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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 1.119 by root, Tue Nov 10 16:02:07 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 = op->material;
89 50
90 if (op->materialname == NULL) 51 // destroying objects without material has many bad effects
91 { 52 if (mt == &material_null)
92 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
93 {
94 if (op->material & mt->material)
95 break;
96 }
97 }
98 else
99 mt = name_to_material (op->materialname);
100 if (mt == NULL)
101 return TRUE; 53 return 1;
54
102 roll = rndm (1, 20); 55 roll = rndm (1, 20);
103 56
104 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 58 * 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 59 * pure magic is hitting an object, it should save. However, if it
112 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116 69
117 if (type == 0) 70 if (type == 0) return TRUE;
118 return TRUE; 71
119 if (roll == 20) 72 if (roll == 20) return TRUE;
120 return TRUE; 73 if (roll == 1) return FALSE;
121 if (roll == 1)
122 return FALSE;
123 74
124 for (number = 0; number < NROFATTACKS; number++) 75 for (number = 0; number < NROFATTACKS; number++)
125 { 76 {
126 i = 1 << number; 77 i = 1 << number;
78
127 if (!(i & type)) 79 if (!(i & type))
128 continue; 80 continue;
81
129 attacks++; 82 attacks++;
130 if (op->resist[number] == 100) 83 if (op->resist[number] == 100)
131 saves++; 84 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 85 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++; 86 saves++;
135 saves++; 88 saves++;
136 } 89 }
137 90
138 if (saves == attacks || attacks == 0) 91 if (saves == attacks || attacks == 0)
139 return TRUE; 92 return TRUE;
93
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 94 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 95 return FALSE;
96
142 return TRUE; 97 return TRUE;
98}
99
100/* cancels object *op. Cancellation basically means an object loses
101 * its magical benefits.
102 */
103void
104cancellation (object *op)
105{
106 if (op->invisible)
107 return;
108
109 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
110 {
111 /* Recurse through the inventory */
112 for (object *tmp = op->inv; tmp; tmp = tmp->below)
113 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
114 cancellation (tmp);
115 }
116 else if (fabs (op->magic) <= rndm (0, 5))
117 {
118 /* Nullify this object. This code could probably be more complete */
119 /* in what abilities it should cancel */
120 op->magic = 0;
121
122 CLEAR_FLAG (op, FLAG_DAMNED);
123 CLEAR_FLAG (op, FLAG_CURSED);
124 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
125 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
126
127 if (object *pl = op->visible_to ())
128 esrv_update_item (UPD_FLAGS, pl, op);
129 }
143} 130}
144 131
145/* This function calls did_make_save_item. It then performs the 132/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 133 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 134 * calling cancellation, etc.)
148 */ 135 */
149
150void 136void
151save_throw_object (object *op, int type, object *originator) 137save_throw_object (object *op, int type, object *originator)
152{ 138{
153 if (!did_make_save_item (op, type, originator)) 139 if (!did_make_save_item (op, type, originator))
154 { 140 {
155 object *env = op->env; 141 object *env = op->env;
156 int x = op->x, y = op->y; 142 int x = op->x, y = op->y;
157 maptile *m = op->map; 143 maptile *m = op->map;
158 144
159 op = stop_item (op); 145 op = stop_item (op);
160 if (op == NULL) 146 if (!op)
161 return; 147 return;
162 148
163 /* Hacked the following so that type LIGHTER will work. 149 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by 150 * Also, objects which are potential "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any 151 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to. 152 * object with +/- glow_radius and an "other_arch" to change to.
167 * (and please note that we cant fail our save and reach this 153 * (and please note that we cant fail our save and reach this
168 * function if the object doesnt contain a material that can burn. 154 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 155 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 156 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 157 if (type & (AT_FIRE | AT_ELECTRICITY)
158 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
159 || op->type == LAMP
160 || op->type == TORCH
172 { 161 ))
173 const char *arch = op->other_arch->name; 162 {
174 163 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 { 164 {
182 if (env) 165 case LAMP:
166 case TORCH:
167 // turn on a lamp
168 apply_lamp (op, true);
169 break;
170
171 default:
172 // for instance icecubes:
173 if (op->other_arch)
183 { 174 {
184 op->x = env->x, op->y = env->y; 175 const char *arch = op->other_arch->archname;
185 insert_ob_in_ob (op, env); 176
177 if (op->decrease ())
178 fix_stopped_item (op, m, originator);
179
180 if ((op = archetype::get (arch)))
181 {
186 if (env->contr) 182 if (env)
187 esrv_send_item (env, op); 183 env->insert (op);
184 else
185 m->insert (op, x, y, originator);
186 }
188 } 187 }
189 else
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0);
193 }
194 } 188 }
195 189
196 return; 190 return;
197 } 191 }
198 192
199 if (type & AT_CANCELLATION) 193 if (type & AT_CANCELLATION)
200 { /* Cancellation. */ 194 { /* Cancellation. */
201 cancellation (op); 195 cancellation (op);
202 fix_stopped_item (op, m, originator); 196 fix_stopped_item (op, m, originator);
197
203 return; 198 return;
204 }
205
206 if (op->nrof > 1)
207 {
208 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
209
210 if (op)
211 fix_stopped_item (op, m, originator);
212 }
213 else
214 {
215 if (op->env)
216 {
217 object *tmp = is_player_inv (op->env);
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 } 199 }
228 200
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 201 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 202 if (env)
231 { 203 {
232 op = get_archetype ("burnout"); 204 op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 205 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 206 env->insert (op);
235 } 207 }
236 else 208 else
237 replace_insert_ob_in_map ("burnout", originator); 209 replace_insert_ob_in_map (shstr_burnout, originator);
210
211 if (op->nrof > 1)
212 {
213 if (op->decrease (rndm (0, op->nrof - 1)))
214 fix_stopped_item (op, m, originator);
215 }
216 else
217 {
218 // drop everything to the ground, if possible
219 op->insert_at (originator);
220 op->drop_and_destroy ();
221 }
238 222
239 return; 223 return;
240 } 224 }
241 225
242 /* The value of 50 is arbitrary. */ 226 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 227 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
244 { 228 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube"); 229 archetype *at = archetype::find (shstr_icecube);
247 230
248 if (at == NULL) 231 if (at == NULL)
249 return; 232 return;
250 233
251 op = stop_item (op); 234 op = stop_item (op);
252 if (op == NULL) 235 if (op == NULL)
253 return; 236 return;
254 237
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 238 object *tmp = present_arch (at, op->map, op->x, op->y);
239 if (!tmp)
256 { 240 {
257 tmp = arch_to_object (at); 241 tmp = arch_to_object (at);
258 tmp->x = op->x, tmp->y = op->y; 242 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) - 243 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want 244 * icecubes have slow_move set to 1 - don't want
263 tmp->move_slow_penalty = 0; 247 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0; 248 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 249 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 250 }
267 251
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 252 tmp->insert (op);
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return; 253 return;
273 } 254 }
274} 255}
275 256
276/* Object op is hitting the map. 257/* Object op is hitting the map.
277 * op is going in direction 'dir' 258 * op is going in direction 'dir'
278 * type is the attacktype of the object. 259 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 260 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 261 * returns 1 if it hits something, 0 otherwise.
281 */ 262 */
282
283int 263int
284hit_map (object *op, int dir, int type, int full_hit) 264hit_map (object *op, int dir, int type, int full_hit)
285{ 265{
286 object *tmp, *next;
287 maptile *map; 266 maptile *map;
288 sint16 x, y; 267 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 268 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 269
291 if (QUERY_FLAG (op, FLAG_FREED)) 270 if (QUERY_FLAG (op, FLAG_FREED))
294 return 0; 273 return 0;
295 } 274 }
296 275
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 276 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 277 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 278 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 279 return 0;
301 } 280 }
302 281
303 if (!op->map) 282 if (!op->map)
304 { 283 {
307 } 286 }
308 287
309 if (op->head) 288 if (op->head)
310 op = op->head; 289 op = op->head;
311 290
312 map = op->map; 291 mapxy pos (op);
313 x = op->x + freearr_x[dir]; 292 pos.move (dir);
314 y = op->y + freearr_y[dir];
315 293
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 294 if (!pos.normalise ())
295 return 0;
317 296
318 // elmex: a safe map tile can't be hit! 297 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 298 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 299 mapspace &ms = pos.ms ();
300
301 if (ms.flags () & P_SAFE)
321 return 0; 302 return 0;
322 303
323 /* peterm: a few special cases for special attacktypes --counterspell 304 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 305 * must be out here because it strikes things which are not alive
325 */ 306 */
326 307 if (type & (AT_COUNTERSPELL | AT_CHAOS))
308 {
327 if (type & AT_COUNTERSPELL) 309 if (type & AT_COUNTERSPELL)
328 { 310 {
329 counterspell (op, dir); /* see spell_effect.c */ 311 counterspell (op, dir); /* see spell_effect.c */
330 312
331 /* If the only attacktype is counterspell or magic, don't need 313 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 314 * 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 */ 315 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 316 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 317 return 0;
318
319 type &= ~AT_COUNTERSPELL;
320 }
321
322 if (type & AT_CHAOS)
364 } 323 {
324 shuffle_attack (op, 1); /* flag tells it to change the face */
325 update_object (op, UP_OBJ_FACE);
326 type &= ~AT_CHAOS;
327 }
328 }
365 329
330 /* There may still be objects that were above 'next', but there is no
331 * simple way to find out short of copying all object references and
332 * tags into a temporary array before we start processing the first
333 * object. That's why we just abort on destroy.
334 *
335 * This happens whenever attack spells (like fire) hit a pile
336 * of objects. This is not a bug - nor an error.
337 */
338 for (object *next = ms.bot; next && !next->destroyed (); )
339 {
366 tmp = next; 340 object *tmp = next;
367 next = tmp->above; 341 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 342
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 343 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 344 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 345 * This is one of the few cases where on_same_map should not be used.
378 */ 346 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y) 347 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
380 continue; 348 continue;
381 349
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 350 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 351 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 352 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 353 retflag |= 1;
354
386 if (op->destroyed ()) 355 if (op->destroyed ())
387 break; 356 break;
388 } 357 }
389
390 /* Here we are potentially destroying an object. If the object has 358 /* 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 359 * 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 360 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 361 * 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 362 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 363 * destroyed right now.
364 * Without the material check the server completely fails to work,
365 * objects detsroy themselves, floors get destroyed etc. etc.
396 */ 366 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 367 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != &material_null)
398 { 368 {
399 save_throw_object (tmp, type, op); 369 save_throw_object (tmp, type, op);
370
400 if (op->destroyed ()) 371 if (op->destroyed ())
401 break; 372 break;
402 } 373 }
403 } 374 }
404 375
405 return 0; 376 return 0;
406} 377}
407 378
408void 379static void
409attack_message (int dam, int type, object *op, object *hitter) 380attack_message (int dam, int type, object *op, object *hitter)
410{ 381{
411 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 382 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
412 int i, found = 0; 383 int i, found = 0;
413 maptile *map; 384 maptile *map;
415 386
416 /* put in a few special messages for some of the common attacktypes 387 /* put in a few special messages for some of the common attacktypes
417 * a player might have. For example, fire, electric, cold, etc 388 * a player might have. For example, fire, electric, cold, etc
418 * [garbled 20010919] 389 * [garbled 20010919]
419 */ 390 */
420
421 if (dam == 9998 && op->type == DOOR) 391 if (dam == 9998 && op->type == DOOR)
422 { 392 {
423 sprintf (buf1, "unlock %s", &op->name); 393 sprintf (buf1, "unlock %s", &op->name);
424 sprintf (buf2, " unlocks"); 394 sprintf (buf2, " unlocks");
425 found++; 395 found++;
426 } 396 }
427 if (dam < 0) 397 else if (dam < 0)
428 { 398 {
429 sprintf (buf1, "hit %s", &op->name); 399 sprintf (buf1, "hit %s", &op->name);
430 sprintf (buf2, " hits"); 400 sprintf (buf2, " hits");
431 found++; 401 found++;
432 } 402 }
435 sprintf (buf1, "missed %s", &op->name); 405 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 406 sprintf (buf2, " misses");
437 found++; 407 found++;
438 } 408 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 409 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 410 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 411 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 412 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) 413 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 414 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 415 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); 427 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 428 found++;
459 break; 429 break;
460 } 430 }
461 } 431 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 432 else if (hitter->type == PLAYER && op->is_alive ())
463 { 433 {
464 if (USING_SKILL (hitter, SK_KARATE)) 434 if (USING_SKILL (hitter, SK_KARATE))
465 { 435 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 436 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) 437 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 463 found++;
494 break; 464 break;
495 } 465 }
496 } 466 }
497 } 467 }
468
498 if (found) 469 if (found)
499 { 470 {
500 /* done */ 471 /* done */
501 } 472 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 473 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 474 {
504 sprintf (buf1, "hit"); /* just in case */ 475 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 476 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 477 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 478 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 479 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 480 found++;
510 break; 481 break;
511 } 482 }
512 } 483 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 484 else if (type & AT_DRAIN && op->is_alive ())
514 { 485 {
515 /* drain is first, because some items have multiple attypes */ 486 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 487 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) 488 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 489 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 491 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 492 found++;
522 break; 493 break;
523 } 494 }
524 } 495 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 496 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 497 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 498 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) 499 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 500 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 501 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); 502 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 503 found++;
533 break; 504 break;
534 } 505 }
535 } 506 }
536 else if (type & AT_COLD && IS_LIVE (op)) 507 else if (type & AT_COLD && op->is_alive ())
537 { 508 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 509 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) 510 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 511 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 512 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); 524 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
554 found++; 525 found++;
555 break; 526 break;
556 } 527 }
557 } 528 }
558 else if (hitter->current_weapon != NULL) 529 else if (hitter->current_weapon)
559 { 530 {
560 int mtype; 531 int mtype;
561 532
562 switch (hitter->current_weapon->weapontype) 533 switch (hitter->current_weapon->weapontype)
563 { 534 {
564 case WEAP_HIT: 535 case WEAP_HIT:
565 mtype = ATM_BASIC; 536 mtype = ATM_BASIC;
566 break; 537 break;
567 case WEAP_SLASH: 538 case WEAP_SLASH:
568 mtype = ATM_SLASH; 539 mtype = ATM_SLASH;
569 break; 540 break;
570 case WEAP_PIERCE: 541 case WEAP_PIERCE:
571 mtype = ATM_PIERCE; 542 mtype = ATM_PIERCE;
572 break; 543 break;
573 case WEAP_CLEAVE: 544 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE; 545 mtype = ATM_CLEAVE;
575 break; 546 break;
576 case WEAP_SLICE: 547 case WEAP_SLICE:
577 mtype = ATM_SLICE; 548 mtype = ATM_SLICE;
578 break; 549 break;
579 case WEAP_STAB: 550 case WEAP_STAB:
580 mtype = ATM_STAB; 551 mtype = ATM_STAB;
581 break; 552 break;
582 case WEAP_WHIP: 553 case WEAP_WHIP:
583 mtype = ATM_WHIP; 554 mtype = ATM_WHIP;
584 break; 555 break;
585 case WEAP_CRUSH: 556 case WEAP_CRUSH:
586 mtype = ATM_CRUSH; 557 mtype = ATM_CRUSH;
587 break; 558 break;
588 case WEAP_BLUD: 559 case WEAP_BLUD:
589 mtype = ATM_BLUD; 560 mtype = ATM_BLUD;
590 break; 561 break;
591 default: 562 default:
592 mtype = ATM_BASIC; 563 mtype = ATM_BASIC;
593 break; 564 break;
594 } 565 }
566
595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 567 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) 568 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597 { 569 {
598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 570 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); 571 strcpy (buf2, attack_mess[mtype][i].buf3);
618 strcpy (buf1, "hit"); 590 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 591 strcpy (buf2, " hits");
620 } 592 }
621 593
622 /* bail out if a monster is casting spells */ 594 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 595 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 596 return;
625 597
626 /* scale down magic considerably. */ 598 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 599 if (type & AT_MAGIC && rndm (0, 5))
628 return; 600 return;
629 601
630 /* Did a player hurt another player? Inform both! */ 602 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 603 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 604 {
633 if (get_owner (hitter) != NULL) 605 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 606 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 607 else
636 { 608 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 609 sprintf (buf, "%s%s you.", &hitter->name, buf2);
610
638 if (dam != 0) 611 if (dam != 0)
639 { 612 {
640 if (dam < 10) 613 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 614 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 615 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 616 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 617 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 618 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 619 }
647 } 620 }
621
648 new_draw_info (NDI_BLACK, 0, op, buf); 622 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 623 } /* end of player hitting player */
650 624
651 if (hitter->type == PLAYER) 625 if (hitter->type == PLAYER)
652 { 626 {
653 sprintf (buf, "You %s.", buf1); 627 sprintf (buf, "You %s.", buf1);
628
654 if (dam != 0) 629 if (dam != 0)
655 { 630 {
656 if (dam < 10) 631 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 632 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 633 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 634 op->play_sound (sound_find ("player_hits2"));
660 else 635 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 636 op->play_sound (sound_find ("player_hits3"));
662 } 637 }
638
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 639 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 640 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 641 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 642 {
667 /* look for stacked spells and start reducing the message chances */ 643 /* 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)) 644 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 645 {
670 i = 4; 646 i = 4;
671 map = hitter->map; 647 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 648 if (out_of_map (map, hitter->x, hitter->y))
673 return; 649 return;
650
674 next = get_map_ob (map, hitter->x, hitter->y); 651 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 652 if (next)
676 while (next) 653 while (next)
677 { 654 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 655 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 656 i *= 3;
657
680 tmp = next; 658 tmp = next;
681 next = tmp->above; 659 next = tmp->above;
682 } 660 }
661
683 if (i < 0) 662 if (i < 0)
684 return; 663 return;
664
685 if (rndm (0, i) != 0) 665 if (rndm (0, i) != 0)
686 return; 666 return;
687 } 667 }
688 else if (rndm (0, 5) != 0) 668 else if (rndm (0, 5) != 0)
689 return; 669 return;
670
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 671 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 672 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 673 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 674 }
694} 675}
695
696 676
697static int 677static int
698get_attack_mode (object **target, object **hitter, int *simple_attack) 678get_attack_mode (object **target, object **hitter, int *simple_attack)
699{ 679{
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 680 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 { 681 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 682 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 683 return 1;
704 } 684 }
705 if ((*target)->head) 685
706 *target = (*target)->head; 686 *target = (*target)->head_ ();
707 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 687 *hitter = (*hitter)->head_ ();
688
689 if ((*target)->type == LOCKED_DOOR)
690 return 1; // locked doors cannot be hit
691
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 692 if ((*hitter)->env || (*target)->env)
710 { 693 {
711 *simple_attack = 1; 694 *simple_attack = 1;
712 return 0; 695 return 0;
713 } 696 }
697
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 698 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 699 || QUERY_FLAG (*hitter, FLAG_REMOVED)
700 || !(*hitter)->map
701 || !on_same_map (*hitter, *target))
716 { 702 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 703 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
704 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 705 return 1;
719 } 706 }
707
720 *simple_attack = 0; 708 *simple_attack = 0;
721 return 0; 709 return 0;
722} 710}
723 711
724static int 712static int
725abort_attack (object *target, object *hitter, int simple_attack) 713abort_attack (object *target, object *hitter, int simple_attack)
726{ 714{
727
728/* Check if target and hitter are still in a relation similar to the one 715 /* 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. 716 * determined by get_attack_mode(). Returns true if the relation has changed.
730 */ 717 */
731 int new_mode; 718 int new_mode;
732 719
733 if (hitter->env == target || target->env == hitter) 720 if (hitter->env == target || target->env == hitter)
734 new_mode = 1; 721 new_mode = 1;
735 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 722 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
723 || hitter->map == NULL || !on_same_map (hitter, target))
736 return 1; 724 return 1;
737 else 725 else
738 new_mode = 0; 726 new_mode = 0;
727
739 return new_mode != simple_attack; 728 return new_mode != simple_attack;
740} 729}
741 730
731/* thrown_item_effect() - handles any special effects of thrown
732 * items (like attacking living creatures--a potion thrown at a
733 * monster).
734 */
735static void
742static void thrown_item_effect (object *, object *); 736thrown_item_effect (object *hitter, object *victim)
737{
738 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
739 {
740 /* May not need a switch for just 2 types, but this makes it
741 * easier for expansion.
742 */
743 switch (hitter->type)
744 {
745 case POTION:
746 /* should player get a save throw instead of checking magic protection? */
747 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
748 (void) apply_potion (victim, hitter);
749 break;
750
751 case POISON: /* poison drinks */
752 /* As with potions, should monster get a save? */
753 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
754 apply_poison (victim, hitter);
755 break;
756
757 /* Removed case statements that did nothing.
758 * food may be poisonous, but monster must be willing to eat it,
759 * so we don't handle it here.
760 * Containers should perhaps break open, but that code was disabled.
761 */
762 }
763 }
764}
765
766/* determine if the object is an 'aimed' missile */
767static int
768is_aimed_missile (object *op)
769{
770
771 /* I broke what used to be one big if into a few nested
772 * ones so that figuring out the logic is at least possible.
773 */
774 if (op && (op->move_type & MOVE_FLYING))
775 if (op->type == ARROW || op->type == THROWN_OBJ)
776 return 1;
777 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
778 return 1;
779
780 return 0;
781}
782/* adj_attackroll() - adjustments to attacks by various conditions */
783static int
784adj_attackroll (object *hitter, object *target)
785{
786 object *attacker = hitter;
787 int adjust = 0;
788
789 /* safety */
790 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
791 {
792 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
793 return 0;
794 }
795
796 /* aimed missiles use the owning object's sight */
797 if (is_aimed_missile (hitter))
798 {
799 if ((attacker = hitter->owner) == NULL)
800 attacker = hitter;
801 /* A player who saves but hasn't quit still could have objects
802 * owned by him - need to handle that case to avoid crashes.
803 */
804 if (QUERY_FLAG (attacker, FLAG_REMOVED))
805 attacker = hitter;
806 }
807 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
808 return 0;
809
810 /* determine the condtions under which we make an attack.
811 * Add more cases, as the need occurs. */
812
813 if (!can_see_enemy (attacker, target))
814 {
815 /* target is unseen */
816 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
817 adjust -= 10;
818 /* dark map penalty for the hitter (lacks infravision if we got here). */
819 else if (!stand_in_light (target))
820 adjust -= target->map->darklevel ();
821 }
822
823 if (QUERY_FLAG (attacker, FLAG_SCARED))
824 adjust -= 3;
825
826 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
827 adjust += 1;
828
829 if (QUERY_FLAG (target, FLAG_SCARED))
830 adjust += 1;
831
832 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
833 adjust -= 3;
834
835 /* if we attack at a different 'altitude' its harder */
836 if ((attacker->move_type & target->move_type) == 0)
837 adjust -= 2;
838
839#if 0
840 /* slower attacks are less likely to succeed. We should use a
841 * comparison between attacker/target speeds BUT, players have
842 * a generally faster speed, so this will wind up being a HUGE
843 * disadantage for the monsters! Too bad, because missiles which
844 * fly fast should have a better chance of hitting a slower target.
845 */
846 if (hitter->speed < target->speed)
847 adjust += ((float) hitter->speed - target->speed);
848#endif
849
850#if 0
851 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
852#endif
853
854 return adjust;
855}
743 856
744static int 857static int
745attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 858attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
746{ 859{
747 int simple_attack, roll, dam = 0; 860 int simple_attack, roll, dam = 0;
760 873
761 /* 874 /*
762 * A little check to make it more difficult to dance forward and back 875 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 876 * to avoid ever being hit by monsters.
764 */ 877 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 878 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
766 { 879 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 880 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 881 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 882 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 883 * we call process_object, the 'if' statement above will fail.
771 */ 884 */
772 op->speed_left--; 885 --op->speed_left;
773 process_object (op); 886 process_object (op);
887
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 888 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 889 goto error;
776 } 890 }
777 891
778 op_name = op->name; 892 op_name = op->name;
786 /* See if we hit the creature */ 900 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 901 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 902 {
789 int hitdam = base_dam; 903 int hitdam = base_dam;
790 904
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) 905 if (!simple_attack)
809 { 906 {
810 /* If you hit something, the victim should *always* wake up. 907 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 908 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 909 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 910 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 911 CLEAR_FLAG (op, FLAG_SLEEP);
815 912
816 /* If the victim can't see the attacker, it may alert others 913 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 914 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 915 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 916 npc_call_help (op);
820 917
821 /* if you were hidden and hit by a creature, you are discovered */ 918 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 919 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
823 { 920 {
824 make_visible (op); 921 make_visible (op);
922
825 if (op->type == PLAYER) 923 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 924 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
827 } 925 }
828 926
829 /* thrown items (hitter) will have various effects 927 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 928 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 929 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 930 * wrapper object.
833 */ 931 */
834 thrown_item_effect (hitter, op); 932 thrown_item_effect (hitter, op);
933
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 934 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 935 goto leave;
837 } 936 }
838 937
839 /* Need to do at least 1 damage, otherwise there is no point 938 /* Need to do at least 1 damage, otherwise there is no point
842 if (hitdam <= 0) 941 if (hitdam <= 0)
843 hitdam = 1; 942 hitdam = 1;
844 943
845 type = hitter->attacktype; 944 type = hitter->attacktype;
846 945
946 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
947 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
948 * This check is important for the most simple monsters out there in the
949 * game content (maps, archs). For example orcs: They would have
950 * no attacktype at all.
951 *
952 * Some time in the future someone should just go into the game data
953 * and fix every monster out there ;-/ Until then we will kill some
954 * more trees in the african rain forests with this check.
955 */
847 if (!type) 956 if (!type)
848 type = AT_PHYSICAL; 957 type = AT_PHYSICAL;
849 958
850 /* Handle monsters that hit back */ 959 /* Handle monsters that hit back */
851 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 960 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
882} 991}
883 992
884int 993int
885attack_ob (object *op, object *hitter) 994attack_ob (object *op, object *hitter)
886{ 995{
887
888 if (hitter->head)
889 hitter = hitter->head; 996 hitter = hitter->head_ ();
997
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 998 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 999}
892 1000
893/* op is the arrow, tmp is what is stopping the arrow. 1001/* op is the arrow, tmp is what is stopping the arrow.
894 * 1002 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1011 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 1012 * stick around.
905 */ 1013 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1014 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 1015 {
908 if (tmp->head != NULL) 1016 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; 1017 return 1;
918 } 1018 }
919 else 1019 else
920 return 0; 1020 return 0;
921} 1021}
935 /* Disassemble missile */ 1035 /* Disassemble missile */
936 if (op->inv) 1036 if (op->inv)
937 { 1037 {
938 container = op; 1038 container = op;
939 hitter = op->inv; 1039 hitter = op->inv;
940 remove_ob (hitter);
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1040 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 1041 /* 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 1042 * 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 1043 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 1044 * THROWN_OBJs. */
946 } 1045 }
960 * other places as well!) 1059 * other places as well!)
961 */ 1060 */
962 if (hitter->destroyed () || hitter->env != NULL) 1061 if (hitter->destroyed () || hitter->env != NULL)
963 { 1062 {
964 if (container) 1063 if (container)
965 { 1064 container->destroy ();
966 remove_ob (container);
967 free_object (container);
968 }
969 1065
970 return 0; 1066 return 0;
971 } 1067 }
972 1068
973 /* Missile hit victim */ 1069 /* Missile hit victim */
982 hitter = fix_stopped_arrow (hitter); 1078 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 1079 if (!hitter)
984 return 0; 1080 return 0;
985 } 1081 }
986 else 1082 else
987 { 1083 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 1084
992 /* Try to stick arrow into victim */ 1085 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1086 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 1087 return 0;
995 1088
1000 * can fly over but not otherwise move over. What is the correct 1093 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 1094 * way to handle those otherwise?
1002 */ 1095 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 1096 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 1097 {
1005 remove_ob (hitter); 1098 if (victim->destroyed ())
1099 hitter->destroy ();
1100 else
1101 {
1102 hitter->remove ();
1006 hitter->x = victim->x; 1103 hitter->x = victim->x;
1007 hitter->y = victim->y; 1104 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 1105 insert_ob_in_map (hitter, victim->map, hitter, 0);
1106 }
1009 } 1107 }
1010 else 1108 else
1011 /* Else leave arrow where it is */ 1109 /* Else leave arrow where it is */
1012 merge_ob (hitter, NULL); 1110 merge_ob (hitter, NULL);
1013 1111
1018 op->speed -= 1.0; 1116 op->speed -= 1.0;
1019 1117
1020 /* Missile missed victim - reassemble missile */ 1118 /* Missile missed victim - reassemble missile */
1021 if (container) 1119 if (container)
1022 { 1120 {
1023 remove_ob (hitter); 1121 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 1122 insert_ob_in_ob (hitter, container);
1025 } 1123 }
1026 1124
1027 return op; 1125 return op;
1028} 1126}
1029 1127
1030 1128static void
1031void
1032tear_down_wall (object *op) 1129tear_down_wall (object *op)
1033{ 1130{
1034 int perc = 0;
1035
1036 if (!op->stats.maxhp) 1131 if (!op->stats.maxhp)
1037 {
1038 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1132 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1039 perc = 1; 1133 else if (!op->has_anim ())
1040 }
1041 else if (!GET_ANIM_ID (op))
1042 { 1134 {
1043 /* Object has been called - no animations, so remove it */ 1135 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1136 if (op->stats.hp < 0)
1137 op->destroy ();
1045 { 1138
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 */ 1139 return; /* no animations, so nothing more to do */
1052 } 1140 }
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1141
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1142 // we use frames 1..num-2 as intermediate frames, so
1055 perc = NUM_ANIMATIONS (op) - 1; 1143 // the last frame is used only when hp < 0.
1056 else if (perc < 1) 1144 int perc = clamp (
1057 perc = 1; 1145 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1058 SET_ANIMATION (op, perc); 1146 0, op->anim_frames () - 1
1147 );
1148
1149 op->set_anim_frame (perc);
1059 update_object (op, UP_OBJ_FACE); 1150 update_object (op, UP_OBJ_FACE);
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1151
1152 if (op->stats.hp < 0)
1061 { /* Reached the last animation */ 1153 { /* Reached the last animation */
1062 if (op->face == blank_face) 1154 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1155 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1156 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 1157 else
1073 { /* The last face was not blank, leave an image */ 1158 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1159 op->flag [FLAG_BLOCKSVIEW] = false;
1075 update_all_los (op->map, op->x, op->y); 1160 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1161 op->move_block = 0;
1077 CLEAR_FLAG (op, FLAG_ALIVE); 1162 op->flag [FLAG_ALIVE] = false;
1078 } 1163 }
1079 } 1164 }
1080} 1165}
1081 1166
1082void 1167static void
1083scare_creature (object *target, object *hitter) 1168scare_creature (object *target, object *hitter)
1084{ 1169{
1085 object *owner = get_owner (hitter); 1170 target->flag [FLAG_SCARED] = true;
1086 1171
1087 if (!owner)
1088 owner = hitter;
1089
1090 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1172 if (!target->enemy)
1092 target->enemy = owner; 1173 target->enemy = hitter->outer_owner ();
1093} 1174}
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 1175
1403/* GROS: This code comes from hit_player. It has been made external to 1176/* 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. 1177 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1178 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1179 * Sword. Note that nothing has been changed from the original version
1417 */ 1190 */
1418int 1191int
1419kill_object (object *op, int dam, object *hitter, int type) 1192kill_object (object *op, int dam, object *hitter, int type)
1420{ 1193{
1421 char buf[MAX_BUF]; 1194 char buf[MAX_BUF];
1422 const char *skill; 1195 shstr skill;
1423 int maxdam = 0; 1196 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1197 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1198 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1199 object *owner = 0;
1427 object *skop = NULL; 1200 object *skop = 0;
1428 1201
1429 if (op->stats.hp >= 0) 1202 if (op->stats.hp >= 0)
1430 return -1; 1203 return -1;
1431 1204
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1205 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1214 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1215 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1216
1444 if (op->type == DOOR) 1217 if (op->type == DOOR)
1445 { 1218 {
1446 op->speed = 0.1; 1219 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1220 op->speed_left = -0.05f;
1449 return maxdam; 1221 return maxdam;
1450 } 1222 }
1451 1223
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1224 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1225 {
1454 remove_friendly_object (op); 1226 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; 1227 return maxdam;
1462 } 1228 }
1463 1229
1464 /* Now lets start dealing with experience we get for killing something */ 1230 /* Now lets start dealing with experience we get for killing something */
1465 1231
1466 owner = get_owner (hitter); 1232 owner = hitter->outer_owner ();
1467 if (!owner) 1233 if (!owner)
1468 owner = hitter; 1234 owner = hitter;
1469 1235
1470 /* is the victim (op) standing on battleground? */ 1236 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1237 if (op_on_battleground (op, NULL, NULL))
1476 pk = 1; 1242 pk = 1;
1477 1243
1478 /* Player killed something */ 1244 /* Player killed something */
1479 if (owner->type == PLAYER) 1245 if (owner->type == PLAYER)
1480 { 1246 {
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 1247 /* Log players killing other players - makes it easier to detect
1485 * and filter out malicious player killers - that is why the 1248 * and filter out malicious player killers - that is why the
1486 * ip address is included. 1249 * ip address is included.
1487 */ 1250 */
1488 if (op->type == PLAYER && !battleg) 1251 if (op->type == PLAYER && !battleg)
1492 char buf[256]; 1255 char buf[256];
1493 1256
1494 tmv = localtime (&t); 1257 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1258 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1259
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1260 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1261 }
1499 1262
1500 /* try to filter some things out - basically, if you are 1263 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1264 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1265 * probably don't want to see that.
1508 else 1271 else
1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1272 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510 1273
1511 /* Only play sounds for melee kills */ 1274 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER) 1275 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1276 owner->play_sound (sound_find ("player_kills"));
1514 } 1277 }
1515 1278
1516 /* If a player kills another player, not on 1279 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is 1280 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV 1281 * not reversible, it's actually quite a pain IMHO. -AV
1520 * player that the object belonged to - so if you killed another player 1283 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1284 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1285 * Changed to make luck penalty configurable in settings.
1523 */ 1286 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1287 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1288 owner->change_luck (-settings.pk_luck_penalty);
1526 1289
1527 /* This code below deals with finding the appropriate skill 1290 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1291 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1292 * probably never really have to look at current_weapon->skill
1530 */ 1293 */
1531 skill = 0;
1532
1533 if (hitter->skill && hitter->type != PLAYER) 1294 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1295 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1296 else if (owner->chosen_skill)
1536 { 1297 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1298 skop = owner->chosen_skill;
1299 skill = skop->skill;
1539 } 1300 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1301 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1541 skill = owner->current_weapon->skill; 1302 skill = owner->current_weapon->skill;
1542 else 1303 else
1304 {
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1305 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1306 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1307 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1308 skill = 0;
1309 }
1544 1310
1545 /* We have the skill we want to credit to - now find the object this goes 1311 /* 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! 1312 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1313 */
1548 if ((!skop || skop->type != SKILL) && skill) 1314 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 */ 1315 } /* Was it a player that hit somethign */
1560 else 1316 else
1561 skill = 0; 1317 skill = 0;
1562 1318
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 */ 1319 /* These may have been set in the player code section above */
1573 if (!skop) 1320 if (!skop)
1574 skop = hitter->chosen_skill; 1321 skop = hitter->chosen_skill;
1575 1322
1576 if (!skill && skop) 1323 if (!skill && skop)
1577 skill = skop->skill; 1324 skill = skop->skill;
1578 1325
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 */ 1326 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1327 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1583 { 1328 {
1584 int exp; 1329 int exp;
1585 1330
1586 /* Really don't give much experience for killing other players */ 1331 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1332 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1588 if (op->type == PLAYER)
1589 {
1590 if (battleg) 1333 if (battleg)
1334 {
1335 if (op->is_player ())
1591 { 1336 {
1592 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1337 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1593 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1338 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1594 } 1339 }
1595 else 1340
1341 exp = 0;
1342 }
1343 else if (op->is_player ())
1596 exp = op->stats.exp / 1000; 1344 exp = op->stats.exp / 1000;
1597 }
1598 else 1345 else
1599 exp = calc_skill_exp (owner, op, skop); 1346 exp = calc_skill_exp (owner, op, skop);
1600
1601 /* if op is standing on "battleground" (arena), no way to gain
1602 * exp by killing him
1603 */
1604 if (battleg)
1605 exp = 0;
1606 1347
1607 /* Don't know why this is set this way - doesn't make 1348 /* Don't know why this is set this way - doesn't make
1608 * sense to just divide everything by two for no reason. 1349 * sense to just divide everything by two for no reason.
1609 */ 1350 */
1610 1351
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1355 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1356 change_exp (owner, exp, skill, 0);
1616 else 1357 else
1617 { 1358 {
1618 int shares = 0, count = 0; 1359 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1360 partylist *party = owner->contr->party;
1621 1361
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1362 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1363
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1364 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1365 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1366 {
1628 count++; 1367 count++;
1629 shares += (pl->ob->level + 4); 1368 shares += (pl->ob->level + 4);
1630 } 1369 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1372 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1373 else
1635 { 1374 {
1636 int share = exp / shares, given = 0, nexp; 1375 int share = exp / shares, given = 0, nexp;
1637 1376
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1377 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1378 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1379 {
1641 nexp = (pl->ob->level + 4) * share; 1380 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1381 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1382 given += nexp;
1652 1391
1653 if (op->type != PLAYER) 1392 if (op->type != PLAYER)
1654 { 1393 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1394 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1395 {
1657 object *owner1 = get_owner (op); 1396 object *owner1 = op->owner;
1658 1397
1659 if (owner1 && owner1->type == PLAYER) 1398 if (owner1 && owner1->type == PLAYER)
1660 { 1399 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1400 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1662 /* Maybe we should include the owner that killed this, maybe not */ 1401 /* 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); 1402 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1664 } 1403 }
1665 1404
1666 remove_friendly_object (op); 1405 remove_friendly_object (op);
1667 } 1406 }
1668 1407
1669 remove_ob (op); 1408 op->drop_and_destroy ();
1670 free_object (op);
1671 } 1409 }
1672 else 1410 else
1673 {
1674 /* Player has been killed! */ 1411 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1412 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 1413
1681 /* This was return -1 - that doesn't seem correct - if we return -1, process 1414 /* This was return -1 - that doesn't seem correct - if we return -1, process
1682 * continues in the calling function. 1415 * continues in the calling function.
1683 */ 1416 */
1684 return maxdam; 1417 return maxdam;
1685} 1418}
1686 1419
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1420/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1421 * Returns 0 this is not friendly fire
1689 */ 1422 */
1690
1691int 1423int
1692friendly_fire (object *op, object *hitter) 1424friendly_fire (object *op, object *hitter)
1693{ 1425{
1694 object *owner; 1426 object *owner;
1695 int friendlyfire; 1427 int friendlyfire;
1705 return 0; 1437 return 0;
1706 1438
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1439 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1440 return 1;
1709 1441
1710 if ((owner = get_owner (hitter)) != NULL) 1442 if ((owner = hitter->owner) != NULL)
1711 { 1443 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1444 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1445 friendlyfire = 2;
1714 } 1446 }
1715 1447
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1448 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1449 friendlyfire = 0;
1718 } 1450 }
1451
1719 return friendlyfire; 1452 return friendlyfire;
1720} 1453}
1721
1722 1454
1723/* This isn't used just for players, but in fact most objects. 1455/* 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 1456 * 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 1457 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1458 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1459 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1460 * modify it.
1729 */ 1461 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1462/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1463 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1464int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1465hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1736{ 1466{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1467 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1738 int maxattacktype, attacknum; 1468 int maxattacktype, attacknum;
1746 1476
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1477 /* 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)) 1478 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0; 1479 return 0;
1750 1480
1751#ifdef PROHIBIT_PLAYERKILL 1481 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1753 { 1483 {
1754 object *owner = get_owner (hitter); 1484 object *owner = hitter->owner;
1755 1485
1756 if (!owner) 1486 if (!owner)
1757 owner = hitter; 1487 owner = hitter;
1758 1488
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1489 if (owner->type == PLAYER
1490 && (!op_on_battleground (op, 0, 0)
1491 && (op->contr->peaceful || owner->contr->peaceful))
1492 && op != owner)
1760 return 0; 1493 return 0;
1761 } 1494 }
1762#endif
1763 1495
1764 if (body_attack) 1496 if (body_attack)
1765 { 1497 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1498 /* 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 1499 * return - we still need to process other attacks the spell still
1781 } 1513 }
1782 } 1514 }
1783 1515
1784 if (!simple_attack && op->type == DOOR) 1516 if (!simple_attack && op->type == DOOR)
1785 { 1517 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1518 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1519 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1520 {
1791 spring_trap (tmp, hitter); 1521 spring_trap (tmp, hitter);
1522
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1523 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1524 return 0;
1525
1794 break; 1526 break;
1795 } 1527 }
1796 } 1528 }
1797 1529
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1530 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1799 { 1531 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1532 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1533 * destroyed() check above doesn't return, and might get here.
1802 */ 1534 */
1535
1536 /* FIXME: This for example happens when a dead door is on a mover and
1537 gets it's speed_left raised on each mover-tick.
1538 Doors are removed in a kinda funny way by giving them speed and speed_left
1539 and waiting for that to run out.
1540 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1541 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1542 return 0;
1805 } 1543 }
1806 1544
1807#ifdef ATTACK_DEBUG 1545#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1546 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 */ 1552 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1553 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1554 if (dam >= 100)
1817 dam /= 100; 1555 dam /= 100;
1818 else 1556 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1557 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1558 }
1821 1559
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1560 /* 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 1561 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1562 */
1835 */ 1573 */
1836 if (type & AT_HOLYWORD) 1574 if (type & AT_HOLYWORD)
1837 { 1575 {
1838 object *god; 1576 object *god;
1839 1577
1840 if ((!hitter->slaying || 1578 if ((!hitter->slaying
1841 (!(op->race && strstr (hitter->slaying, op->race)) && 1579 || (!(op->race && hitter->slaying.contains (op->race))
1842 !(op->name && strstr (hitter->slaying, op->name)))) && 1580 && !(op->name && hitter->slaying.contains (op->name))))
1843 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1581 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1844 (hitter->title != NULL 1582 || (hitter->title
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1583 && (god = find_god (determine_god (hitter))) != NULL
1584 && god->race.contains (shstr_undead))))
1846 return 0; 1585 return 0;
1847 } 1586 }
1848 1587
1849 maxattacktype = type; /* initialize this to something */ 1588 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1589 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1851 { 1590 {
1852 /* Magic isn't really a true attack type - it gets combined with other 1591 /* 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 1592 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1593 * the only attacktype in the group, then still attack with it
1882 */ 1621 */
1883 friendlyfire = friendly_fire (op, hitter); 1622 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1623 if (friendlyfire && maxdam)
1885 { 1624 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1625 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1626
1891#ifdef ATTACK_DEBUG 1627#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1628 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1629 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1630#endif
1895 } 1631 }
1896 1632
1897 if (!full_hit) 1633 if (!full_hit)
1898 { 1634 {
1899 archetype *at;
1900 int area; 1635 int area;
1901 int remainder; 1636 int remainder;
1902 1637
1903 area = 0; 1638 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1639
1640 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1641 area++;
1642
1906 assert (area > 0); 1643 assert (area > 0);
1907 1644
1908 /* basically: maxdam /= area; we try to "simulate" a float 1645 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1646 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1647 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1648 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1649 if (rndm (100) < remainder)
1913 maxdam++; 1650 maxdam++;
1914 } 1651 }
1915 1652
1916#ifdef ATTACK_DEBUG 1653#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1654 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1655#endif
1919 1656
1920 if (get_owner (hitter)) 1657 // for now, only do this for active objects, otherwise they
1658 // keep a refcount for a long time and I see no usefulness
1659 // for an non-active objetc to know its enemy.
1660 if (op->active)
1661 if (hitter->owner)
1921 op->enemy = hitter->owner; 1662 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1663 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1664 op->enemy = hitter;
1924 1665
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1666 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 { 1667 {
1927 /* The unaggressives look after themselves 8) */ 1668 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1669 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1950 1691
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1692 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1693 {
1953 if (maxdam) 1694 if (maxdam)
1954 tear_down_wall (op); 1695 tear_down_wall (op);
1696
1955 return maxdam; /* nothing more to do for wall */ 1697 return maxdam; /* nothing more to do for wall */
1956 } 1698 }
1957 1699
1958 /* See if the creature has been killed */ 1700 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1701 rtn_kill = kill_object (op, maxdam, hitter, type);
1960 if (rtn_kill != -1) 1702 if (rtn_kill != -1)
1961 return rtn_kill; 1703 return rtn_kill;
1962
1963 1704
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1705 /* 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 1706 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1707 * remained - that is no longer the case.
1967 */ 1708 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1709 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1710 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 */ 1711 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1712 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 { 1713 {
1978 int i; 1714 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1715 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1716 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1717 object *owner = op->owner;
1982 1718
1983 if (!op->other_arch) 1719 if (!op->other_arch)
1984 { 1720 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1721 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1722 return maxdam;
1987 } 1723 }
1724
1988 remove_ob (op); 1725 op->remove ();
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1726
1727 for (i = 0; i < op->stats.food; i++)
1990 { /* This doesn't handle op->more yet */ 1728 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1729 object *tmp = arch_to_object (op->other_arch);
1992 int j; 1730 int j;
1993 1731
1994 tmp->stats.hp = op->stats.hp; 1732 tmp->stats.hp = op->stats.hp;
1733
1995 if (friendly) 1734 if (friendly)
1996 { 1735 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1736 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1737 tmp->attack_movement = PETMOVE;
1738
2000 if (owner != NULL) 1739 if (owner)
2001 set_owner (tmp, owner); 1740 tmp->set_owner (owner);
2002 } 1741 }
1742
2003 if (unaggressive) 1743 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1744 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1745
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1746 j = find_first_free_spot (tmp, op->map, op->x, op->y);
1747
2006 if (j == -1) /* No spot to put this monster */ 1748 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1749 tmp->destroy ();
2008 else 1750 else
2009 { 1751 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1752 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1753 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1754 }
2013 } 1755 }
2014 if (friendly) 1756
2015 remove_friendly_object (op); 1757 op->destroy ();
2016 free_object (op);
2017 } 1758 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1759 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 1760 hitter->drop_and_destroy ();
2020 remove_ob (hitter); 1761
2021 free_object (hitter);
2022 }
2023 return maxdam; 1762 return maxdam;
2024} 1763}
2025 1764
2026 1765static void
2027void
2028poison_player (object *op, object *hitter, int dam) 1766poison_player (object *op, object *hitter, int dam)
2029{ 1767{
2030 archetype *at = archetype::find ("poisoning"); 1768 archetype *at = archetype::find (shstr_poisoning);
2031 object *tmp = present_arch_in_ob (at, op); 1769 object *tmp = present_arch_in_ob (at, op);
2032 1770
2033 if (tmp == NULL) 1771 if (tmp == NULL)
2034 { 1772 {
2035 if ((tmp = arch_to_object (at)) == NULL) 1773 if ((tmp = arch_to_object (at)) == NULL)
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1786 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 1787 tmp->stats.dam += hitter->level / 2;
2050 else 1788 else
2051 tmp->stats.dam = dam; 1789 tmp->stats.dam = dam;
2052 1790
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1791 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 1792 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 1793 {
2056 tmp->skill = hitter->skill; 1794 tmp->skill = hitter->skill;
2057 } 1795 }
2058 1796
2059 tmp->stats.food += dam; /* more damage, longer poisoning */ 1797 tmp->stats.food += dam; /* more damage, longer poisoning */
2060 1798
2061 if (op->type == PLAYER) 1799 if (op->type == PLAYER)
2062 { 1800 {
2063 /* player looses stats, maximum is -10 of each */ 1801 /* player looses stats, maximum is -10 of each */
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1802 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1803 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1804 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 1805 tmp->stats.Int = max (-(dam / 7 ), -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 1806 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 1807 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1808 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1809 op->play_sound (tmp->sound);
2071 } 1810 }
1811
2072 if (hitter->type == PLAYER) 1812 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1813 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1814 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); 1815 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 1816 }
1817
2077 tmp->speed_left = 0; 1818 tmp->speed_left = 0;
2078 } 1819 }
2079 else 1820 else
2080 tmp->stats.food++; 1821 tmp->stats.food++;
2081} 1822}
2082 1823
2083void 1824static void
2084slow_player (object *op, object *hitter, int dam) 1825slow_player (object *op, object *hitter, int dam)
2085{ 1826{
2086 archetype *at = archetype::find ("slowness"); 1827 archetype *at = archetype::find (shstr_slowness);
2087 object *tmp; 1828 object *tmp;
2088 1829
2089 if (at == NULL) 1830 if (at == NULL)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 1831 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 1832
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1833 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 1834 {
2095 tmp = arch_to_object (at); 1835 tmp = arch_to_object (at);
2096 tmp = insert_ob_in_ob (tmp, op); 1836 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1837 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 1838 }
2099 else 1839 else
2100 tmp->stats.food++; 1840 tmp->stats.food++;
1841
2101 SET_FLAG (tmp, FLAG_APPLIED); 1842 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 1843 tmp->speed_left = 0;
2103 fix_player (op); 1844 op->update_stats ();
2104} 1845}
2105 1846
2106void 1847void
2107confuse_player (object *op, object *hitter, int dam) 1848confuse_player (object *op, object *hitter, int dam)
2108{ 1849{
2109 object *tmp; 1850 object *tmp;
2110 int maxduration; 1851 int maxduration;
2111 1852
2112 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1853 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2113 if (!tmp) 1854 if (!tmp)
2114 { 1855 {
2115 tmp = get_archetype (FORCE_NAME); 1856 tmp = get_archetype (FORCE_NAME);
2116 tmp = insert_ob_in_ob (tmp, op); 1857 tmp = insert_ob_in_ob (tmp, op);
2117 } 1858 }
2119 /* Duration added per hit and max. duration of confusion both depend 1860 /* Duration added per hit and max. duration of confusion both depend
2120 * on the player's resistance 1861 * on the player's resistance
2121 */ 1862 */
2122 tmp->speed = 0.05; 1863 tmp->speed = 0.05;
2123 tmp->subtype = FORCE_CONFUSION; 1864 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1865 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 1866 tmp->name = shstr_confusion;
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1867 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1868
2127 if (tmp->duration > maxduration) 1869 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 1870 tmp->duration = maxduration;
2129 1871
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1872 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1873 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1874
2132 SET_FLAG (op, FLAG_CONFUSED); 1875 SET_FLAG (op, FLAG_CONFUSED);
2133} 1876}
2134 1877
2135void 1878void
2136blind_player (object *op, object *hitter, int dam) 1879blind_player (object *op, object *hitter, int dam)
2142 return; 1885 return;
2143 1886
2144 tmp = present_in_ob (BLINDNESS, op); 1887 tmp = present_in_ob (BLINDNESS, op);
2145 if (!tmp) 1888 if (!tmp)
2146 { 1889 {
2147 tmp = get_archetype ("blindness"); 1890 tmp = get_archetype (shstr_blindness);
2148 SET_FLAG (tmp, FLAG_BLIND); 1891 SET_FLAG (tmp, FLAG_BLIND);
2149 SET_FLAG (tmp, FLAG_APPLIED); 1892 SET_FLAG (tmp, FLAG_APPLIED);
2150 /* use floats so we don't lose too much precision due to rounding errors. 1893 /* use floats so we don't lose too much precision due to rounding errors.
2151 * speed is a float anyways. 1894 * speed is a float anyways.
2152 */ 1895 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 1896 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 1897
2155 tmp = insert_ob_in_ob (tmp, op); 1898 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 1899 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 1900 op->update_stats (); /* This takes care of some other stuff */
2158 1901
2159 if (hitter->owner) 1902 if (hitter->owner)
2160 owner = get_owner (hitter); 1903 owner = hitter->owner;
2161 else 1904 else
2162 owner = hitter; 1905 owner = hitter;
2163 1906
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1907 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2165 } 1908 }
2169} 1912}
2170 1913
2171void 1914void
2172paralyze_player (object *op, object *hitter, int dam) 1915paralyze_player (object *op, object *hitter, int dam)
2173{ 1916{
2174 float effect, max;
2175
2176 /* object *tmp; */
2177
2178 /* This is strange stuff... someone knows for what this is 1917 /* This is strange stuff... someone knows for what this is
2179 * written? Well, i think this can and should be removed 1918 * written? Well, i think this can and should be removed
2180 */ 1919 */
2181 1920
2182 /* 1921 /*
2186 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1925 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2187 } 1926 }
2188 */ 1927 */
2189 1928
2190 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1929 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2191 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1930 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2192 1931
2193 if (effect == 0)
2194 return;
2195
2196 op->speed_left -= FABS (op->speed) * effect; 1932 op->speed_left -= fabs (op->speed) * effect;
2197 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1933 /* tmp->stats.food+=(signed short) effect/op->speed; */
2198 1934
2199 /* max number of ticks to be affected for. */ 1935 /* max number of ticks to be affected for. */
2200 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1936 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1937
2201 if (op->speed_left < -(FABS (op->speed) * max)) 1938 if (op->speed_left < -(fabs (op->speed) * max))
2202 op->speed_left = (float) -(FABS (op->speed) * max); 1939 op->speed_left = -(fabs (op->speed) * max);
2203 1940
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1941/* tmp->stats.food = (signed short) (max / fabs (op->speed)); */
2205} 1942}
2206
2207 1943
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 1944/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 1945 * the computed damaged.
2210 */ 1946 */
2211void 1947static void
2212deathstrike_player (object *op, object *hitter, int *dam) 1948deathstrike_player (object *op, object *hitter, int *dam)
2213{ 1949{
2214 /* The intention of a death attack is to kill outright things 1950 /* 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 1951 ** that are a lot weaker than the attacker, have a chance of killing
2216 ** things somewhat weaker than the caster, and no chance of 1952 ** things somewhat weaker than the caster, and no chance of
2220 ** field of the deathstriking object */ 1956 ** field of the deathstriking object */
2221 1957
2222 int atk_lev, def_lev, kill_lev; 1958 int atk_lev, def_lev, kill_lev;
2223 1959
2224 if (hitter->slaying) 1960 if (hitter->slaying)
2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1961 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1962 || (op->race && hitter->slaying.contains (op->race))))
2226 return; 1963 return;
2227 1964
2228 def_lev = op->level; 1965 def_lev = op->level;
2229 if (def_lev < 1) 1966 if (def_lev < 1)
2230 { 1967 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1968 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2232 def_lev = 1; 1969 def_lev = 1;
2233 } 1970 }
1971
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1972 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1973 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 1974 atk_lev, def_lev); */
2237 1975
2238 if (atk_lev >= def_lev) 1976 if (atk_lev >= def_lev)
2253 */ 1991 */
2254 *dam *= kill_lev / def_lev; 1992 *dam *= kill_lev / def_lev;
2255 } 1993 }
2256 } 1994 }
2257 else 1995 else
2258 {
2259 *dam = 0; /* no harm done */ 1996 *dam = 0; /* no harm done */
1997}
1998
1999/* This returns the amount of damage hitter does to op with the
2000 * appropriate attacktype. Only 1 attacktype should be set at a time.
2001 * This doesn't damage the player, but returns how much it should
2002 * take. However, it will do other effects (paralyzation, slow, etc.)
2003 * Note - changed for PR code - we now pass the attack number and not
2004 * the attacktype. Makes it easier for the PR code. */
2005int
2006hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
2007{
2008 int doesnt_slay = 1;
2009
2010 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2011 if (attacknum >= NROFATTACKS)
2260 } 2012 {
2261} 2013 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2262 2014 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 { 2015 }
2272 /* May not need a switch for just 2 types, but this makes it 2016
2273 * easier for expansion. 2017 if (dam < 0)
2018 {
2019 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2020 dam, hitter->debug_desc (), op->debug_desc ());
2021 return 0;
2022 }
2023
2024 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2025 * people can't mess with that or it otherwise get confused. */
2026 if (attacknum == ATNR_INTERNAL)
2027 return dam;
2028
2029 if (hitter->slaying)
2030 {
2031 if ((op->race && hitter->slaying.contains (op->race))
2032 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2274 */ 2033 {
2275 switch (hitter->type) 2034 doesnt_slay = 0;
2035 dam *= 3;
2276 { 2036 }
2277 case POTION: 2037 }
2278 /* should player get a save throw instead of checking magic protection? */ 2038
2279 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2039 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2280 (void) apply_potion (victim, hitter); 2040 if (op->resist[attacknum])
2041 {
2042 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2043 * in case 0>dam>1, we try to "simulate" a float value-effect */
2044 dam *= (100 - op->resist[attacknum]);
2045 if (dam >= 100)
2046 dam /= 100;
2047 else
2048 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2049 }
2050
2051 /* Special hack. By default, if immune to something, you
2052 * shouldn't need to worry. However, acid is an exception, since
2053 * it can still damage your items. Only include attacktypes if
2054 * special processing is needed */
2055
2056 if (op->resist[attacknum] >= 100
2057 && doesnt_slay
2058 && attacknum != ATNR_ACID)
2059 return 0;
2060
2061 /* Keep this in order - makes things easier to find */
2062
2063 switch (attacknum)
2064 {
2065 case ATNR_PHYSICAL:
2066 /* here also check for diseases */
2067 check_physically_infect (op, hitter);
2281 break; 2068 break;
2282 2069
2283 case POISON: /* poison drinks */ 2070 /* Don't need to do anything for:
2284 /* As with potions, should monster get a save? */ 2071 magic,
2285 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2072 fire,
2286 apply_poison (victim, hitter); 2073 electricity,
2074 cold */
2075
2076 case ATNR_CONFUSION:
2077 case ATNR_POISON:
2078 case ATNR_SLOW:
2079 case ATNR_PARALYZE:
2080 case ATNR_FEAR:
2081 case ATNR_CANCELLATION:
2082 case ATNR_DEPLETE:
2083 case ATNR_BLIND:
2084 {
2085 /* chance for inflicting a special attack depends on the
2086 * difference between attacker's and defender's level
2087 */
2088 int level_diff = min (110, max (0, op->level - hitter->level));
2089
2090 /* First, only creatures/players with speed can be affected.
2091 * Second, just getting hit doesn't mean it always affects
2092 * you. Third, you still get a saving through against the
2093 * effect.
2094 */
2095 if (op->has_active_speed ()
2096 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2097 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2098 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2099 {
2100
2101 /* Player has been hit by something */
2102 if (attacknum == ATNR_CONFUSION)
2103 confuse_player (op, hitter, dam);
2104 else if (attacknum == ATNR_POISON)
2105 poison_player (op, hitter, dam);
2106 else if (attacknum == ATNR_SLOW)
2107 slow_player (op, hitter, dam);
2108 else if (attacknum == ATNR_PARALYZE)
2109 paralyze_player (op, hitter, dam);
2110 else if (attacknum == ATNR_FEAR)
2111 scare_creature (op, hitter);
2112 else if (attacknum == ATNR_CANCELLATION)
2113 cancellation (op);
2114 else if (attacknum == ATNR_DEPLETE)
2115 op->drain_stat ();
2116 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2117 blind_player (op, hitter, dam);
2118 }
2119
2120 dam = 0; /* These are all effects and don't do real damage */
2121 }
2287 break; 2122 break;
2288 2123
2289 /* Removed case statements that did nothing. 2124 case ATNR_ACID:
2290 * food may be poisonous, but monster must be willing to eat it, 2125 {
2291 * so we don't handle it here. 2126 int flag = 0;
2292 * Containers should perhaps break open, but that code was disabled. 2127
2128 /* Items only get corroded if you're not on a battleground and
2129 * if your acid resistance is below 50%. */
2130 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2131 {
2132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if (tmp->invisible)
2135 continue;
2136 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2137 /* >= 10% acid res. on items will protect these */
2138 continue;
2139 if (!(tmp->materials & M_IRON))
2140 continue;
2141 if (tmp->magic < -4) /* Let's stop at -5 */
2142 continue;
2143 if (tmp->type == RING
2144 /* removed boots and gloves from exclusion list in PR */
2145 || tmp->type == GIRDLE
2146 || tmp->type == AMULET
2147 || tmp->type == WAND
2148 || tmp->type == ROD
2149 || tmp->type == HORN)
2150 continue; /* To avoid some strange effects */
2151
2152 /* High damage acid has better chance of corroding
2153 objects */
2154 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2155 {
2156 flag = 1;
2157 tmp->magic--;
2158
2159 if (object *pl = tmp->visible_to ())
2160 {
2161 /* Make this more visible */
2162 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2163 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2164
2165 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2166 }
2167 }
2168 }
2169
2170 if (flag)
2171 op->update_stats (); /* Something was corroded */
2172 }
2173 }
2174 break;
2175
2176 case ATNR_DRAIN:
2177 {
2178 /* rate is the proportion of exp drained. High rate means
2179 * not much is drained, low rate means a lot is drained.
2180 */
2181 int rate;
2182
2183 if (op->resist[ATNR_DRAIN] >= 0)
2184 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2185 else
2186 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2187
2188 if (op->stats.exp <= rate)
2189 {
2190 if (op->type == GOLEM)
2191 dam = 999; /* Its force is "sucked" away. 8) */
2192 else
2193 /* If we can't drain, lets try to do physical damage */
2194 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2195 }
2196 else
2197 {
2198 /* Randomly give the hitter some hp */
2199 if (hitter->stats.hp < hitter->stats.maxhp &&
2200 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2201 hitter->stats.hp++;
2202
2203 /* Can't do drains on battleground spaces.
2204 * Move the wiz check up here - before, the hitter wouldn't gain exp
2205 * exp, but the wiz would still lose exp! If drainee is a wiz,
2206 * nothing happens.
2207 * Try to credit the owner. We try to display player -> player drain
2208 * attacks, hence all the != PLAYER checks.
2293 */ 2209 */
2210 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2211 {
2212 object *owner = hitter->owner;
2213
2214 if (owner && owner != hitter)
2215 {
2216 if (op->type != PLAYER || owner->type != PLAYER)
2217 change_exp (owner, op->stats.exp / (rate * 2),
2218 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2219 }
2220 else if (op->type != PLAYER || hitter->type != PLAYER)
2221 change_exp (hitter, op->stats.exp / (rate * 2),
2222 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2223
2224 change_exp (op, -op->stats.exp / rate, NULL, 0);
2225 }
2226
2227 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2228 * drain attack, you won't know that you are actually sucking out EXP,
2229 * as the messages will say you missed
2230 */
2231 }
2232 }
2233 break;
2234
2235 case ATNR_TURN_UNDEAD:
2294 } 2236 {
2295 } 2237 if (QUERY_FLAG (op, FLAG_UNDEAD))
2296} 2238 {
2239 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2240 object *god = find_god (determine_god (owner));
2241 int div = 1;
2297 2242
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2243 /* if undead are not an enemy of your god, you turn them
2244 * at half strength */
2245 if (!god || !god->slaying.contains (shstr_undead))
2246 div = 2;
2299 2247
2300int 2248 /* Give a bonus if you resist turn undead */
2301adj_attackroll (object *hitter, object *target) 2249 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2302{ 2250 scare_creature (op, owner);
2303 object *attacker = hitter; 2251 }
2304 int adjust = 0; 2252 else
2253 dam = 0; /* don't damage non undead - should we damage
2254 undead? */
2255 }
2256 break;
2305 2257
2306 /* safety */ 2258 case ATNR_DEATH:
2307 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2259 deathstrike_player (op, hitter, &dam);
2308 { 2260 break;
2309 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2310 return 0;
2311 }
2312 2261
2313 /* aimed missiles use the owning object's sight */ 2262 case ATNR_CHAOS:
2314 if (is_aimed_missile (hitter)) 2263 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2315 { 2264 dam = 0;
2316 if ((attacker = get_owner (hitter)) == NULL) 2265 break;
2317 attacker = hitter; 2266
2318 /* A player who saves but hasn't quit still could have objects 2267 case ATNR_COUNTERSPELL:
2319 * owned by him - need to handle that case to avoid crashes. 2268 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2269 dam = 0;
2270 /* This should never happen. Counterspell is handled
2271 * seperately and filtered out. If this does happen,
2272 * Counterspell has no effect on anything but spells, so it
2273 * does no damage. */
2274 break;
2275
2276 case ATNR_HOLYWORD:
2277 {
2278 /* This has already been handled by hit_player,
2279 * no need to check twice -- DAMN */
2280 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2281
2282 /* As with turn undead above, give a bonus on the saving throw */
2283 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2284 scare_creature (op, owner);
2285 }
2286 break;
2287
2288 case ATNR_LIFE_STEALING:
2289 {
2290 int new_hp;
2291
2292 /* this is replacement to drain for players, instead of taking
2293 * exp it takes hp. It is geared for players, probably not
2294 * much use giving it to monsters
2295 *
2296 * life stealing doesn't do a lot of damage, but it gives the
2297 * damage it does do to the player. Given that,
2298 * it only does 1/10'th normal damage (hence the divide by
2299 * 1000).
2320 */ 2300 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2301 /* You can't steal life from something undead */
2322 attacker = hitter; 2302 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; 2303 return 0;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2304
2388 return 1; 2305 /* If drain protection is higher than life stealing, use that */
2306 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2307 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2308 else
2309 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2310
2311 /* You die at -1 hp, not zero. */
2312 if (dam > (op->stats.hp + 1))
2313 dam = op->stats.hp + 1;
2314
2315 new_hp = hitter->stats.hp + dam;
2316 if (new_hp > hitter->stats.maxhp)
2317 new_hp = hitter->stats.maxhp;
2318
2319 if (new_hp > hitter->stats.hp)
2320 hitter->stats.hp = new_hp;
2321 }
2389 } 2322 }
2323
2390 return 0; 2324 return dam;
2391} 2325}
2326

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