLAYER)
1654 { 1401 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1402 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1403 {
1657 object *owner1 = get_owner (op); 1404 object *owner1 = op->owner;
1658 1405
1659 if (owner1 && owner1->type == PLAYER) 1406 if (owner1 && owner1->type == PLAYER)
1660 { 1407 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1408 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1662 /* Maybe we should include the owner that killed this, maybe not */ 1409 /* Maybe we should include the owner that killed this, maybe not */
1663 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1410 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1664 } 1411 }
1665 1412
1666 remove_friendly_object (op); 1413 remove_friendly_object (op);
1667 } 1414 }
1668 1415
1669 remove_ob (op); 1416 op->drop_and_destroy ();
1670 free_object (op);
1671 } 1417 }
1672 else 1418 else
1673 {
1674 /* Player has been killed! */ 1419 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1420 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1676 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1677 else
1678 assign (op->contr->killer, hitter->name);
1679 }
1680 1421
1681 /* This was return -1 - that doesn't seem correct - if we return -1, process 1422 /* This was return -1 - that doesn't seem correct - if we return -1, process
1682 * continues in the calling function. 1423 * continues in the calling function.
1683 */ 1424 */
1684 return maxdam; 1425 return maxdam;
1685} 1426}
1686 1427
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1428/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1429 * Returns 0 this is not friendly fire
1689 */ 1430 */
1690
1691int 1431int
1692friendly_fire (object *op, object *hitter) 1432friendly_fire (object *op, object *hitter)
1693{ 1433{
1694 object *owner; 1434 object *owner;
1695 int friendlyfire; 1435 int friendlyfire;
1705 return 0; 1445 return 0;
1706 1446
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1447 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1448 return 1;
1709 1449
1710 if ((owner = get_owner (hitter)) != NULL) 1450 if ((owner = hitter->owner) != NULL)
1711 { 1451 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1452 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1453 friendlyfire = 2;
1714 } 1454 }
1715 1455
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1456 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1457 friendlyfire = 0;
1718 } 1458 }
1459
1719 return friendlyfire; 1460 return friendlyfire;
1720} 1461}
1721
1722 1462
1723/* This isn't used just for players, but in fact most objects. 1463/* This isn't used just for players, but in fact most objects.
1724 * op is the object to be hit, dam is the amount of damage, hitter 1464 * op is the object to be hit, dam is the amount of damage, hitter
1725 * is what is hitting the object, type is the attacktype, and 1465 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1466 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1467 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1468 * modify it.
1729 */ 1469 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1470/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1471 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1472int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1473hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1736{ 1474{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1475 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1738 int maxattacktype, attacknum; 1476 int maxattacktype, attacknum;
1746 1484
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1485 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1748 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1486 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0; 1487 return 0;
1750 1488
1751#ifdef PROHIBIT_PLAYERKILL 1489 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1753 { 1491 {
1754 object *owner = get_owner (hitter); 1492 object *owner = hitter->owner;
1755 1493
1756 if (!owner) 1494 if (!owner)
1757 owner = hitter; 1495 owner = hitter;
1758 1496
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1497 if (owner->type == PLAYER
1498 && (!op_on_battleground (op, 0, 0)
1499 && (op->contr->peaceful || owner->contr->peaceful))
1500 && op != owner)
1760 return 0; 1501 return 0;
1761 } 1502 }
1762#endif
1763 1503
1764 if (body_attack) 1504 if (body_attack)
1765 { 1505 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1506 /* slow and paralyze must hit the head. But we don't want to just
1767 * return - we still need to process other attacks the spell still 1507 * return - we still need to process other attacks the spell still
1781 } 1521 }
1782 } 1522 }
1783 1523
1784 if (!simple_attack && op->type == DOOR) 1524 if (!simple_attack && op->type == DOOR)
1785 { 1525 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1526 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1527 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1528 {
1791 spring_trap (tmp, hitter); 1529 spring_trap (tmp, hitter);
1530
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1531 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1532 return 0;
1533
1794 break; 1534 break;
1795 } 1535 }
1796 } 1536 }
1797 1537
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1538 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1799 { 1539 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1540 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1541 * destroyed() check above doesn't return, and might get here.
1802 */ 1542 */
1543
1544 /* FIXME: This for example happens when a dead door is on a mover and
1545 gets it's speed_left raised on each mover-tick.
1546 Doors are removed in a kinda funny way by giving them speed and speed_left
1547 and waiting for that to run out.
1548 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1549 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1550 return 0;
1805 } 1551 }
1806 1552
1807#ifdef ATTACK_DEBUG 1553#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1554 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1814 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1560 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1561 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1562 if (dam >= 100)
1817 dam /= 100; 1563 dam /= 100;
1818 else 1564 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1565 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1566 }
1821 1567
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1568 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1823 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1569 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1570 */
1835 */ 1581 */
1836 if (type & AT_HOLYWORD) 1582 if (type & AT_HOLYWORD)
1837 { 1583 {
1838 object *god; 1584 object *god;
1839 1585
1840 if ((!hitter->slaying || 1586 if ((!hitter->slaying
1841 (!(op->race && strstr (hitter->slaying, op->race)) && 1587 || (!(op->race && hitter->slaying.contains (op->race))
1842 !(op->name && strstr (hitter->slaying, op->name)))) && 1588 && !(op->name && hitter->slaying.contains (op->name))))
1843 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1589 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1844 (hitter->title != NULL 1590 || (hitter->title
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1591 && (god = find_god (determine_god (hitter))) != NULL
1592 && god->race.contains (shstr_undead))))
1846 return 0; 1593 return 0;
1847 } 1594 }
1848 1595
1849 maxattacktype = type; /* initialize this to something */ 1596 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1597 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 { 1598 {
1852 /* Magic isn't really a true attack type - it gets combined with other 1599 /* Magic isn't really a true attack type - it gets combined with other
1853 * attack types. As such, skip it over. However, if magic is 1600 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1601 * the only attacktype in the group, then still attack with it
1882 */ 1629 */
1883 friendlyfire = friendly_fire (op, hitter); 1630 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1631 if (friendlyfire && maxdam)
1885 { 1632 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1633 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1634
1891#ifdef ATTACK_DEBUG 1635#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1636 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1637 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1638#endif
1895 } 1639 }
1896 1640
1897 if (!full_hit) 1641 if (!full_hit)
1898 { 1642 {
1899 archetype *at;
1900 int area; 1643 int area;
1901 int remainder; 1644 int remainder;
1902 1645
1903 area = 0; 1646 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1647
1648 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1649 area++;
1650
1906 assert (area > 0); 1651 assert (area > 0);
1907 1652
1908 /* basically: maxdam /= area; we try to "simulate" a float 1653 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1654 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1655 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1656 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1657 if (rndm (100) < remainder)
1913 maxdam++; 1658 maxdam++;
1914 } 1659 }
1915 1660
1916#ifdef ATTACK_DEBUG 1661#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1662 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1663#endif
1919 1664
1920 if (get_owner (hitter)) 1665 // for now, only do this for active objects, otherwise they
1666 // keep a refcount for a long time and I see no usefulness
1667 // for an non-active objetc to know its enemy.
1668 if (op->active)
1669 if (hitter->owner)
1921 op->enemy = hitter->owner; 1670 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1671 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1672 op->enemy = hitter;
1924 1673
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1674 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 { 1675 {
1927 /* The unaggressives look after themselves 8) */ 1676 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1677 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 1699
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1700 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1701 {
1953 if (maxdam) 1702 if (maxdam)
1954 tear_down_wall (op); 1703 tear_down_wall (op);
1704
1955 return maxdam; /* nothing more to do for wall */ 1705 return maxdam; /* nothing more to do for wall */
1956 } 1706 }
1957 1707
1958 /* See if the creature has been killed */ 1708 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1709 rtn_kill = kill_object (op, maxdam, hitter, type);
1960 if (rtn_kill != -1) 1710 if (rtn_kill != -1)
1961 return rtn_kill; 1711 return rtn_kill;
1962
1963 1712
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1713 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1965 * that before if the player was immune to ghosthit, the monster 1714 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1715 * remained - that is no longer the case.
1967 */ 1716 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1717 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1718 hitter->drop_and_destroy ();
1970 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1971 remove_friendly_object (hitter);
1972 remove_ob (hitter);
1973 free_object (hitter);
1974 }
1975 /* Lets handle creatures that are splitting now */ 1719 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1720 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 { 1721 {
1978 int i; 1722 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1723 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1724 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1725 object *owner = op->owner;
1982 1726
1983 if (!op->other_arch) 1727 if (!op->other_arch)
1984 { 1728 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1729 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1730 return maxdam;
1987 } 1731 }
1732
1988 remove_ob (op); 1733 op->remove ();
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1734
1735 for (i = 0; i < op->stats.food; i++)
1990 { /* This doesn't handle op->more yet */ 1736 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1737 object *tmp = arch_to_object (op->other_arch);
1992 int j; 1738 int j;
1993 1739
1994 tmp->stats.hp = op->stats.hp; 1740 tmp->stats.hp = op->stats.hp;
1741
1995 if (friendly) 1742 if (friendly)
1996 { 1743 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1744 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1745 tmp->attack_movement = PETMOVE;
1746
2000 if (owner != NULL) 1747 if (owner)
2001 set_owner (tmp, owner); 1748 tmp->set_owner (owner);
2002 } 1749 }
1750
2003 if (unaggressive) 1751 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1752 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1753
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1754 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1755
2006 if (j == -1) /* No spot to put this monster */ 1756 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1757 tmp->destroy ();
2008 else 1758 else
2009 { 1759 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1760 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1761 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1762 }
2013 } 1763 }
2014 if (friendly) 1764
2015 remove_friendly_object (op); 1765 op->destroy ();
2016 free_object (op);
2017 } 1766 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1767 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 1768 hitter->drop_and_destroy ();
2020 remove_ob (hitter); 1769
2021 free_object (hitter);
2022 }
2023 return maxdam; 1770 return maxdam;
2024} 1771}
2025
2026 1772
2027void 1773void
2028poison_player (object *op, object *hitter, int dam) 1774poison_player (object *op, object *hitter, int dam)
2029{ 1775{
2030 archetype *at = archetype::find ("poisoning"); 1776 archetype *at = archetype::find ("poisoning");
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1794 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 1795 tmp->stats.dam += hitter->level / 2;
2050 else 1796 else
2051 tmp->stats.dam = dam; 1797 tmp->stats.dam = dam;
2052 1798
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1799 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 1800 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 1801 {
2056 tmp->skill = hitter->skill; 1802 tmp->skill = hitter->skill;
2057 } 1803 }
2058 1804
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1810 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1811 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1812 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 1813 tmp->stats.Int = MAX (-dam / 7, -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 1814 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 1815 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1816 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1817 op->play_sound (tmp->sound);
2071 } 1818 }
1819
2072 if (hitter->type == PLAYER) 1820 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1821 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1822 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2075 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1823 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 1824 }
1825
2077 tmp->speed_left = 0; 1826 tmp->speed_left = 0;
2078 } 1827 }
2079 else 1828 else
2080 tmp->stats.food++; 1829 tmp->stats.food++;
2081} 1830}
2085{ 1834{
2086 archetype *at = archetype::find ("slowness"); 1835 archetype *at = archetype::find ("slowness");
2087 object *tmp; 1836 object *tmp;
2088 1837
2089 if (at == NULL) 1838 if (at == NULL)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 1839 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 1840
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1841 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 1842 {
2095 tmp = arch_to_object (at); 1843 tmp = arch_to_object (at);
2096 tmp = insert_ob_in_ob (tmp, op); 1844 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1845 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 1846 }
2099 else 1847 else
2100 tmp->stats.food++; 1848 tmp->stats.food++;
1849
2101 SET_FLAG (tmp, FLAG_APPLIED); 1850 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 1851 tmp->speed_left = 0;
2103 fix_player (op); 1852 op->update_stats ();
2104} 1853}
2105 1854
2106void 1855void
2107confuse_player (object *op, object *hitter, int dam) 1856confuse_player (object *op, object *hitter, int dam)
2108{ 1857{
2122 tmp->speed = 0.05; 1871 tmp->speed = 0.05;
2123 tmp->subtype = FORCE_CONFUSION; 1872 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1873 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 1874 tmp->name = "confusion";
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1875 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1876
2127 if (tmp->duration > maxduration) 1877 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 1878 tmp->duration = maxduration;
2129 1879
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1880 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1881 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1882
2132 SET_FLAG (op, FLAG_CONFUSED); 1883 SET_FLAG (op, FLAG_CONFUSED);
2133} 1884}
2134 1885
2135void 1886void
2136blind_player (object *op, object *hitter, int dam) 1887blind_player (object *op, object *hitter, int dam)
2152 */ 1903 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 1904 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 1905
2155 tmp = insert_ob_in_ob (tmp, op); 1906 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 1907 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 1908 op->update_stats (); /* This takes care of some other stuff */
2158 1909
2159 if (hitter->owner) 1910 if (hitter->owner)
2160 owner = get_owner (hitter); 1911 owner = hitter->owner;
2161 else 1912 else
2162 owner = hitter; 1913 owner = hitter;
2163 1914
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1915 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2165 } 1916 }
2202 op->speed_left = (float) -(FABS (op->speed) * max); 1953 op->speed_left = (float) -(FABS (op->speed) * max);
2203 1954
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1955/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */
2205} 1956}
2206 1957
2207
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 1958/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 1959 * the computed damaged.
2210 */ 1960 */
2211void 1961static void
2212deathstrike_player (object *op, object *hitter, int *dam) 1962deathstrike_player (object *op, object *hitter, int *dam)
2213{ 1963{
2214 /* The intention of a death attack is to kill outright things 1964 /* The intention of a death attack is to kill outright things
2215 ** that are a lot weaker than the attacker, have a chance of killing 1965 ** that are a lot weaker than the attacker, have a chance of killing
2216 ** things somewhat weaker than the caster, and no chance of 1966 ** things somewhat weaker than the caster, and no chance of
2220 ** field of the deathstriking object */ 1970 ** field of the deathstriking object */
2221 1971
2222 int atk_lev, def_lev, kill_lev; 1972 int atk_lev, def_lev, kill_lev;
2223 1973
2224 if (hitter->slaying) 1974 if (hitter->slaying)
2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1975 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1976 || (op->race && hitter->slaying.contains (op->race))))
2226 return; 1977 return;
2227 1978
2228 def_lev = op->level; 1979 def_lev = op->level;
2229 if (def_lev < 1) 1980 if (def_lev < 1)
2230 { 1981 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1982 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2232 def_lev = 1; 1983 def_lev = 1;
2233 } 1984 }
1985
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1986 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1987 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 1988 atk_lev, def_lev); */
2237 1989
2238 if (atk_lev >= def_lev) 1990 if (atk_lev >= def_lev)
2253 */ 2005 */
2254 *dam *= kill_lev / def_lev; 2006 *dam *= kill_lev / def_lev;
2255 } 2007 }
2256 } 2008 }
2257 else 2009 else
2258 {
2259 *dam = 0; /* no harm done */ 2010 *dam = 0; /* no harm done */
2011}
2012
2013/* This returns the amount of damage hitter does to op with the
2014 * appropriate attacktype. Only 1 attacktype should be set at a time.
2015 * This doesn't damage the player, but returns how much it should
2016 * take. However, it will do other effects (paralyzation, slow, etc.)
2017 * Note - changed for PR code - we now pass the attack number and not
2018 * the attacktype. Makes it easier for the PR code. */
2019int
2020hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2021{
2022 int doesnt_slay = 1;
2023
2024 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2025 if (attacknum >= NROFATTACKS)
2260 } 2026 {
2261} 2027 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2262 2028 return 0;
2263/* thrown_item_effect() - handles any special effects of thrown
2264 * items (like attacking living creatures--a potion thrown at a
2265 * monster).
2266 */
2267static void
2268thrown_item_effect (object *hitter, object *victim)
2269{
2270 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2271 { 2029 }
2272 /* May not need a switch for just 2 types, but this makes it 2030
2273 * easier for expansion. 2031 if (dam < 0)
2032 {
2033 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2034 dam, hitter->debug_desc (), op->debug_desc ());
2035 return 0;
2036 }
2037
2038 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2039 * people can't mess with that or it otherwise get confused. */
2040 if (attacknum == ATNR_INTERNAL)
2041 return dam;
2042
2043 if (hitter->slaying)
2044 {
2045 if ((op->race && hitter->slaying.contains (op->race))
2046 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2274 */ 2047 {
2275 switch (hitter->type) 2048 doesnt_slay = 0;
2049 dam *= 3;
2276 { 2050 }
2277 case POTION: 2051 }
2278 /* should player get a save throw instead of checking magic protection? */ 2052
2279 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2053 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2280 (void) apply_potion (victim, hitter); 2054 if (op->resist[attacknum])
2055 {
2056 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2057 * in case 0>dam>1, we try to "simulate" a float value-effect */
2058 dam *= (100 - op->resist[attacknum]);
2059 if (dam >= 100)
2060 dam /= 100;
2061 else
2062 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2063 }
2064
2065 /* Special hack. By default, if immune to something, you
2066 * shouldn't need to worry. However, acid is an exception, since
2067 * it can still damage your items. Only include attacktypes if
2068 * special processing is needed */
2069
2070 if (op->resist[attacknum] >= 100
2071 && doesnt_slay
2072 && attacknum != ATNR_ACID)
2073 return 0;
2074
2075 /* Keep this in order - makes things easier to find */
2076
2077 switch (attacknum)
2078 {
2079 case ATNR_PHYSICAL:
2080 /* here also check for diseases */
2081 check_physically_infect (op, hitter);
2281 break; 2082 break;
2282 2083
2283 case POISON: /* poison drinks */ 2084 /* Don't need to do anything for:
2284 /* As with potions, should monster get a save? */ 2085 magic,
2285 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2086 fire,
2286 apply_poison (victim, hitter); 2087 electricity,
2088 cold */
2089
2090 case ATNR_CONFUSION:
2091 case ATNR_POISON:
2092 case ATNR_SLOW:
2093 case ATNR_PARALYZE:
2094 case ATNR_FEAR:
2095 case ATNR_CANCELLATION:
2096 case ATNR_DEPLETE:
2097 case ATNR_BLIND:
2098 {
2099 /* chance for inflicting a special attack depends on the
2100 * difference between attacker's and defender's level
2101 */
2102 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
2103
2104 /* First, only creatures/players with speed can be affected.
2105 * Second, just getting hit doesn't mean it always affects
2106 * you. Third, you still get a saving through against the
2107 * effect.
2108 */
2109 if (op->speed &&
2110 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
2111 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2112 {
2113
2114 /* Player has been hit by something */
2115 if (attacknum == ATNR_CONFUSION)
2116 confuse_player (op, hitter, dam);
2117 else if (attacknum == ATNR_POISON)
2118 poison_player (op, hitter, dam);
2119 else if (attacknum == ATNR_SLOW)
2120 slow_player (op, hitter, dam);
2121 else if (attacknum == ATNR_PARALYZE)
2122 paralyze_player (op, hitter, dam);
2123 else if (attacknum == ATNR_FEAR)
2124 scare_creature (op, hitter);
2125 else if (attacknum == ATNR_CANCELLATION)
2126 cancellation (op);
2127 else if (attacknum == ATNR_DEPLETE)
2128 op->drain_stat ();
2129 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2130 blind_player (op, hitter, dam);
2131 }
2132
2133 dam = 0; /* These are all effects and don't do real damage */
2134 }
2287 break; 2135 break;
2288 2136
2289 /* Removed case statements that did nothing. 2137 case ATNR_ACID:
2290 * food may be poisonous, but monster must be willing to eat it, 2138 {
2291 * so we don't handle it here. 2139 int flag = 0;
2292 * Containers should perhaps break open, but that code was disabled. 2140
2141 /* Items only get corroded if you're not on a battleground and
2142 * if your acid resistance is below 50%. */
2143 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2144 {
2145 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2146 {
2147 if (tmp->invisible)
2148 continue;
2149 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2150 /* >= 10% acid res. on items will protect these */
2151 continue;
2152 if (!(tmp->materials & M_IRON))
2153 continue;
2154 if (tmp->magic < -4) /* Let's stop at -5 */
2155 continue;
2156 if (tmp->type == RING
2157 /* removed boots and gloves from exclusion list in PR */
2158 || tmp->type == GIRDLE
2159 || tmp->type == AMULET
2160 || tmp->type == WAND
2161 || tmp->type == ROD
2162 || tmp->type == HORN)
2163 continue; /* To avoid some strange effects */
2164
2165 /* High damage acid has better chance of corroding
2166 objects */
2167 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2168 {
2169 flag = 1;
2170 tmp->magic--;
2171
2172 if (object *pl = tmp->visible_to ())
2173 {
2174 /* Make this more visible */
2175 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2176 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2177
2178 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2179 }
2180 }
2181 }
2182
2183 if (flag)
2184 op->update_stats (); /* Something was corroded */
2185 }
2186 }
2187 break;
2188
2189 case ATNR_DRAIN:
2190 {
2191 /* rate is the proportion of exp drained. High rate means
2192 * not much is drained, low rate means a lot is drained.
2193 */
2194 int rate;
2195
2196 if (op->resist[ATNR_DRAIN] >= 0)
2197 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2198 else
2199 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2200
2201 if (op->stats.exp <= rate)
2202 {
2203 if (op->type == GOLEM)
2204 dam = 999; /* Its force is "sucked" away. 8) */
2205 else
2206 /* If we can't drain, lets try to do physical damage */
2207 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2208 }
2209 else
2210 {
2211 /* Randomly give the hitter some hp */
2212 if (hitter->stats.hp < hitter->stats.maxhp &&
2213 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2214 hitter->stats.hp++;
2215
2216 /* Can't do drains on battleground spaces.
2217 * Move the wiz check up here - before, the hitter wouldn't gain exp
2218 * exp, but the wiz would still lose exp! If drainee is a wiz,
2219 * nothing happens.
2220 * Try to credit the owner. We try to display player -> player drain
2221 * attacks, hence all the != PLAYER checks.
2293 */ 2222 */
2223 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2224 {
2225 object *owner = hitter->owner;
2226
2227 if (owner && owner != hitter)
2228 {
2229 if (op->type != PLAYER || owner->type != PLAYER)
2230 change_exp (owner, op->stats.exp / (rate * 2),
2231 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2232 }
2233 else if (op->type != PLAYER || hitter->type != PLAYER)
2234 change_exp (hitter, op->stats.exp / (rate * 2),
2235 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2236
2237 change_exp (op, -op->stats.exp / rate, NULL, 0);
2238 }
2239
2240 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2241 * drain attack, you won't know that you are actually sucking out EXP,
2242 * as the messages will say you missed
2243 */
2244 }
2245 }
2246 break;
2247
2248 case ATNR_TURN_UNDEAD:
2294 } 2249 {
2295 } 2250 if (QUERY_FLAG (op, FLAG_UNDEAD))
2296} 2251 {
2252 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2253 object *god = find_god (determine_god (owner));
2254 int div = 1;
2297 2255
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2256 /* if undead are not an enemy of your god, you turn them
2257 * at half strength */
2258 if (!god || !god->slaying.contains (shstr_undead))
2259 div = 2;
2299 2260
2300int 2261 /* Give a bonus if you resist turn undead */
2301adj_attackroll (object *hitter, object *target) 2262 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2302{ 2263 scare_creature (op, owner);
2303 object *attacker = hitter; 2264 }
2304 int adjust = 0; 2265 else
2266 dam = 0; /* don't damage non undead - should we damage
2267 undead? */
2268 }
2269 break;
2305 2270
2306 /* safety */ 2271 case ATNR_DEATH:
2307 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2272 deathstrike_player (op, hitter, &dam);
2308 { 2273 break;
2309 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2310 return 0;
2311 }
2312 2274
2313 /* aimed missiles use the owning object's sight */ 2275 case ATNR_CHAOS:
2314 if (is_aimed_missile (hitter)) 2276 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2315 { 2277 dam = 0;
2316 if ((attacker = get_owner (hitter)) == NULL) 2278 break;
2317 attacker = hitter; 2279
2318 /* A player who saves but hasn't quit still could have objects 2280 case ATNR_COUNTERSPELL:
2319 * owned by him - need to handle that case to avoid crashes. 2281 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2282 dam = 0;
2283 /* This should never happen. Counterspell is handled
2284 * seperately and filtered out. If this does happen,
2285 * Counterspell has no effect on anything but spells, so it
2286 * does no damage. */
2287 break;
2288
2289 case ATNR_HOLYWORD:
2290 {
2291 /* This has already been handled by hit_player,
2292 * no need to check twice -- DAMN */
2293 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2294
2295 /* As with turn undead above, give a bonus on the saving throw */
2296 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2297 scare_creature (op, owner);
2298 }
2299 break;
2300
2301 case ATNR_LIFE_STEALING:
2302 {
2303 int new_hp;
2304
2305 /* this is replacement to drain for players, instead of taking
2306 * exp it takes hp. It is geared for players, probably not
2307 * much use giving it to monsters
2308 *
2309 * life stealing doesn't do a lot of damage, but it gives the
2310 * damage it does do to the player. Given that,
2311 * it only does 1/10'th normal damage (hence the divide by
2312 * 1000).
2320 */ 2313 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2314 /* You can't steal life from something undead */
2322 attacker = hitter; 2315 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
2323 }
2324 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2325 return 0;
2326
2327 /* determine the condtions under which we make an attack.
2328 * Add more cases, as the need occurs. */
2329
2330 if (!can_see_enemy (attacker, target))
2331 {
2332 /* target is unseen */
2333 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2334 adjust -= 10;
2335 /* dark map penalty for the hitter (lacks infravision if we got here). */
2336 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2337 adjust -= target->map->darkness;
2338 }
2339
2340 if (QUERY_FLAG (attacker, FLAG_SCARED))
2341 adjust -= 3;
2342
2343 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2344 adjust += 1;
2345
2346 if (QUERY_FLAG (target, FLAG_SCARED))
2347 adjust += 1;
2348
2349 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2350 adjust -= 3;
2351
2352 /* if we attack at a different 'altitude' its harder */
2353 if ((attacker->move_type & target->move_type) == 0)
2354 adjust -= 2;
2355
2356#if 0
2357 /* slower attacks are less likely to succeed. We should use a
2358 * comparison between attacker/target speeds BUT, players have
2359 * a generally faster speed, so this will wind up being a HUGE
2360 * disadantage for the monsters! Too bad, because missiles which
2361 * fly fast should have a better chance of hitting a slower target.
2362 */
2363 if (hitter->speed < target->speed)
2364 adjust += ((float) hitter->speed - target->speed);
2365#endif
2366
2367#if 0
2368 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2369#endif
2370
2371 return adjust;
2372}
2373
2374
2375/* determine if the object is an 'aimed' missile */
2376int
2377is_aimed_missile (object *op)
2378{
2379
2380 /* I broke what used to be one big if into a few nested
2381 * ones so that figuring out the logic is at least possible.
2382 */
2383 if (op && (op->move_type & MOVE_FLYING))
2384 {
2385 if (op->type == ARROW || op->type == THROWN_OBJ)
2386 return 1; 2316 return 0;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2317
2388 return 1; 2318 /* If drain protection is higher than life stealing, use that */
2319 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2320 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2321 else
2322 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2323
2324 /* You die at -1 hp, not zero. */
2325 if (dam > (op->stats.hp + 1))
2326 dam = op->stats.hp + 1;
2327
2328 new_hp = hitter->stats.hp + dam;
2329 if (new_hp > hitter->stats.maxhp)
2330 new_hp = hitter->stats.maxhp;
2331
2332 if (new_hp > hitter->stats.hp)
2333 hitter->stats.hp = new_hp;
2334 }
2389 } 2335 }
2336
2390 return 0; 2337 return dam;
2391} 2338}
2339

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