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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 1.127 by root, Sun Nov 29 17:41:08 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, uint32_t type, object *originator)
86{ 47{
87 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
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 {
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) 52 if (mt == MATERIAL_NULL)
101 return TRUE; 53 return 1;
54
102 roll = rndm (1, 20); 55 int 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
107 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
108 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
109 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
110 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
111 */ 64 */
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)
118 return TRUE;
119 if (roll == 20)
120 return TRUE;
121 if (roll == 1)
122 return FALSE;
123 70
124 for (number = 0; number < NROFATTACKS; number++) 71 if (type == 0) return TRUE;
72
73 if (roll == 20) return TRUE;
74 if (roll == 1) return FALSE;
75
76 for_all_bits_sparse_32 (type, number)
125 { 77 {
126 i = 1 << number;
127 if (!(i & type))
128 continue;
129 attacks++; 78 attacks++;
79
130 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
131 saves++; 81 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++; 83 saves++;
134 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
135 saves++; 85 saves++;
136 } 86 }
137 87
138 if (saves == attacks || attacks == 0) 88 if (saves == attacks || attacks == 0)
139 return TRUE; 89 return TRUE;
90
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 91 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 92 return FALSE;
93
142 return TRUE; 94 return TRUE;
95}
96
97/* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100void
101cancellation (object *op)
102{
103 if (op->invisible)
104 return;
105
106 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 CLEAR_FLAG (op, FLAG_DAMNED);
120 CLEAR_FLAG (op, FLAG_CURSED);
121 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
122 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
143} 127}
144 128
145/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 131 * calling cancellation, etc.)
148 */ 132 */
149
150void 133void
151save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
152{ 135{
153 if (!did_make_save_item (op, type, originator)) 136 if (!did_make_save_item (op, type, originator))
154 { 137 {
155 object *env = op->env; 138 object *env = op->env;
156 int x = op->x, y = op->y; 139 int x = op->x, y = op->y;
157 maptile *m = op->map; 140 maptile *m = op->map;
158 141
159 op = stop_item (op); 142 op = stop_item (op);
160 if (op == NULL) 143 if (!op)
161 return; 144 return;
162 145
163 /* Hacked the following so that type LIGHTER will work. 146 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by 147 * Also, objects which are potential "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any 148 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to. 149 * object with +/- glow_radius and an "other_arch" to change to.
167 * (and please note that we cant fail our save and reach this 150 * (and please note that we cant fail our save and reach this
168 * function if the object doesnt contain a material that can burn. 151 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 152 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 153 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 154 if (type & (AT_FIRE | AT_ELECTRICITY))
172 { 155 {
173 const char *arch = op->other_arch->name; 156 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
174 157 if (op->type == LAMP || op->type == TORCH)
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 { 158 {
182 if (env) 159 apply_lamp (op, true); // turn on a lamp
160 return;
161 }
162 else if (op->flag [FLAG_IS_LIGHTABLE])
163 {
164 if (op->other_arch)
183 { 165 {
184 op->x = env->x, op->y = env->y; 166 const char *arch = op->other_arch->archname;
185 insert_ob_in_ob (op, env); 167
168 if (op->decrease ())
169 fix_stopped_item (op, m, originator);
170
171 if ((op = archetype::get (arch)))
172 {
186 if (env->contr) 173 if (env)
187 esrv_send_item (env, op); 174 env->insert (op);
175 else
176 m->insert (op, x, y, originator);
177 }
188 } 178 }
179
189 else 180 return;
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0);
193 }
194 } 181 }
195
196 return;
197 } 182 }
198 183
199 if (type & AT_CANCELLATION) 184 if (type & AT_CANCELLATION)
200 { /* Cancellation. */ 185 { /* Cancellation. */
201 cancellation (op); 186 cancellation (op);
202 fix_stopped_item (op, m, originator); 187 fix_stopped_item (op, m, originator);
188
203 return; 189 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 } 190 }
228 191
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 192 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 193 if (env)
231 { 194 {
232 op = get_archetype ("burnout"); 195 object *op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 196 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 197 env->insert (op);
235 } 198 }
236 else 199 else
237 replace_insert_ob_in_map ("burnout", originator); 200 replace_insert_ob_in_map (shstr_burnout, originator);
201
202 if (op->nrof > 1)
203 {
204 if (op->decrease (rndm (0, op->nrof - 1)))
205 fix_stopped_item (op, m, originator);
206 }
207 else
208 {
209 // drop everything to the ground, if possible
210 op->insert_at (originator);
211 op->drop_and_destroy ();
212 }
238 213
239 return; 214 return;
240 } 215 }
241 216
242 /* The value of 50 is arbitrary. */ 217 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 218 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
244 { 219 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube"); 220 archetype *at = archetype::find (shstr_icecube);
247 221
248 if (at == NULL) 222 if (at == NULL)
249 return; 223 return;
250 224
251 op = stop_item (op); 225 op = stop_item (op);
252 if (op == NULL) 226 if (op == NULL)
253 return; 227 return;
254 228
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 229 object *tmp = present_arch (at, op->map, op->x, op->y);
230 if (!tmp)
256 { 231 {
257 tmp = arch_to_object (at); 232 tmp = at->instance ();
258 tmp->x = op->x, tmp->y = op->y; 233 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) - 234 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want 235 * icecubes have slow_move set to 1 - don't want
261 * that for ones we create. 236 * that for ones we create.
262 */ 237 */
263 tmp->move_slow_penalty = 0; 238 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0; 239 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 240 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 241 }
267 242
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 243 tmp->insert (op);
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return; 244 return;
273 } 245 }
274} 246}
275 247
276/* Object op is hitting the map. 248/* Object op is hitting the map.
277 * op is going in direction 'dir' 249 * op is going in direction 'dir'
278 * type is the attacktype of the object. 250 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 251 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 252 * returns 1 if it hits something, 0 otherwise.
281 */ 253 */
282
283int 254int
284hit_map (object *op, int dir, int type, int full_hit) 255hit_map (object *op, int dir, uint32_t type, int full_hit)
285{ 256{
286 object *tmp, *next;
287 maptile *map; 257 maptile *map;
288 sint16 x, y; 258 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 259 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 260
291 if (QUERY_FLAG (op, FLAG_FREED)) 261 if (QUERY_FLAG (op, FLAG_FREED))
294 return 0; 264 return 0;
295 } 265 }
296 266
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 267 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
298 { 268 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 269 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 270 return 0;
301 } 271 }
302 272
303 if (!op->map) 273 if (!op->map)
304 { 274 {
307 } 277 }
308 278
309 if (op->head) 279 if (op->head)
310 op = op->head; 280 op = op->head;
311 281
312 map = op->map; 282 mapxy pos (op);
313 x = op->x + freearr_x[dir]; 283 pos.move (dir);
314 y = op->y + freearr_y[dir];
315 284
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 285 if (!pos.normalise ())
286 return 0;
317 287
318 // elmex: a safe map tile can't be hit! 288 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 289 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 290 mapspace &ms = pos.ms ();
291
292 if (ms.flags () & P_SAFE)
321 return 0; 293 return 0;
322 294
323 /* peterm: a few special cases for special attacktypes --counterspell 295 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 296 * must be out here because it strikes things which are not alive
325 */ 297 */
326 298 if (type & (AT_COUNTERSPELL | AT_CHAOS))
299 {
327 if (type & AT_COUNTERSPELL) 300 if (type & AT_COUNTERSPELL)
328 { 301 {
329 counterspell (op, dir); /* see spell_effect.c */ 302 counterspell (op, dir); /* see spell_effect.c */
330 303
331 /* If the only attacktype is counterspell or magic, don't need 304 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 305 * 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 */ 306 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 307 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 308 return 0;
309
310 type &= ~AT_COUNTERSPELL;
311 }
312
313 if (type & AT_CHAOS)
364 } 314 {
315 shuffle_attack (op, 1); /* flag tells it to change the face */
316 update_object (op, UP_OBJ_FACE);
317 type &= ~AT_CHAOS;
318 }
319 }
365 320
321 /* There may still be objects that were above 'next', but there is no
322 * simple way to find out short of copying all object references and
323 * tags into a temporary array before we start processing the first
324 * object. That's why we just abort on destroy.
325 *
326 * This happens whenever attack spells (like fire) hit a pile
327 * of objects. This is not a bug - nor an error.
328 */
329 for (object *next = ms.bot; next && !next->destroyed (); )
330 {
366 tmp = next; 331 object *tmp = next;
367 next = tmp->above; 332 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 333
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 334 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 335 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 336 * This is one of the few cases where on_same_map should not be used.
378 */ 337 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y) 338 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
380 continue; 339 continue;
381 340
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 341 if (QUERY_FLAG (tmp, FLAG_ALIVE))
383 { 342 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 343 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 344 retflag |= 1;
345
386 if (op->destroyed ()) 346 if (op->destroyed ())
387 break; 347 break;
388 } 348 }
389
390 /* Here we are potentially destroying an object. If the object has 349 /* 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 350 * 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 351 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 352 * 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 353 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 354 * destroyed right now.
355 * Without the material check the server completely fails to work,
356 * objects detsroy themselves, floors get destroyed etc. etc.
396 */ 357 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 358 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
398 { 359 {
399 save_throw_object (tmp, type, op); 360 save_throw_object (tmp, type, op);
361
400 if (op->destroyed ()) 362 if (op->destroyed ())
401 break; 363 break;
402 } 364 }
403 } 365 }
404 366
405 return 0; 367 return 0;
406} 368}
407 369
408void 370static void
409attack_message (int dam, int type, object *op, object *hitter) 371attack_message (int dam, int type, object *op, object *hitter)
410{ 372{
411 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 373 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
412 int i, found = 0; 374 int i, found = 0;
413 maptile *map; 375 maptile *map;
415 377
416 /* put in a few special messages for some of the common attacktypes 378 /* put in a few special messages for some of the common attacktypes
417 * a player might have. For example, fire, electric, cold, etc 379 * a player might have. For example, fire, electric, cold, etc
418 * [garbled 20010919] 380 * [garbled 20010919]
419 */ 381 */
420
421 if (dam == 9998 && op->type == DOOR) 382 if (dam == 9998 && op->type == DOOR)
422 { 383 {
423 sprintf (buf1, "unlock %s", &op->name); 384 sprintf (buf1, "unlock %s", &op->name);
424 sprintf (buf2, " unlocks"); 385 sprintf (buf2, " unlocks");
425 found++; 386 found++;
426 } 387 }
427 if (dam < 0) 388 else if (dam < 0)
428 { 389 {
429 sprintf (buf1, "hit %s", &op->name); 390 sprintf (buf1, "hit %s", &op->name);
430 sprintf (buf2, " hits"); 391 sprintf (buf2, " hits");
431 found++; 392 found++;
432 } 393 }
435 sprintf (buf1, "missed %s", &op->name); 396 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 397 sprintf (buf2, " misses");
437 found++; 398 found++;
438 } 399 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 400 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 401 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 402 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 403 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) 404 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 405 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 406 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); 418 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 419 found++;
459 break; 420 break;
460 } 421 }
461 } 422 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 423 else if (hitter->type == PLAYER && op->is_alive ())
463 { 424 {
464 if (USING_SKILL (hitter, SK_KARATE)) 425 if (USING_SKILL (hitter, SK_KARATE))
465 { 426 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 427 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) 428 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 454 found++;
494 break; 455 break;
495 } 456 }
496 } 457 }
497 } 458 }
459
498 if (found) 460 if (found)
499 { 461 {
500 /* done */ 462 /* done */
501 } 463 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 464 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 465 {
504 sprintf (buf1, "hit"); /* just in case */ 466 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 467 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 468 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 469 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 470 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 471 found++;
510 break; 472 break;
511 } 473 }
512 } 474 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 475 else if (type & AT_DRAIN && op->is_alive ())
514 { 476 {
515 /* drain is first, because some items have multiple attypes */ 477 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 478 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) 479 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 480 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 482 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 483 found++;
522 break; 484 break;
523 } 485 }
524 } 486 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 487 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 488 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 489 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) 490 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 491 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 492 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); 493 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 494 found++;
533 break; 495 break;
534 } 496 }
535 } 497 }
536 else if (type & AT_COLD && IS_LIVE (op)) 498 else if (type & AT_COLD && op->is_alive ())
537 { 499 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 500 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) 501 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 502 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 503 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); 515 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
554 found++; 516 found++;
555 break; 517 break;
556 } 518 }
557 } 519 }
558 else if (hitter->current_weapon != NULL) 520 else if (hitter->current_weapon)
559 { 521 {
560 int mtype; 522 int mtype;
561 523
562 switch (hitter->current_weapon->weapontype) 524 switch (hitter->current_weapon->weapontype)
563 { 525 {
564 case WEAP_HIT: 526 case WEAP_HIT:
565 mtype = ATM_BASIC; 527 mtype = ATM_BASIC;
566 break; 528 break;
567 case WEAP_SLASH: 529 case WEAP_SLASH:
568 mtype = ATM_SLASH; 530 mtype = ATM_SLASH;
569 break; 531 break;
570 case WEAP_PIERCE: 532 case WEAP_PIERCE:
571 mtype = ATM_PIERCE; 533 mtype = ATM_PIERCE;
572 break; 534 break;
573 case WEAP_CLEAVE: 535 case WEAP_CLEAVE:
574 mtype = ATM_CLEAVE; 536 mtype = ATM_CLEAVE;
575 break; 537 break;
576 case WEAP_SLICE: 538 case WEAP_SLICE:
577 mtype = ATM_SLICE; 539 mtype = ATM_SLICE;
578 break; 540 break;
579 case WEAP_STAB: 541 case WEAP_STAB:
580 mtype = ATM_STAB; 542 mtype = ATM_STAB;
581 break; 543 break;
582 case WEAP_WHIP: 544 case WEAP_WHIP:
583 mtype = ATM_WHIP; 545 mtype = ATM_WHIP;
584 break; 546 break;
585 case WEAP_CRUSH: 547 case WEAP_CRUSH:
586 mtype = ATM_CRUSH; 548 mtype = ATM_CRUSH;
587 break; 549 break;
588 case WEAP_BLUD: 550 case WEAP_BLUD:
589 mtype = ATM_BLUD; 551 mtype = ATM_BLUD;
590 break; 552 break;
591 default: 553 default:
592 mtype = ATM_BASIC; 554 mtype = ATM_BASIC;
593 break; 555 break;
594 } 556 }
557
595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 558 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) 559 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597 { 560 {
598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 561 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); 562 strcpy (buf2, attack_mess[mtype][i].buf3);
618 strcpy (buf1, "hit"); 581 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 582 strcpy (buf2, " hits");
620 } 583 }
621 584
622 /* bail out if a monster is casting spells */ 585 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 586 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 587 return;
625 588
626 /* scale down magic considerably. */ 589 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 590 if (type & AT_MAGIC && rndm (0, 5))
628 return; 591 return;
629 592
630 /* Did a player hurt another player? Inform both! */ 593 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 594 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 595 {
633 if (get_owner (hitter) != NULL) 596 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 597 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 598 else
636 { 599 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 600 sprintf (buf, "%s%s you.", &hitter->name, buf2);
601
638 if (dam != 0) 602 if (dam != 0)
639 { 603 {
640 if (dam < 10) 604 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 605 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 606 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 607 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 608 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 609 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 610 }
647 } 611 }
612
648 new_draw_info (NDI_BLACK, 0, op, buf); 613 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 614 } /* end of player hitting player */
650 615
651 if (hitter->type == PLAYER) 616 if (hitter->type == PLAYER)
652 { 617 {
653 sprintf (buf, "You %s.", buf1); 618 sprintf (buf, "You %s.", buf1);
619
654 if (dam != 0) 620 if (dam != 0)
655 { 621 {
656 if (dam < 10) 622 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 623 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 624 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 625 op->play_sound (sound_find ("player_hits2"));
660 else 626 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 627 op->play_sound (sound_find ("player_hits3"));
662 } 628 }
629
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 630 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 631 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 632 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 633 {
667 /* look for stacked spells and start reducing the message chances */ 634 /* 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)) 635 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 636 {
670 i = 4; 637 i = 4;
671 map = hitter->map; 638 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 639 if (out_of_map (map, hitter->x, hitter->y))
673 return; 640 return;
641
674 next = get_map_ob (map, hitter->x, hitter->y); 642 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 643 if (next)
676 while (next) 644 while (next)
677 { 645 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 646 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 647 i *= 3;
648
680 tmp = next; 649 tmp = next;
681 next = tmp->above; 650 next = tmp->above;
682 } 651 }
652
683 if (i < 0) 653 if (i < 0)
684 return; 654 return;
655
685 if (rndm (0, i) != 0) 656 if (rndm (0, i) != 0)
686 return; 657 return;
687 } 658 }
688 else if (rndm (0, 5) != 0) 659 else if (rndm (0, 5) != 0)
689 return; 660 return;
661
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 662 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 663 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 664 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 665 }
694} 666}
695
696 667
697static int 668static int
698get_attack_mode (object **target, object **hitter, int *simple_attack) 669get_attack_mode (object **target, object **hitter, int *simple_attack)
699{ 670{
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 671 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
701 { 672 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 673 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 674 return 1;
704 } 675 }
705 if ((*target)->head) 676
706 *target = (*target)->head; 677 *target = (*target)->head_ ();
707 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 678 *hitter = (*hitter)->head_ ();
679
680 if ((*target)->type == LOCKED_DOOR)
681 return 1; // locked doors cannot be hit
682
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 683 if ((*hitter)->env || (*target)->env)
710 { 684 {
711 *simple_attack = 1; 685 *simple_attack = 1;
712 return 0; 686 return 0;
713 } 687 }
688
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 689 if (QUERY_FLAG (*target, FLAG_REMOVED)
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 690 || QUERY_FLAG (*hitter, FLAG_REMOVED)
691 || !(*hitter)->map
692 || !on_same_map (*hitter, *target))
716 { 693 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 694 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
695 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 696 return 1;
719 } 697 }
698
720 *simple_attack = 0; 699 *simple_attack = 0;
721 return 0; 700 return 0;
722} 701}
723 702
724static int 703static int
725abort_attack (object *target, object *hitter, int simple_attack) 704abort_attack (object *target, object *hitter, int simple_attack)
726{ 705{
727
728/* Check if target and hitter are still in a relation similar to the one 706 /* 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. 707 * determined by get_attack_mode(). Returns true if the relation has changed.
730 */ 708 */
731 int new_mode; 709 int new_mode;
732 710
733 if (hitter->env == target || target->env == hitter) 711 if (hitter->env == target || target->env == hitter)
734 new_mode = 1; 712 new_mode = 1;
735 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 713 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED)
714 || hitter->map == NULL || !on_same_map (hitter, target))
736 return 1; 715 return 1;
737 else 716 else
738 new_mode = 0; 717 new_mode = 0;
718
739 return new_mode != simple_attack; 719 return new_mode != simple_attack;
740} 720}
741 721
722/* thrown_item_effect() - handles any special effects of thrown
723 * items (like attacking living creatures--a potion thrown at a
724 * monster).
725 */
726static void
742static void thrown_item_effect (object *, object *); 727thrown_item_effect (object *hitter, object *victim)
728{
729 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
730 {
731 /* May not need a switch for just 2 types, but this makes it
732 * easier for expansion.
733 */
734 switch (hitter->type)
735 {
736 case POTION:
737 /* should player get a save throw instead of checking magic protection? */
738 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60))
739 apply_potion (victim, hitter);
740 break;
741
742 case POISON: /* poison drinks */
743 /* As with potions, should monster get a save? */
744 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60))
745 apply_poison (victim, hitter);
746 break;
747
748 /* Removed case statements that did nothing.
749 * food may be poisonous, but monster must be willing to eat it,
750 * so we don't handle it here.
751 * Containers should perhaps break open, but that code was disabled.
752 */
753 }
754 }
755}
756
757/* determine if the object is an 'aimed' missile */
758static int
759is_aimed_missile (object *op)
760{
761
762 /* I broke what used to be one big if into a few nested
763 * ones so that figuring out the logic is at least possible.
764 */
765 if (op && (op->move_type & MOVE_FLYING))
766 if (op->type == ARROW || op->type == THROWN_OBJ)
767 return 1;
768 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
769 return 1;
770
771 return 0;
772}
773/* adj_attackroll() - adjustments to attacks by various conditions */
774static int
775adj_attackroll (object *hitter, object *target)
776{
777 object *attacker = hitter;
778 int adjust = 0;
779
780 /* safety */
781 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
782 {
783 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
784 return 0;
785 }
786
787 /* aimed missiles use the owning object's sight */
788 if (is_aimed_missile (hitter))
789 {
790 if ((attacker = hitter->owner) == NULL)
791 attacker = hitter;
792 /* A player who saves but hasn't quit still could have objects
793 * owned by him - need to handle that case to avoid crashes.
794 */
795 if (QUERY_FLAG (attacker, FLAG_REMOVED))
796 attacker = hitter;
797 }
798 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
799 return 0;
800
801 /* determine the condtions under which we make an attack.
802 * Add more cases, as the need occurs. */
803
804 if (!can_see_enemy (attacker, target))
805 {
806 /* target is unseen */
807 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
808 adjust -= 10;
809 /* dark map penalty for the hitter (lacks infravision if we got here). */
810 else if (!stand_in_light (target))
811 adjust -= target->map->darklevel ();
812 }
813
814 if (QUERY_FLAG (attacker, FLAG_SCARED))
815 adjust -= 3;
816
817 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
818 adjust += 1;
819
820 if (QUERY_FLAG (target, FLAG_SCARED))
821 adjust += 1;
822
823 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
824 adjust -= 3;
825
826 /* if we attack at a different 'altitude' its harder */
827 if ((attacker->move_type & target->move_type) == 0)
828 adjust -= 2;
829
830#if 0
831 /* slower attacks are less likely to succeed. We should use a
832 * comparison between attacker/target speeds BUT, players have
833 * a generally faster speed, so this will wind up being a HUGE
834 * disadantage for the monsters! Too bad, because missiles which
835 * fly fast should have a better chance of hitting a slower target.
836 */
837 if (hitter->speed < target->speed)
838 adjust += ((float) hitter->speed - target->speed);
839#endif
840
841#if 0
842 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
843#endif
844
845 return adjust;
846}
743 847
744static int 848static int
745attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 849attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
746{ 850{
747 int simple_attack, roll, dam = 0; 851 int simple_attack, roll, dam = 0;
760 864
761 /* 865 /*
762 * A little check to make it more difficult to dance forward and back 866 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 867 * to avoid ever being hit by monsters.
764 */ 868 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 869 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > op->speed * -0.3f)
766 { 870 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 871 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 872 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 873 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 874 * we call process_object, the 'if' statement above will fail.
771 */ 875 */
772 op->speed_left--; 876 --op->speed_left;
773 process_object (op); 877 process_object (op);
878
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 879 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 880 goto error;
776 } 881 }
777 882
778 op_name = op->name; 883 op_name = op->name;
786 /* See if we hit the creature */ 891 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 892 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 893 {
789 int hitdam = base_dam; 894 int hitdam = base_dam;
790 895
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) 896 if (!simple_attack)
809 { 897 {
810 /* If you hit something, the victim should *always* wake up. 898 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 899 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 900 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 901 if (QUERY_FLAG (op, FLAG_SLEEP))
814 CLEAR_FLAG (op, FLAG_SLEEP); 902 CLEAR_FLAG (op, FLAG_SLEEP);
815 903
816 /* If the victim can't see the attacker, it may alert others 904 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 905 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 906 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 907 npc_call_help (op);
820 908
821 /* if you were hidden and hit by a creature, you are discovered */ 909 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 910 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
823 { 911 {
824 make_visible (op); 912 make_visible (op);
913
825 if (op->type == PLAYER) 914 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 915 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
827 } 916 }
828 917
829 /* thrown items (hitter) will have various effects 918 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 919 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 920 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 921 * wrapper object.
833 */ 922 */
834 thrown_item_effect (hitter, op); 923 thrown_item_effect (hitter, op);
924
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 925 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 926 goto leave;
837 } 927 }
838 928
839 /* Need to do at least 1 damage, otherwise there is no point 929 /* Need to do at least 1 damage, otherwise there is no point
842 if (hitdam <= 0) 932 if (hitdam <= 0)
843 hitdam = 1; 933 hitdam = 1;
844 934
845 type = hitter->attacktype; 935 type = hitter->attacktype;
846 936
937 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
938 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
939 * This check is important for the most simple monsters out there in the
940 * game content (maps, archs). For example orcs: They would have
941 * no attacktype at all.
942 *
943 * Some time in the future someone should just go into the game data
944 * and fix every monster out there ;-/ Until then we will kill some
945 * more trees in the african rain forests with this check.
946 */
847 if (!type) 947 if (!type)
848 type = AT_PHYSICAL; 948 type = AT_PHYSICAL;
849 949
850 /* Handle monsters that hit back */ 950 /* Handle monsters that hit back */
851 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 951 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
882} 982}
883 983
884int 984int
885attack_ob (object *op, object *hitter) 985attack_ob (object *op, object *hitter)
886{ 986{
887
888 if (hitter->head)
889 hitter = hitter->head; 987 hitter = hitter->head_ ();
988
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 989 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc);
891} 990}
892 991
893/* op is the arrow, tmp is what is stopping the arrow. 992/* op is the arrow, tmp is what is stopping the arrow.
894 * 993 *
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 1002 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 1003 * stick around.
905 */ 1004 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 1005 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 1006 {
908 if (tmp->head != NULL) 1007 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; 1008 return 1;
918 } 1009 }
919 else 1010 else
920 return 0; 1011 return 0;
921} 1012}
935 /* Disassemble missile */ 1026 /* Disassemble missile */
936 if (op->inv) 1027 if (op->inv)
937 { 1028 {
938 container = op; 1029 container = op;
939 hitter = op->inv; 1030 hitter = op->inv;
940 remove_ob (hitter);
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1031 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 1032 /* 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 1033 * 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 1034 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 1035 * THROWN_OBJs. */
946 } 1036 }
960 * other places as well!) 1050 * other places as well!)
961 */ 1051 */
962 if (hitter->destroyed () || hitter->env != NULL) 1052 if (hitter->destroyed () || hitter->env != NULL)
963 { 1053 {
964 if (container) 1054 if (container)
965 { 1055 container->destroy ();
966 remove_ob (container);
967 free_object (container);
968 }
969 1056
970 return 0; 1057 return 0;
971 } 1058 }
972 1059
973 /* Missile hit victim */ 1060 /* Missile hit victim */
982 hitter = fix_stopped_arrow (hitter); 1069 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 1070 if (!hitter)
984 return 0; 1071 return 0;
985 } 1072 }
986 else 1073 else
987 { 1074 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 1075
992 /* Try to stick arrow into victim */ 1076 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1077 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 1078 return 0;
995 1079
1000 * can fly over but not otherwise move over. What is the correct 1084 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 1085 * way to handle those otherwise?
1002 */ 1086 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 1087 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 1088 {
1005 remove_ob (hitter); 1089 if (victim->destroyed ())
1090 hitter->destroy ();
1091 else
1092 {
1093 hitter->remove ();
1006 hitter->x = victim->x; 1094 hitter->x = victim->x;
1007 hitter->y = victim->y; 1095 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 1096 insert_ob_in_map (hitter, victim->map, hitter, 0);
1097 }
1009 } 1098 }
1010 else 1099 else
1011 /* Else leave arrow where it is */ 1100 /* Else leave arrow where it is */
1012 merge_ob (hitter, NULL); 1101 merge_ob (hitter, NULL);
1013 1102
1018 op->speed -= 1.0; 1107 op->speed -= 1.0;
1019 1108
1020 /* Missile missed victim - reassemble missile */ 1109 /* Missile missed victim - reassemble missile */
1021 if (container) 1110 if (container)
1022 { 1111 {
1023 remove_ob (hitter); 1112 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 1113 insert_ob_in_ob (hitter, container);
1025 } 1114 }
1026 1115
1027 return op; 1116 return op;
1028} 1117}
1029 1118
1030 1119static void
1031void
1032tear_down_wall (object *op) 1120tear_down_wall (object *op)
1033{ 1121{
1034 int perc = 0;
1035
1036 if (!op->stats.maxhp) 1122 if (!op->stats.maxhp)
1037 {
1038 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1123 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1039 perc = 1; 1124 else if (!op->has_anim ())
1040 }
1041 else if (!GET_ANIM_ID (op))
1042 { 1125 {
1043 /* Object has been called - no animations, so remove it */ 1126 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1127 if (op->stats.hp < 0)
1128 op->destroy ();
1045 { 1129
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 */ 1130 return; /* no animations, so nothing more to do */
1052 } 1131 }
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1132
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1133 // we use frames 1..num-2 as intermediate frames, so
1055 perc = NUM_ANIMATIONS (op) - 1; 1134 // the last frame is used only when hp < 0.
1056 else if (perc < 1) 1135 int perc = clamp (
1057 perc = 1; 1136 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1058 SET_ANIMATION (op, perc); 1137 0, op->anim_frames () - 1
1138 );
1139
1140 op->set_anim_frame (perc);
1059 update_object (op, UP_OBJ_FACE); 1141 update_object (op, UP_OBJ_FACE);
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1142
1143 if (op->stats.hp < 0)
1061 { /* Reached the last animation */ 1144 { /* Reached the last animation */
1062 if (op->face == blank_face) 1145 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1146 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1147 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 1148 else
1073 { /* The last face was not blank, leave an image */ 1149 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1150 op->flag [FLAG_BLOCKSVIEW] = false;
1075 update_all_los (op->map, op->x, op->y); 1151 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1152 op->move_block = 0;
1077 CLEAR_FLAG (op, FLAG_ALIVE); 1153 op->flag [FLAG_ALIVE] = false;
1078 } 1154 }
1079 } 1155 }
1080} 1156}
1081 1157
1082void 1158static void
1083scare_creature (object *target, object *hitter) 1159scare_creature (object *target, object *hitter)
1084{ 1160{
1085 object *owner = get_owner (hitter); 1161 target->flag [FLAG_SCARED] = true;
1086 1162
1087 if (!owner)
1088 owner = hitter;
1089
1090 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1163 if (!target->enemy)
1092 target->enemy = owner; 1164 target->enemy = hitter->outer_owner ();
1093} 1165}
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 1166
1403/* GROS: This code comes from hit_player. It has been made external to 1167/* 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. 1168 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1169 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1170 * Sword. Note that nothing has been changed from the original version
1417 */ 1181 */
1418int 1182int
1419kill_object (object *op, int dam, object *hitter, int type) 1183kill_object (object *op, int dam, object *hitter, int type)
1420{ 1184{
1421 char buf[MAX_BUF]; 1185 char buf[MAX_BUF];
1422 const char *skill; 1186 shstr skill;
1423 int maxdam = 0; 1187 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1188 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1189 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1190 object *owner = 0;
1427 object *skop = NULL; 1191 object *skop = 0;
1428 1192
1429 if (op->stats.hp >= 0) 1193 if (op->stats.hp >= 0)
1430 return -1; 1194 return -1;
1431 1195
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1196 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1205 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1206 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1207
1444 if (op->type == DOOR) 1208 if (op->type == DOOR)
1445 { 1209 {
1446 op->speed = 0.1; 1210 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1211 op->speed_left = -0.05f;
1449 return maxdam; 1212 return maxdam;
1450 } 1213 }
1451 1214
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1215 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1453 { 1216 {
1454 remove_friendly_object (op); 1217 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; 1218 return maxdam;
1462 } 1219 }
1463 1220
1464 /* Now lets start dealing with experience we get for killing something */ 1221 /* Now lets start dealing with experience we get for killing something */
1465 1222
1466 owner = get_owner (hitter); 1223 owner = hitter->outer_owner ();
1467 if (!owner) 1224 if (!owner)
1468 owner = hitter; 1225 owner = hitter;
1469 1226
1470 /* is the victim (op) standing on battleground? */ 1227 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1228 if (op_on_battleground (op, NULL, NULL))
1476 pk = 1; 1233 pk = 1;
1477 1234
1478 /* Player killed something */ 1235 /* Player killed something */
1479 if (owner->type == PLAYER) 1236 if (owner->type == PLAYER)
1480 { 1237 {
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 1238 /* Log players killing other players - makes it easier to detect
1485 * and filter out malicious player killers - that is why the 1239 * and filter out malicious player killers - that is why the
1486 * ip address is included. 1240 * ip address is included.
1487 */ 1241 */
1488 if (op->type == PLAYER && !battleg) 1242 if (op->type == PLAYER && !battleg)
1492 char buf[256]; 1246 char buf[256];
1493 1247
1494 tmv = localtime (&t); 1248 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1249 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1250
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1251 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1252 }
1499 1253
1500 /* try to filter some things out - basically, if you are 1254 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1255 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1256 * probably don't want to see that.
1508 else 1262 else
1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1263 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510 1264
1511 /* Only play sounds for melee kills */ 1265 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER) 1266 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1267 owner->play_sound (sound_find ("player_kills"));
1514 } 1268 }
1515 1269
1516 /* If a player kills another player, not on 1270 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is 1271 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV 1272 * not reversible, it's actually quite a pain IMHO. -AV
1520 * player that the object belonged to - so if you killed another player 1274 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1275 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1276 * Changed to make luck penalty configurable in settings.
1523 */ 1277 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1278 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1279 owner->change_luck (-settings.pk_luck_penalty);
1526 1280
1527 /* This code below deals with finding the appropriate skill 1281 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1282 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1283 * probably never really have to look at current_weapon->skill
1530 */ 1284 */
1531 skill = 0;
1532
1533 if (hitter->skill && hitter->type != PLAYER) 1285 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1286 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1287 else if (owner->chosen_skill)
1536 { 1288 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1289 skop = owner->chosen_skill;
1290 skill = skop->skill;
1539 } 1291 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1292 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1541 skill = owner->current_weapon->skill; 1293 skill = owner->current_weapon->skill;
1542 else 1294 else
1295 {
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1296 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1297 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1298 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1299 skill = 0;
1300 }
1544 1301
1545 /* We have the skill we want to credit to - now find the object this goes 1302 /* 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! 1303 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1304 */
1548 if ((!skop || skop->type != SKILL) && skill) 1305 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 */ 1306 } /* Was it a player that hit somethign */
1560 else 1307 else
1561 skill = 0; 1308 skill = 0;
1562 1309
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 */ 1310 /* These may have been set in the player code section above */
1573 if (!skop) 1311 if (!skop)
1574 skop = hitter->chosen_skill; 1312 skop = hitter->chosen_skill;
1575 1313
1576 if (!skill && skop) 1314 if (!skill && skop)
1577 skill = skop->skill; 1315 skill = skop->skill;
1578 1316
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 */ 1317 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1318 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1583 { 1319 {
1584 int exp; 1320 int exp;
1585 1321
1586 /* Really don't give much experience for killing other players */ 1322 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1323 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1588 if (op->type == PLAYER)
1589 {
1590 if (battleg) 1324 if (battleg)
1325 {
1326 if (op->is_player ())
1591 { 1327 {
1592 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1328 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1593 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1329 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1594 } 1330 }
1595 else 1331
1332 exp = 0;
1333 }
1334 else if (op->is_player ())
1596 exp = op->stats.exp / 1000; 1335 exp = op->stats.exp / 1000;
1597 }
1598 else 1336 else
1599 exp = calc_skill_exp (owner, op, skop); 1337 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 1338
1607 /* Don't know why this is set this way - doesn't make 1339 /* Don't know why this is set this way - doesn't make
1608 * sense to just divide everything by two for no reason. 1340 * sense to just divide everything by two for no reason.
1609 */ 1341 */
1610 1342
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1346 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1347 change_exp (owner, exp, skill, 0);
1616 else 1348 else
1617 { 1349 {
1618 int shares = 0, count = 0; 1350 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1351 partylist *party = owner->contr->party;
1621 1352
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1353 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1354
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1355 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1356 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1357 {
1628 count++; 1358 count++;
1629 shares += (pl->ob->level + 4); 1359 shares += (pl->ob->level + 4);
1630 } 1360 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1363 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1364 else
1635 { 1365 {
1636 int share = exp / shares, given = 0, nexp; 1366 int share = exp / shares, given = 0, nexp;
1637 1367
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1368 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1369 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1370 {
1641 nexp = (pl->ob->level + 4) * share; 1371 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1372 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1373 given += nexp;
1652 1382
1653 if (op->type != PLAYER) 1383 if (op->type != PLAYER)
1654 { 1384 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1385 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1656 { 1386 {
1657 object *owner1 = get_owner (op); 1387 object *owner1 = op->owner;
1658 1388
1659 if (owner1 && owner1->type == PLAYER) 1389 if (owner1 && owner1->type == PLAYER)
1660 { 1390 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1391 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1662 /* Maybe we should include the owner that killed this, maybe not */ 1392 /* 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); 1393 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1664 } 1394 }
1665 1395
1666 remove_friendly_object (op); 1396 remove_friendly_object (op);
1667 } 1397 }
1668 1398
1669 remove_ob (op); 1399 op->drop_and_destroy ();
1670 free_object (op);
1671 } 1400 }
1672 else 1401 else
1673 {
1674 /* Player has been killed! */ 1402 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1403 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 1404
1681 /* This was return -1 - that doesn't seem correct - if we return -1, process 1405 /* This was return -1 - that doesn't seem correct - if we return -1, process
1682 * continues in the calling function. 1406 * continues in the calling function.
1683 */ 1407 */
1684 return maxdam; 1408 return maxdam;
1685} 1409}
1686 1410
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1411/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1412 * Returns 0 this is not friendly fire
1689 */ 1413 */
1690
1691int 1414int
1692friendly_fire (object *op, object *hitter) 1415friendly_fire (object *op, object *hitter)
1693{ 1416{
1694 object *owner; 1417 object *owner;
1695 int friendlyfire; 1418 int friendlyfire;
1705 return 0; 1428 return 0;
1706 1429
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1430 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1431 return 1;
1709 1432
1710 if ((owner = get_owner (hitter)) != NULL) 1433 if ((owner = hitter->owner) != NULL)
1711 { 1434 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1435 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1436 friendlyfire = 2;
1714 } 1437 }
1715 1438
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1439 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1440 friendlyfire = 0;
1718 } 1441 }
1442
1719 return friendlyfire; 1443 return friendlyfire;
1720} 1444}
1721
1722 1445
1723/* This isn't used just for players, but in fact most objects. 1446/* 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 1447 * 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 1448 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1449 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1450 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1451 * modify it.
1729 */ 1452 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1453/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1454 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1455int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1456hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1736{ 1457{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1458 int magic = type & AT_MAGIC;
1738 int maxattacktype, attacknum;
1739 int body_attack = op && op->head; /* Did we hit op's head? */ 1459 int body_attack = op && op->head; /* Did we hit op's head? */
1460 int maxdam = 0, ndam = 0, attacktype = 1;
1461 int maxattacktype;
1740 int simple_attack; 1462 int simple_attack;
1741 int rtn_kill = 0; 1463 int rtn_kill = 0;
1742 int friendlyfire; 1464 int friendlyfire;
1743 1465
1744 if (get_attack_mode (&op, &hitter, &simple_attack)) 1466 if (get_attack_mode (&op, &hitter, &simple_attack))
1746 1468
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1469 /* 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)) 1470 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1749 return 0; 1471 return 0;
1750 1472
1751#ifdef PROHIBIT_PLAYERKILL 1473 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1474 if (op->type == PLAYER)
1753 { 1475 {
1754 object *owner = get_owner (hitter); 1476 object *owner = hitter->owner;
1755 1477
1756 if (!owner) 1478 if (!owner)
1757 owner = hitter; 1479 owner = hitter;
1758 1480
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1481 if (owner->type == PLAYER
1482 && (!op_on_battleground (op, 0, 0)
1483 && (op->contr->peaceful || owner->contr->peaceful))
1484 && op != owner)
1760 return 0; 1485 return 0;
1761 } 1486 }
1762#endif
1763 1487
1764 if (body_attack) 1488 if (body_attack)
1765 { 1489 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1490 /* 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 1491 * return - we still need to process other attacks the spell still
1781 } 1505 }
1782 } 1506 }
1783 1507
1784 if (!simple_attack && op->type == DOOR) 1508 if (!simple_attack && op->type == DOOR)
1785 { 1509 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1510 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1511 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1512 {
1791 spring_trap (tmp, hitter); 1513 spring_trap (tmp, hitter);
1514
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1515 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1516 return 0;
1517
1794 break; 1518 break;
1795 } 1519 }
1796 } 1520 }
1797 1521
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1522 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1799 { 1523 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1524 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1525 * destroyed() check above doesn't return, and might get here.
1802 */ 1526 */
1527
1528 /* FIXME: This for example happens when a dead door is on a mover and
1529 gets it's speed_left raised on each mover-tick.
1530 Doors are removed in a kinda funny way by giving them speed and speed_left
1531 and waiting for that to run out.
1532 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1533 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1534 return 0;
1805 } 1535 }
1806 1536
1807#ifdef ATTACK_DEBUG 1537#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1538 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 */ 1544 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1545 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1546 if (dam >= 100)
1817 dam /= 100; 1547 dam /= 100;
1818 else 1548 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1549 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1550 }
1821 1551
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1552 /* 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 1553 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1554 */
1835 */ 1565 */
1836 if (type & AT_HOLYWORD) 1566 if (type & AT_HOLYWORD)
1837 { 1567 {
1838 object *god; 1568 object *god;
1839 1569
1840 if ((!hitter->slaying || 1570 if ((!hitter->slaying
1841 (!(op->race && strstr (hitter->slaying, op->race)) && 1571 || (!(op->race && hitter->slaying.contains (op->race))
1842 !(op->name && strstr (hitter->slaying, op->name)))) && 1572 && !(op->name && hitter->slaying.contains (op->name))))
1843 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1573 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1844 (hitter->title != NULL 1574 || (hitter->title
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1575 && (god = find_god (determine_god (hitter))) != NULL
1576 && god->race.contains (shstr_undead))))
1846 return 0; 1577 return 0;
1847 } 1578 }
1848 1579
1849 maxattacktype = type; /* initialize this to something */ 1580 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1581 for_all_bits_sparse_32 (type, attacknum)
1851 { 1582 {
1583 uint32_t attacktype = 1 << attacknum;
1584
1852 /* Magic isn't really a true attack type - it gets combined with other 1585 /* 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 1586 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1587 * the only attacktype in the group, then still attack with it
1855 */ 1588 */
1856 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1589 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1859 /* Go through and hit the player with each attacktype, one by one. 1592 /* Go through and hit the player with each attacktype, one by one.
1860 * hit_player_attacktype only figures out the damage, doesn't inflict 1593 * hit_player_attacktype only figures out the damage, doesn't inflict
1861 * it. It will do the appropriate action for attacktypes with 1594 * it. It will do the appropriate action for attacktypes with
1862 * effects (slow, paralization, etc. 1595 * effects (slow, paralization, etc.
1863 */ 1596 */
1864 if (type & attacktype)
1865 {
1866 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1597 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1598
1867 /* the >= causes us to prefer messages from special attacks, if 1599 /* the >= causes us to prefer messages from special attacks, if
1868 * the damage is equal. 1600 * the damage is equal.
1869 */ 1601 */
1870 if (ndam >= maxdam) 1602 if (ndam >= maxdam)
1871 { 1603 {
1872 maxdam = ndam; 1604 maxdam = ndam;
1873 maxattacktype = 1 << attacknum; 1605 maxattacktype = 1 << attacknum;
1874 }
1875 } 1606 }
1876 } 1607 }
1877 1608
1878 /* if this is friendly fire then do a set % of damage only 1609 /* if this is friendly fire then do a set % of damage only
1879 * Note - put a check in to make sure this attack is actually 1610 * Note - put a check in to make sure this attack is actually
1882 */ 1613 */
1883 friendlyfire = friendly_fire (op, hitter); 1614 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1615 if (friendlyfire && maxdam)
1885 { 1616 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1617 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1618
1891#ifdef ATTACK_DEBUG 1619#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1620 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1621 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1622#endif
1895 } 1623 }
1896 1624
1897 if (!full_hit) 1625 if (!full_hit)
1898 { 1626 {
1899 archetype *at;
1900 int area; 1627 int area;
1901 int remainder; 1628 int remainder;
1902 1629
1903 area = 0; 1630 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1631
1632 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1633 area++;
1634
1906 assert (area > 0); 1635 assert (area > 0);
1907 1636
1908 /* basically: maxdam /= area; we try to "simulate" a float 1637 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1638 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1639 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1640 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1641 if (rndm (100) < remainder)
1913 maxdam++; 1642 maxdam++;
1914 } 1643 }
1915 1644
1916#ifdef ATTACK_DEBUG 1645#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1646 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1647#endif
1919 1648
1920 if (get_owner (hitter)) 1649 // for now, only do this for active objects, otherwise they
1650 // keep a refcount for a long time and I see no usefulness
1651 // for an non-active objetc to know its enemy.
1652 if (op->active)
1653 if (hitter->owner)
1921 op->enemy = hitter->owner; 1654 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1655 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1923 op->enemy = hitter; 1656 op->enemy = hitter;
1924 1657
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1658 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1926 { 1659 {
1927 /* The unaggressives look after themselves 8) */ 1660 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1661 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
1935 attack_message (maxdam, maxattacktype, op, hitter); 1668 attack_message (maxdam, maxattacktype, op, hitter);
1936 1669
1937 op->stats.hp -= maxdam; 1670 op->stats.hp -= maxdam;
1938 1671
1939 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1672 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1940 if ((op->stats.hp >= 0) && 1673 if (op->stats.hp >= 0
1941 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1674 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1942 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1675 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1943 { 1676 {
1944 1677
1945 if (QUERY_FLAG (op, FLAG_MONSTER)) 1678 if (QUERY_FLAG (op, FLAG_MONSTER))
1946 SET_FLAG (op, FLAG_RUN_AWAY); 1679 SET_FLAG (op, FLAG_RUN_AWAY);
1947 else 1680 else
1950 1683
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1684 if (QUERY_FLAG (op, FLAG_TEAR_DOWN))
1952 { 1685 {
1953 if (maxdam) 1686 if (maxdam)
1954 tear_down_wall (op); 1687 tear_down_wall (op);
1688
1955 return maxdam; /* nothing more to do for wall */ 1689 return maxdam; /* nothing more to do for wall */
1956 } 1690 }
1957 1691
1958 /* See if the creature has been killed */ 1692 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1693 rtn_kill = kill_object (op, maxdam, hitter, type);
1960 if (rtn_kill != -1) 1694 if (rtn_kill != -1)
1961 return rtn_kill; 1695 return rtn_kill;
1962
1963 1696
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1697 /* 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 1698 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1699 * remained - that is no longer the case.
1967 */ 1700 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1701 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1969 { 1702 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 */ 1703 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1704 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1977 { 1705 {
1978 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1706 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1707 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1981 object *owner = get_owner (op); 1708 object *owner = op->owner;
1982 1709
1983 if (!op->other_arch) 1710 if (!op->other_arch)
1984 { 1711 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1712 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1713 return maxdam;
1987 } 1714 }
1715
1988 remove_ob (op); 1716 op->remove ();
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1717
1718 for (int i = 0; i < op->stats.food; i++)
1990 { /* This doesn't handle op->more yet */ 1719 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1720 object *tmp = op->other_arch->instance ();
1992 int j;
1993 1721
1994 tmp->stats.hp = op->stats.hp; 1722 tmp->stats.hp = op->stats.hp;
1723
1995 if (friendly) 1724 if (friendly)
1996 { 1725 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1726 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1727 tmp->attack_movement = PETMOVE;
1728
2000 if (owner != NULL) 1729 if (owner)
2001 set_owner (tmp, owner); 1730 tmp->set_owner (owner);
2002 } 1731 }
1732
2003 if (unaggressive) 1733 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1734 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1735
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1736 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1737
2006 if (j == -1) /* No spot to put this monster */ 1738 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1739 tmp->destroy ();
2008 else 1740 else
2009 { 1741 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1742 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1743 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1744 }
2013 } 1745 }
2014 if (friendly) 1746
2015 remove_friendly_object (op); 1747 op->destroy ();
2016 free_object (op);
2017 } 1748 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1749 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 1750 hitter->drop_and_destroy ();
2020 remove_ob (hitter); 1751
2021 free_object (hitter);
2022 }
2023 return maxdam; 1752 return maxdam;
2024} 1753}
2025 1754
2026 1755static void
2027void
2028poison_player (object *op, object *hitter, int dam) 1756poison_player (object *op, object *hitter, int dam)
2029{ 1757{
2030 archetype *at = archetype::find ("poisoning"); 1758 archetype *at = archetype::find (shstr_poisoning);
2031 object *tmp = present_arch_in_ob (at, op); 1759 object *tmp = present_arch_in_ob (at, op);
2032 1760
2033 if (tmp == NULL) 1761 if (tmp == NULL)
2034 { 1762 {
2035 if ((tmp = arch_to_object (at)) == NULL) 1763 if ((tmp = at->instance ()) == NULL)
2036 LOG (llevError, "Failed to clone arch poisoning.\n"); 1764 LOG (llevError, "Failed to clone arch poisoning.\n");
2037 else 1765 else
2038 { 1766 {
2039 tmp = insert_ob_in_ob (tmp, op); 1767 tmp = insert_ob_in_ob (tmp, op);
2040 /* peterm: give poisoning some teeth. It should 1768 /* peterm: give poisoning some teeth. It should
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1776 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2; 1777 tmp->stats.dam += hitter->level / 2;
2050 else 1778 else
2051 tmp->stats.dam = dam; 1779 tmp->stats.dam = dam;
2052 1780
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1781 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 1782 if (hitter->skill && hitter->skill != tmp->skill)
2055 { 1783 {
2056 tmp->skill = hitter->skill; 1784 tmp->skill = hitter->skill;
2057 } 1785 }
2058 1786
2059 tmp->stats.food += dam; /* more damage, longer poisoning */ 1787 tmp->stats.food += dam; /* more damage, longer poisoning */
2060 1788
2061 if (op->type == PLAYER) 1789 if (op->type == PLAYER)
2062 { 1790 {
2063 /* player looses stats, maximum is -10 of each */ 1791 /* player looses stats, maximum is -10 of each */
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1792 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1793 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1794 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 1795 tmp->stats.Int = max (-(dam / 7 ), -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 1796 SET_FLAG (tmp, FLAG_APPLIED);
2069 fix_player (op); 1797 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1798 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1799 op->play_sound (tmp->sound);
2071 } 1800 }
1801
2072 if (hitter->type == PLAYER) 1802 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1803 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1804 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); 1805 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 1806 }
1807
2077 tmp->speed_left = 0; 1808 tmp->speed_left = 0;
2078 } 1809 }
2079 else 1810 else
2080 tmp->stats.food++; 1811 tmp->stats.food++;
2081} 1812}
2082 1813
2083void 1814static void
2084slow_player (object *op, object *hitter, int dam) 1815slow_player (object *op, object *hitter, int dam)
2085{ 1816{
2086 archetype *at = archetype::find ("slowness"); 1817 archetype *at = archetype::find (shstr_slowness);
2087 object *tmp; 1818 object *tmp;
2088 1819
2089 if (at == NULL) 1820 if (at == NULL)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 1821 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 1822
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1823 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 1824 {
2095 tmp = arch_to_object (at); 1825 tmp = at->instance ();
2096 tmp = insert_ob_in_ob (tmp, op); 1826 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1827 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 1828 }
2099 else 1829 else
2100 tmp->stats.food++; 1830 tmp->stats.food++;
1831
2101 SET_FLAG (tmp, FLAG_APPLIED); 1832 SET_FLAG (tmp, FLAG_APPLIED);
2102 tmp->speed_left = 0; 1833 tmp->speed_left = 0;
2103 fix_player (op); 1834 op->update_stats ();
2104} 1835}
2105 1836
2106void 1837void
2107confuse_player (object *op, object *hitter, int dam) 1838confuse_player (object *op, object *hitter, int dam)
2108{ 1839{
2109 object *tmp; 1840 object *tmp;
2110 int maxduration; 1841 int maxduration;
2111 1842
2112 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1843 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2113 if (!tmp) 1844 if (!tmp)
2114 { 1845 {
2115 tmp = get_archetype (FORCE_NAME); 1846 tmp = get_archetype (FORCE_NAME);
2116 tmp = insert_ob_in_ob (tmp, op); 1847 tmp = insert_ob_in_ob (tmp, op);
2117 } 1848 }
2119 /* Duration added per hit and max. duration of confusion both depend 1850 /* Duration added per hit and max. duration of confusion both depend
2120 * on the player's resistance 1851 * on the player's resistance
2121 */ 1852 */
2122 tmp->speed = 0.05; 1853 tmp->speed = 0.05;
2123 tmp->subtype = FORCE_CONFUSION; 1854 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1855 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 1856 tmp->name = shstr_confusion;
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1857 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1858
2127 if (tmp->duration > maxduration) 1859 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 1860 tmp->duration = maxduration;
2129 1861
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1862 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1863 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1864
2132 SET_FLAG (op, FLAG_CONFUSED); 1865 SET_FLAG (op, FLAG_CONFUSED);
2133} 1866}
2134 1867
2135void 1868void
2136blind_player (object *op, object *hitter, int dam) 1869blind_player (object *op, object *hitter, int dam)
2142 return; 1875 return;
2143 1876
2144 tmp = present_in_ob (BLINDNESS, op); 1877 tmp = present_in_ob (BLINDNESS, op);
2145 if (!tmp) 1878 if (!tmp)
2146 { 1879 {
2147 tmp = get_archetype ("blindness"); 1880 tmp = get_archetype (shstr_blindness);
2148 SET_FLAG (tmp, FLAG_BLIND); 1881 SET_FLAG (tmp, FLAG_BLIND);
2149 SET_FLAG (tmp, FLAG_APPLIED); 1882 SET_FLAG (tmp, FLAG_APPLIED);
2150 /* use floats so we don't lose too much precision due to rounding errors. 1883 /* use floats so we don't lose too much precision due to rounding errors.
2151 * speed is a float anyways. 1884 * speed is a float anyways.
2152 */ 1885 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 1886 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 1887
2155 tmp = insert_ob_in_ob (tmp, op); 1888 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 1889 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 1890 op->update_stats (); /* This takes care of some other stuff */
2158 1891
2159 if (hitter->owner) 1892 if (hitter->owner)
2160 owner = get_owner (hitter); 1893 owner = hitter->owner;
2161 else 1894 else
2162 owner = hitter; 1895 owner = hitter;
2163 1896
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1897 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2165 } 1898 }
2169} 1902}
2170 1903
2171void 1904void
2172paralyze_player (object *op, object *hitter, int dam) 1905paralyze_player (object *op, object *hitter, int dam)
2173{ 1906{
2174 float effect, max;
2175
2176 /* object *tmp; */
2177
2178 /* This is strange stuff... someone knows for what this is 1907 /* This is strange stuff... someone knows for what this is
2179 * written? Well, i think this can and should be removed 1908 * written? Well, i think this can and should be removed
2180 */ 1909 */
2181 1910
2182 /* 1911 /*
2186 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1915 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2187 } 1916 }
2188 */ 1917 */
2189 1918
2190 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1919 /* 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; 1920 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2192 1921
2193 if (effect == 0)
2194 return;
2195
2196 op->speed_left -= FABS (op->speed) * effect; 1922 op->speed_left -= op->speed * effect;
2197 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1923 /* tmp->stats.food+=(signed short) effect/op->speed; */
2198 1924
2199 /* max number of ticks to be affected for. */ 1925 /* max number of ticks to be affected for. */
2200 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1926 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1927
2201 if (op->speed_left < -(FABS (op->speed) * max)) 1928 max_it (op->speed_left, -op->speed * max);
2202 op->speed_left = (float) -(FABS (op->speed) * max);
2203 1929
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1930/* tmp->stats.food = (signed short) (max / op->speed); */
2205} 1931}
2206
2207 1932
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 1933/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 1934 * the computed damaged.
2210 */ 1935 */
2211void 1936static void
2212deathstrike_player (object *op, object *hitter, int *dam) 1937deathstrike_player (object *op, object *hitter, int *dam)
2213{ 1938{
2214 /* The intention of a death attack is to kill outright things 1939 /* 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 1940 ** that are a lot weaker than the attacker, have a chance of killing
2216 ** things somewhat weaker than the caster, and no chance of 1941 ** things somewhat weaker than the caster, and no chance of
2220 ** field of the deathstriking object */ 1945 ** field of the deathstriking object */
2221 1946
2222 int atk_lev, def_lev, kill_lev; 1947 int atk_lev, def_lev, kill_lev;
2223 1948
2224 if (hitter->slaying) 1949 if (hitter->slaying)
2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1950 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
1951 || (op->race && hitter->slaying.contains (op->race))))
2226 return; 1952 return;
2227 1953
2228 def_lev = op->level; 1954 def_lev = op->level;
2229 if (def_lev < 1) 1955 if (def_lev < 1)
2230 { 1956 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1957 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2232 def_lev = 1; 1958 def_lev = 1;
2233 } 1959 }
1960
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1961 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1962 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 1963 atk_lev, def_lev); */
2237 1964
2238 if (atk_lev >= def_lev) 1965 if (atk_lev >= def_lev)
2253 */ 1980 */
2254 *dam *= kill_lev / def_lev; 1981 *dam *= kill_lev / def_lev;
2255 } 1982 }
2256 } 1983 }
2257 else 1984 else
2258 {
2259 *dam = 0; /* no harm done */ 1985 *dam = 0; /* no harm done */
1986}
1987
1988/* This returns the amount of damage hitter does to op with the
1989 * appropriate attacktype. Only 1 attacktype should be set at a time.
1990 * This doesn't damage the player, but returns how much it should
1991 * take. However, it will do other effects (paralyzation, slow, etc.)
1992 * Note - changed for PR code - we now pass the attack number and not
1993 * the attacktype. Makes it easier for the PR code. */
1994int
1995hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1996{
1997 int doesnt_slay = 1;
1998
1999 /* Catch anyone that may be trying to send us a bitmask instead of the number */
2000 if (attacknum >= NROFATTACKS)
2260 } 2001 {
2261} 2002 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2262 2003 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 { 2004 }
2272 /* May not need a switch for just 2 types, but this makes it 2005
2273 * easier for expansion. 2006 if (dam < 0)
2007 {
2008 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
2009 dam, hitter->debug_desc (), op->debug_desc ());
2010 return 0;
2011 }
2012
2013 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
2014 * people can't mess with that or it otherwise get confused. */
2015 if (attacknum == ATNR_INTERNAL)
2016 return dam;
2017
2018 if (hitter->slaying)
2019 {
2020 if ((op->race && hitter->slaying.contains (op->race))
2021 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2274 */ 2022 {
2275 switch (hitter->type) 2023 doesnt_slay = 0;
2024 dam *= 3;
2276 { 2025 }
2277 case POTION: 2026 }
2278 /* should player get a save throw instead of checking magic protection? */ 2027
2279 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 2028 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2280 (void) apply_potion (victim, hitter); 2029 if (op->resist[attacknum])
2030 {
2031 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2032 * in case 0>dam>1, we try to "simulate" a float value-effect */
2033 dam *= (100 - op->resist[attacknum]);
2034 if (dam >= 100)
2035 dam /= 100;
2036 else
2037 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2038 }
2039
2040 /* Special hack. By default, if immune to something, you
2041 * shouldn't need to worry. However, acid is an exception, since
2042 * it can still damage your items. Only include attacktypes if
2043 * special processing is needed */
2044
2045 if (op->resist[attacknum] >= 100
2046 && doesnt_slay
2047 && attacknum != ATNR_ACID)
2048 return 0;
2049
2050 /* Keep this in order - makes things easier to find */
2051
2052 switch (attacknum)
2053 {
2054 case ATNR_PHYSICAL:
2055 /* here also check for diseases */
2056 check_physically_infect (op, hitter);
2281 break; 2057 break;
2282 2058
2283 case POISON: /* poison drinks */ 2059 /* Don't need to do anything for:
2284 /* As with potions, should monster get a save? */ 2060 magic,
2285 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2061 fire,
2286 apply_poison (victim, hitter); 2062 electricity,
2063 cold */
2064
2065 case ATNR_CONFUSION:
2066 case ATNR_POISON:
2067 case ATNR_SLOW:
2068 case ATNR_PARALYZE:
2069 case ATNR_FEAR:
2070 case ATNR_CANCELLATION:
2071 case ATNR_DEPLETE:
2072 case ATNR_BLIND:
2073 {
2074 /* chance for inflicting a special attack depends on the
2075 * difference between attacker's and defender's level
2076 */
2077 int level_diff = min (110, max (0, op->level - hitter->level));
2078
2079 /* First, only creatures/players with speed can be affected.
2080 * Second, just getting hit doesn't mean it always affects
2081 * you. Third, you still get a saving through against the
2082 * effect.
2083 */
2084 if (op->has_active_speed ()
2085 && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
2086 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2087 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2088 {
2089
2090 /* Player has been hit by something */
2091 if (attacknum == ATNR_CONFUSION)
2092 confuse_player (op, hitter, dam);
2093 else if (attacknum == ATNR_POISON)
2094 poison_player (op, hitter, dam);
2095 else if (attacknum == ATNR_SLOW)
2096 slow_player (op, hitter, dam);
2097 else if (attacknum == ATNR_PARALYZE)
2098 paralyze_player (op, hitter, dam);
2099 else if (attacknum == ATNR_FEAR)
2100 scare_creature (op, hitter);
2101 else if (attacknum == ATNR_CANCELLATION)
2102 cancellation (op);
2103 else if (attacknum == ATNR_DEPLETE)
2104 op->drain_stat ();
2105 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
2106 blind_player (op, hitter, dam);
2107 }
2108
2109 dam = 0; /* These are all effects and don't do real damage */
2110 }
2287 break; 2111 break;
2288 2112
2289 /* Removed case statements that did nothing. 2113 case ATNR_ACID:
2290 * food may be poisonous, but monster must be willing to eat it, 2114 {
2291 * so we don't handle it here. 2115 int flag = 0;
2292 * Containers should perhaps break open, but that code was disabled. 2116
2117 /* Items only get corroded if you're not on a battleground and
2118 * if your acid resistance is below 50%. */
2119 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2120 {
2121 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2122 {
2123 if (tmp->invisible)
2124 continue;
2125 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
2126 /* >= 10% acid res. on items will protect these */
2127 continue;
2128 if (!(tmp->materials & M_IRON))
2129 continue;
2130 if (tmp->magic < -4) /* Let's stop at -5 */
2131 continue;
2132 if (tmp->type == RING
2133 /* removed boots and gloves from exclusion list in PR */
2134 || tmp->type == GIRDLE
2135 || tmp->type == AMULET
2136 || tmp->type == WAND
2137 || tmp->type == ROD
2138 || tmp->type == HORN)
2139 continue; /* To avoid some strange effects */
2140
2141 /* High damage acid has better chance of corroding
2142 objects */
2143 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2144 {
2145 flag = 1;
2146 tmp->magic--;
2147
2148 if (object *pl = tmp->visible_to ())
2149 {
2150 /* Make this more visible */
2151 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2152 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2153
2154 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2155 }
2156 }
2157 }
2158
2159 if (flag)
2160 op->update_stats (); /* Something was corroded */
2161 }
2162 }
2163 break;
2164
2165 case ATNR_DRAIN:
2166 {
2167 /* rate is the proportion of exp drained. High rate means
2168 * not much is drained, low rate means a lot is drained.
2169 */
2170 int rate;
2171
2172 if (op->resist[ATNR_DRAIN] >= 0)
2173 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2174 else
2175 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2176
2177 if (op->stats.exp <= rate)
2178 {
2179 if (op->type == GOLEM)
2180 dam = 999; /* Its force is "sucked" away. 8) */
2181 else
2182 /* If we can't drain, lets try to do physical damage */
2183 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2184 }
2185 else
2186 {
2187 /* Randomly give the hitter some hp */
2188 if (hitter->stats.hp < hitter->stats.maxhp &&
2189 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2190 hitter->stats.hp++;
2191
2192 /* Can't do drains on battleground spaces.
2193 * Move the wiz check up here - before, the hitter wouldn't gain exp
2194 * exp, but the wiz would still lose exp! If drainee is a wiz,
2195 * nothing happens.
2196 * Try to credit the owner. We try to display player -> player drain
2197 * attacks, hence all the != PLAYER checks.
2293 */ 2198 */
2199 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
2200 {
2201 object *owner = hitter->owner;
2202
2203 if (owner && owner != hitter)
2204 {
2205 if (op->type != PLAYER || owner->type != PLAYER)
2206 change_exp (owner, op->stats.exp / (rate * 2),
2207 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2208 }
2209 else if (op->type != PLAYER || hitter->type != PLAYER)
2210 change_exp (hitter, op->stats.exp / (rate * 2),
2211 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2212
2213 change_exp (op, -op->stats.exp / rate, NULL, 0);
2214 }
2215
2216 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2217 * drain attack, you won't know that you are actually sucking out EXP,
2218 * as the messages will say you missed
2219 */
2220 }
2221 }
2222 break;
2223
2224 case ATNR_TURN_UNDEAD:
2294 } 2225 {
2295 } 2226 if (QUERY_FLAG (op, FLAG_UNDEAD))
2296} 2227 {
2228 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2229 object *god = find_god (determine_god (owner));
2230 int div = 1;
2297 2231
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2232 /* if undead are not an enemy of your god, you turn them
2233 * at half strength */
2234 if (!god || !god->slaying.contains (shstr_undead))
2235 div = 2;
2299 2236
2300int 2237 /* Give a bonus if you resist turn undead */
2301adj_attackroll (object *hitter, object *target) 2238 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2302{ 2239 scare_creature (op, owner);
2303 object *attacker = hitter; 2240 }
2304 int adjust = 0; 2241 else
2242 dam = 0; /* don't damage non undead - should we damage
2243 undead? */
2244 }
2245 break;
2305 2246
2306 /* safety */ 2247 case ATNR_DEATH:
2307 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2248 deathstrike_player (op, hitter, &dam);
2308 { 2249 break;
2309 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2310 return 0;
2311 }
2312 2250
2313 /* aimed missiles use the owning object's sight */ 2251 case ATNR_CHAOS:
2314 if (is_aimed_missile (hitter)) 2252 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2315 { 2253 dam = 0;
2316 if ((attacker = get_owner (hitter)) == NULL) 2254 break;
2317 attacker = hitter; 2255
2318 /* A player who saves but hasn't quit still could have objects 2256 case ATNR_COUNTERSPELL:
2319 * owned by him - need to handle that case to avoid crashes. 2257 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2258 dam = 0;
2259 /* This should never happen. Counterspell is handled
2260 * seperately and filtered out. If this does happen,
2261 * Counterspell has no effect on anything but spells, so it
2262 * does no damage. */
2263 break;
2264
2265 case ATNR_HOLYWORD:
2266 {
2267 /* This has already been handled by hit_player,
2268 * no need to check twice -- DAMN */
2269 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2270
2271 /* As with turn undead above, give a bonus on the saving throw */
2272 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2273 scare_creature (op, owner);
2274 }
2275 break;
2276
2277 case ATNR_LIFE_STEALING:
2278 {
2279 int new_hp;
2280
2281 /* this is replacement to drain for players, instead of taking
2282 * exp it takes hp. It is geared for players, probably not
2283 * much use giving it to monsters
2284 *
2285 * life stealing doesn't do a lot of damage, but it gives the
2286 * damage it does do to the player. Given that,
2287 * it only does 1/10'th normal damage (hence the divide by
2288 * 1000).
2320 */ 2289 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2290 /* You can't steal life from something undead */
2322 attacker = hitter; 2291 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; 2292 return 0;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2293
2388 return 1; 2294 /* If drain protection is higher than life stealing, use that */
2295 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2296 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2297 else
2298 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2299
2300 /* You die at -1 hp, not zero. */
2301 if (dam > (op->stats.hp + 1))
2302 dam = op->stats.hp + 1;
2303
2304 new_hp = hitter->stats.hp + dam;
2305 if (new_hp > hitter->stats.maxhp)
2306 new_hp = hitter->stats.maxhp;
2307
2308 if (new_hp > hitter->stats.hp)
2309 hitter->stats.hp = new_hp;
2310 }
2389 } 2311 }
2312
2390 return 0; 2313 return dam;
2391} 2314}
2315

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