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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 1.145 by root, Tue Jan 3 11:25:35 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 (op->flag [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 op->clr_flag (FLAG_DAMNED);
120 op->clr_flag (FLAG_CURSED);
121 op->clr_flag (FLAG_KNOWN_MAGICAL);
122 op->clr_flag (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{
136 op = op->head_ ();
137
153 if (!did_make_save_item (op, type, originator)) 138 if (!did_make_save_item (op, type, originator))
154 { 139 {
155 object *env = op->env; 140 object *env = op->env;
156 int x = op->x, y = op->y; 141 int x = op->x, y = op->y;
157 maptile *m = op->map; 142 maptile *m = op->map;
158 143
159 op = stop_item (op); 144 op = stop_item (op);
160 if (op == NULL) 145 if (!op)
161 return; 146 return;
162 147
163 /* Hacked the following so that type LIGHTER will work. 148 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by 149 * Also, objects which are potential "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any 150 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to. 151 * object with +/- glow_radius and an "other_arch" to change to.
167 * (and please note that we cant fail our save and reach this 152 * (and please note that we cant fail our save and reach this
168 * function if the object doesnt contain a material that can burn. 153 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 154 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 155 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 156 if (type & (AT_FIRE | AT_ELECTRICITY))
172 { 157 {
173 const char *arch = op->other_arch->name; 158 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
174 159 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 { 160 {
182 if (env) 161 apply_lamp (op, true); // turn on a lamp
162 return;
163 }
164 else if (op->flag [FLAG_IS_LIGHTABLE])
165 {
166 if (op->other_arch)
183 { 167 {
184 op->x = env->x, op->y = env->y; 168 const char *arch = op->other_arch->archname;
185 insert_ob_in_ob (op, env); 169
170 if (op->decrease ())
171 fix_stopped_item (op, m, originator);
172
173 if ((op = archetype::get (arch)))
174 {
186 if (env->contr) 175 if (env)
187 esrv_send_item (env, op); 176 env->insert (op);
177 else
178 m->insert (op, x, y, originator);
179 }
188 } 180 }
181
189 else 182 return;
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0);
193 }
194 } 183 }
195
196 return;
197 } 184 }
198 185
199 if (type & AT_CANCELLATION) 186 if (type & AT_CANCELLATION)
200 { /* Cancellation. */ 187 { /* Cancellation. */
201 cancellation (op); 188 cancellation (op);
202 fix_stopped_item (op, m, originator); 189 fix_stopped_item (op, m, originator);
190
203 return; 191 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 } 192 }
228 193
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 194 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 195 if (env)
231 { 196 {
232 op = get_archetype ("burnout"); 197 object *op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 198 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 199 env->insert (op);
235 } 200 }
236 else 201 else
237 replace_insert_ob_in_map ("burnout", originator); 202 replace_insert_ob_in_map (shstr_burnout, originator);
203
204 if (op->nrof > 1)
205 {
206 if (op->decrease (rndm (0, op->nrof - 1)))
207 fix_stopped_item (op, m, originator);
208 }
209 else
210 {
211 // drop everything to the ground, if possible
212 op->insert_at (originator);
213 op->drop_and_destroy ();
214 }
238 215
239 return; 216 return;
240 } 217 }
241 218
242 /* The value of 50 is arbitrary. */ 219 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 220 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
244 { 221 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube"); 222 archetype *at = archetype::find (shstr_icecube);
247 223
248 if (at == NULL) 224 if (at == NULL)
249 return; 225 return;
250 226
251 op = stop_item (op); 227 op = stop_item (op);
252 if (op == NULL) 228 if (op == NULL)
253 return; 229 return;
254 230
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 231 object *tmp = present_arch (at, op->map, op->x, op->y);
232 if (!tmp)
256 { 233 {
257 tmp = arch_to_object (at); 234 tmp = at->instance ();
258 tmp->x = op->x, tmp->y = op->y; 235 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) - 236 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want 237 * icecubes have slow_move set to 1 - don't want
261 * that for ones we create. 238 * that for ones we create.
262 */ 239 */
263 tmp->move_slow_penalty = 0; 240 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0; 241 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 242 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 243 }
267 244
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 245 tmp->insert (op);
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return; 246 return;
273 } 247 }
274} 248}
275 249
276/* Object op is hitting the map. 250/* Object op is hitting the map.
277 * op is going in direction 'dir' 251 * op is going in direction 'dir'
278 * type is the attacktype of the object. 252 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
281 */ 255 */
282
283int 256int
284hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, uint32_t type, int full_hit)
285{ 258{
286 object *tmp, *next;
287 maptile *map; 259 maptile *map;
288 sint16 x, y; 260 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 262
291 if (QUERY_FLAG (op, FLAG_FREED)) 263 if (op->flag [FLAG_FREED])
292 { 264 {
293 LOG (llevError, "BUG: hit_map(): free object\n"); 265 LOG (llevError, "BUG: hit_map(): free object\n");
294 return 0; 266 return 0;
295 } 267 }
296 268
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (op->flag [FLAG_REMOVED] || op->env != NULL)
298 { 270 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 272 return 0;
301 } 273 }
302 274
303 if (!op->map) 275 if (!op->map)
304 { 276 {
307 } 279 }
308 280
309 if (op->head) 281 if (op->head)
310 op = op->head; 282 op = op->head;
311 283
312 map = op->map; 284 mapxy pos (op);
313 x = op->x + freearr_x[dir]; 285 pos.move (dir);
314 y = op->y + freearr_y[dir];
315 286
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 287 if (!pos.normalise ())
288 return 0;
317 289
318 // elmex: a safe map tile can't be hit! 290 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 291 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 292 mapspace &ms = pos.ms ();
293
294 if (ms.flags () & P_SAFE)
321 return 0; 295 return 0;
322 296
323 /* peterm: a few special cases for special attacktypes --counterspell 297 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 298 * must be out here because it strikes things which are not alive
325 */ 299 */
326 300 if (type & (AT_COUNTERSPELL | AT_CHAOS))
301 {
327 if (type & AT_COUNTERSPELL) 302 if (type & AT_COUNTERSPELL)
328 { 303 {
329 counterspell (op, dir); /* see spell_effect.c */ 304 counterspell (op, dir); /* see spell_effect.c */
330 305
331 /* If the only attacktype is counterspell or magic, don't need 306 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 307 * 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 */ 308 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 309 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 310 return 0;
311
312 type &= ~AT_COUNTERSPELL;
313 }
314
315 if (type & AT_CHAOS)
364 } 316 {
317 shuffle_attack (op, 1); /* flag tells it to change the face */
318 update_object (op, UP_OBJ_FACE);
319 type &= ~AT_CHAOS;
320 }
321 }
365 322
323 /* There may still be objects that were above 'next', but there is no
324 * simple way to find out short of copying all object references and
325 * tags into a temporary array before we start processing the first
326 * object. That's why we just abort on destroy.
327 *
328 * This happens whenever attack spells (like fire) hit a pile
329 * of objects. This is not a bug - nor an error.
330 */
331 for (object *next = ms.bot; next && !next->destroyed (); )
332 {
366 tmp = next; 333 object *tmp = next;
367 next = tmp->above; 334 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 335
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 336 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 337 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 338 * This is one of the few cases where on_same_map should not be used.
378 */ 339 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y) 340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
380 continue; 341 continue;
381 342
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 343 if (tmp->flag [FLAG_ALIVE])
383 { 344 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 345 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 346 retflag |= 1;
347
386 if (op->destroyed ()) 348 if (op->destroyed ())
387 break; 349 break;
388 } 350 }
389
390 /* Here we are potentially destroying an object. If the object has 351 /* 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 352 * 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 353 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 354 * 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 355 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 356 * destroyed right now.
357 * Without the material check the server completely fails to work,
358 * objects detsroy themselves, floors get destroyed etc. etc.
396 */ 359 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 360 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
398 { 361 {
399 save_throw_object (tmp, type, op); 362 save_throw_object (tmp, type, op);
363
400 if (op->destroyed ()) 364 if (op->destroyed ())
401 break; 365 break;
402 } 366 }
403 } 367 }
404 368
405 return 0; 369 return 0;
406} 370}
407 371
408void 372static void
409attack_message (int dam, int type, object *op, object *hitter) 373attack_message (int dam, int type, object *op, object *hitter)
410{ 374{
411 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
412 int i, found = 0; 376 int i, found = 0;
413 maptile *map; 377 maptile *map;
415 379
416 /* put in a few special messages for some of the common attacktypes 380 /* put in a few special messages for some of the common attacktypes
417 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
418 * [garbled 20010919] 382 * [garbled 20010919]
419 */ 383 */
420
421 if (dam == 9998 && op->type == DOOR) 384 if (dam == 9998 && op->type == DOOR)
422 { 385 {
423 sprintf (buf1, "unlock %s", &op->name); 386 sprintf (buf1, "unlock %s", &op->name);
424 sprintf (buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
425 found++; 388 found++;
426 } 389 }
427 if (dam < 0) 390 else if (dam < 0)
428 { 391 {
429 sprintf (buf1, "hit %s", &op->name); 392 sprintf (buf1, "hit %s", &op->name);
430 sprintf (buf2, " hits"); 393 sprintf (buf2, " hits");
431 found++; 394 found++;
432 } 395 }
435 sprintf (buf1, "missed %s", &op->name); 398 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 399 sprintf (buf2, " misses");
437 found++; 400 found++;
438 } 401 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 402 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 403 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 404 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 405 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) 406 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 407 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 408 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); 420 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 421 found++;
459 break; 422 break;
460 } 423 }
461 } 424 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 425 else if (hitter->type == PLAYER && op->is_alive ())
463 { 426 {
464 if (USING_SKILL (hitter, SK_KARATE)) 427 if (USING_SKILL (hitter, SK_KARATE))
465 { 428 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 429 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) 430 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 456 found++;
494 break; 457 break;
495 } 458 }
496 } 459 }
497 } 460 }
461
498 if (found) 462 if (found)
499 { 463 {
500 /* done */ 464 /* done */
501 } 465 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 466 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 467 {
504 sprintf (buf1, "hit"); /* just in case */ 468 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 469 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 470 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 471 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 472 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 473 found++;
510 break; 474 break;
511 } 475 }
512 } 476 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 477 else if (type & AT_DRAIN && op->is_alive ())
514 { 478 {
515 /* drain is first, because some items have multiple attypes */ 479 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 480 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) 481 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 482 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 484 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 485 found++;
522 break; 486 break;
523 } 487 }
524 } 488 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 489 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 490 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 491 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) 492 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 493 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 494 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); 495 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 496 found++;
533 break; 497 break;
534 } 498 }
535 } 499 }
536 else if (type & AT_COLD && IS_LIVE (op)) 500 else if (type & AT_COLD && op->is_alive ())
537 { 501 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 502 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) 503 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 504 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 505 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); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
554 found++; 518 found++;
555 break; 519 break;
556 } 520 }
557 } 521 }
558 else if (hitter->current_weapon != NULL) 522 else if (hitter->current_weapon)
559 { 523 {
560 int mtype; 524 int mtype;
561 525
562 switch (hitter->current_weapon->weapontype) 526 switch (hitter->current_weapon->weapontype)
563 { 527 {
564 case WEAP_HIT: 528 case WEAP_HIT: mtype = ATM_BASIC; break;
565 mtype = ATM_BASIC; 529 case WEAP_SLASH: mtype = ATM_SLASH; break;
566 break; 530 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
567 case WEAP_SLASH: 531 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
568 mtype = ATM_SLASH; 532 case WEAP_SLICE: mtype = ATM_SLICE; break;
569 break; 533 case WEAP_STAB: mtype = ATM_STAB; break;
570 case WEAP_PIERCE: 534 case WEAP_WHIP: mtype = ATM_WHIP; break;
571 mtype = ATM_PIERCE; 535 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
572 break; 536 case WEAP_BLUD: mtype = ATM_BLUD; break;
573 case WEAP_CLEAVE: 537 default: mtype = ATM_BASIC; break;
574 mtype = ATM_CLEAVE;
575 break;
576 case WEAP_SLICE:
577 mtype = ATM_SLICE;
578 break;
579 case WEAP_STAB:
580 mtype = ATM_STAB;
581 break;
582 case WEAP_WHIP:
583 mtype = ATM_WHIP;
584 break;
585 case WEAP_CRUSH:
586 mtype = ATM_CRUSH;
587 break;
588 case WEAP_BLUD:
589 mtype = ATM_BLUD;
590 break;
591 default:
592 mtype = ATM_BASIC;
593 break;
594 } 538 }
539
595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 540 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) 541 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597 { 542 {
598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 543 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); 544 strcpy (buf2, attack_mess[mtype][i].buf3);
618 strcpy (buf1, "hit"); 563 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 564 strcpy (buf2, " hits");
620 } 565 }
621 566
622 /* bail out if a monster is casting spells */ 567 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 568 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 569 return;
625 570
626 /* scale down magic considerably. */ 571 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 572 if (type & AT_MAGIC && rndm (0, 5))
628 return; 573 return;
629 574
630 /* Did a player hurt another player? Inform both! */ 575 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 576 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 577 {
633 if (get_owner (hitter) != NULL) 578 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 579 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 580 else
636 { 581 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 582 sprintf (buf, "%s%s you.", &hitter->name, buf2);
583
638 if (dam != 0) 584 if (dam != 0)
639 { 585 {
640 if (dam < 10) 586 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 587 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 588 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 589 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 590 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 591 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 592 }
647 } 593 }
594
648 new_draw_info (NDI_BLACK, 0, op, buf); 595 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 596 } /* end of player hitting player */
650 597
651 if (hitter->type == PLAYER) 598 if (hitter->type == PLAYER)
652 { 599 {
653 sprintf (buf, "You %s.", buf1); 600 sprintf (buf, "You %s.", buf1);
601
654 if (dam != 0) 602 if (dam != 0)
655 { 603 {
656 if (dam < 10) 604 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 605 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 606 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 607 op->play_sound (sound_find ("player_hits2"));
660 else 608 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 609 op->play_sound (sound_find ("player_hits3"));
662 } 610 }
611
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 612 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 613 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 614 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 615 {
667 /* look for stacked spells and start reducing the message chances */ 616 /* 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)) 617 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 618 {
670 i = 4; 619 i = 4;
671 map = hitter->map; 620 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 621 if (out_of_map (map, hitter->x, hitter->y))
673 return; 622 return;
623
674 next = get_map_ob (map, hitter->x, hitter->y); 624 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 625 if (next)
676 while (next) 626 while (next)
677 { 627 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 628 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 629 i *= 3;
630
680 tmp = next; 631 tmp = next;
681 next = tmp->above; 632 next = tmp->above;
682 } 633 }
634
683 if (i < 0) 635 if (i < 0)
684 return; 636 return;
637
685 if (rndm (0, i) != 0) 638 if (rndm (0, i) != 0)
686 return; 639 return;
687 } 640 }
688 else if (rndm (0, 5) != 0) 641 else if (rndm (0, 5) != 0)
689 return; 642 return;
643
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 644 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 645 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 646 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 647 }
694} 648}
695
696 649
697static int 650static int
698get_attack_mode (object **target, object **hitter, int *simple_attack) 651get_attack_mode (object **target, object **hitter, int *simple_attack)
699{ 652{
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 653 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
701 { 654 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 655 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 656 return 1;
704 } 657 }
705 if ((*target)->head) 658
706 *target = (*target)->head; 659 *target = (*target)->head_ ();
707 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 660 *hitter = (*hitter)->head_ ();
661
662 if ((*target)->type == LOCKED_DOOR)
663 return 1; // locked doors cannot be hit
664
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 665 if ((*hitter)->env || (*target)->env)
710 { 666 {
711 *simple_attack = 1; 667 *simple_attack = 1;
712 return 0; 668 return 0;
713 } 669 }
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 670
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 671 if ((*target)->flag [FLAG_REMOVED]
672 || (*hitter)->flag [FLAG_REMOVED]
673 || !(*hitter)->map
674 || !on_same_map (*hitter, *target))
716 { 675 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 676 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
677 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 678 return 1;
719 } 679 }
680
720 *simple_attack = 0; 681 *simple_attack = 0;
721 return 0; 682 return 0;
722} 683}
723 684
724static int 685static int
725abort_attack (object *target, object *hitter, int simple_attack) 686abort_attack (object *target, object *hitter, int simple_attack)
726{ 687{
727
728/* Check if target and hitter are still in a relation similar to the one 688 /* 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. 689 * determined by get_attack_mode(). Returns true if the relation has changed.
730 */ 690 */
731 int new_mode; 691 int new_mode;
732 692
733 if (hitter->env == target || target->env == hitter) 693 if (hitter->env == target || target->env == hitter)
734 new_mode = 1; 694 new_mode = 1;
735 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 695 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
696 || hitter->map == NULL || !on_same_map (hitter, target))
736 return 1; 697 return 1;
737 else 698 else
738 new_mode = 0; 699 new_mode = 0;
700
739 return new_mode != simple_attack; 701 return new_mode != simple_attack;
740} 702}
741 703
704/* thrown_item_effect() - handles any special effects of thrown
705 * items (like attacking living creatures--a potion thrown at a
706 * monster).
707 */
708static void
742static void thrown_item_effect (object *, object *); 709thrown_item_effect (object *hitter, object *victim)
710{
711 if (!hitter->flag [FLAG_ALIVE])
712 {
713 /* May not need a switch for just 2 types, but this makes it
714 * easier for expansion.
715 */
716 switch (hitter->type)
717 {
718 case POTION:
719 /* should player get a save throw instead of checking magic protection? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
721 apply_potion (victim, hitter);
722 break;
723
724 case POISON: /* poison drinks */
725 /* As with potions, should monster get a save? */
726 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
727 apply_poison (victim, hitter);
728 break;
729
730 /* Removed case statements that did nothing.
731 * food may be poisonous, but monster must be willing to eat it,
732 * so we don't handle it here.
733 * Containers should perhaps break open, but that code was disabled.
734 */
735 }
736 }
737}
738
739/* determine if the object is an 'aimed' missile */
740static int
741is_aimed_missile (object *op)
742{
743 /* I broke what used to be one big if into a few nested
744 * ones so that figuring out the logic is at least possible.
745 */
746 if (op && (op->move_type & MOVE_FLYING))
747 if (op->type == ARROW || op->type == THROWN_OBJ)
748 return 1;
749 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
750 return 1;
751
752 return 0;
753}
754/* adj_attackroll() - adjustments to attacks by various conditions */
755static int
756adj_attackroll (object *hitter, object *target)
757{
758 object *attacker = hitter;
759 int adjust = 0;
760
761 /* safety */
762 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
763 {
764 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
765 return 0;
766 }
767
768 /* aimed missiles use the owning object's sight */
769 if (is_aimed_missile (hitter))
770 {
771 if ((attacker = hitter->owner) == NULL)
772 attacker = hitter;
773 /* A player who saves but hasn't quit still could have objects
774 * owned by him - need to handle that case to avoid crashes.
775 */
776 if (attacker->flag [FLAG_REMOVED])
777 attacker = hitter;
778 }
779 else if (!hitter->flag [FLAG_ALIVE])
780 return 0;
781
782 /* determine the condtions under which we make an attack.
783 * Add more cases, as the need occurs. */
784
785 if (!can_see_enemy (attacker, target))
786 {
787 /* target is unseen */
788 if (target->invisible || attacker->flag [FLAG_BLIND])
789 adjust -= 10;
790 /* dark map penalty for the hitter (lacks infravision if we got here). */
791 else if (!stand_in_light (target))
792 adjust -= target->map->darklevel ();
793 }
794
795 if (attacker->flag [FLAG_SCARED])
796 adjust -= 3;
797
798 if (target->flag [FLAG_UNAGGRESSIVE])
799 adjust += 1;
800
801 if (target->flag [FLAG_SCARED])
802 adjust += 1;
803
804 if (attacker->flag [FLAG_CONFUSED])
805 adjust -= 3;
806
807 /* if we attack at a different 'altitude' its harder */
808 if ((attacker->move_type & target->move_type) == 0)
809 adjust -= 2;
810
811#if 0
812 /* slower attacks are less likely to succeed. We should use a
813 * comparison between attacker/target speeds BUT, players have
814 * a generally faster speed, so this will wind up being a HUGE
815 * disadantage for the monsters! Too bad, because missiles which
816 * fly fast should have a better chance of hitting a slower target.
817 */
818 if (hitter->speed < target->speed)
819 adjust += ((float) hitter->speed - target->speed);
820#endif
821
822#if 0
823 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
824#endif
825
826 return adjust;
827}
743 828
744static int 829static int
745attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 830attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
746{ 831{
747 int simple_attack, roll, dam = 0; 832 int simple_attack, roll, dam = 0;
760 845
761 /* 846 /*
762 * A little check to make it more difficult to dance forward and back 847 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 848 * to avoid ever being hit by monsters.
764 */ 849 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 850 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
766 { 851 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 852 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 853 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 854 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 855 * we call process_object, the 'if' statement above will fail.
771 */ 856 */
772 op->speed_left--; 857 --op->speed_left;
773 process_object (op); 858 process_object (op);
859
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 860 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 861 goto error;
776 } 862 }
777 863
778 op_name = op->name; 864 op_name = op->name;
786 /* See if we hit the creature */ 872 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 873 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 874 {
789 int hitdam = base_dam; 875 int hitdam = base_dam;
790 876
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) 877 if (!simple_attack)
809 { 878 {
810 /* If you hit something, the victim should *always* wake up. 879 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 880 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 881 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 882 if (op->flag [FLAG_SLEEP])
814 CLEAR_FLAG (op, FLAG_SLEEP); 883 op->clr_flag (FLAG_SLEEP);
815 884
816 /* If the victim can't see the attacker, it may alert others 885 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 886 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 887 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 888 npc_call_help (op);
820 889
821 /* if you were hidden and hit by a creature, you are discovered */ 890 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 891 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
823 { 892 {
824 make_visible (op); 893 make_visible (op);
894
825 if (op->type == PLAYER) 895 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 896 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
827 } 897 }
828 898
829 /* thrown items (hitter) will have various effects 899 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 900 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 901 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 902 * wrapper object.
833 */ 903 */
834 thrown_item_effect (hitter, op); 904 thrown_item_effect (hitter, op);
905
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 906 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 907 goto leave;
837 } 908 }
838 909
839 /* Need to do at least 1 damage, otherwise there is no point 910 /* Need to do at least 1 damage, otherwise there is no point
840 * to go further and it will cause FPE's below. 911 * to go further and it will cause FPE's below.
841 */ 912 */
842 if (hitdam <= 0) 913 max_it (hitdam, 1);
843 hitdam = 1;
844 914
845 type = hitter->attacktype; 915 type = hitter->attacktype;
846 916
917 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
918 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
919 * This check is important for the most simple monsters out there in the
920 * game content (maps, archs). For example orcs: They would have
921 * no attacktype at all.
922 *
923 * Some time in the future someone should just go into the game data
924 * and fix every monster out there ;-/ Until then we will kill some
925 * more trees in the african rain forests with this check.
926 */
847 if (!type) 927 if (!type)
848 type = AT_PHYSICAL; 928 type = AT_PHYSICAL;
849 929
850 /* Handle monsters that hit back */ 930 /* Handle monsters that hit back */
851 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 931 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
852 { 932 {
853 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 933 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
854 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 934 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
855 935
856 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 936 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
882} 962}
883 963
884int 964int
885attack_ob (object *op, object *hitter) 965attack_ob (object *op, object *hitter)
886{ 966{
887
888 if (hitter->head)
889 hitter = hitter->head;
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 967 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
891} 968}
892 969
893/* op is the arrow, tmp is what is stopping the arrow. 970/* op is the arrow, tmp is what is stopping the arrow.
894 * 971 *
895 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 972 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
903 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 980 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 981 * stick around.
905 */ 982 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 983 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 984 {
908 if (tmp->head != NULL) 985 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; 986 return 1;
918 } 987 }
919 else 988 else
920 return 0; 989 return 0;
921} 990}
935 /* Disassemble missile */ 1004 /* Disassemble missile */
936 if (op->inv) 1005 if (op->inv)
937 { 1006 {
938 container = op; 1007 container = op;
939 hitter = op->inv; 1008 hitter = op->inv;
940 remove_ob (hitter);
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1009 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 1010 /* 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 1011 * 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 1012 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 1013 * THROWN_OBJs. */
946 } 1014 }
960 * other places as well!) 1028 * other places as well!)
961 */ 1029 */
962 if (hitter->destroyed () || hitter->env != NULL) 1030 if (hitter->destroyed () || hitter->env != NULL)
963 { 1031 {
964 if (container) 1032 if (container)
965 { 1033 container->destroy ();
966 remove_ob (container);
967 free_object (container);
968 }
969 1034
970 return 0; 1035 return 0;
971 } 1036 }
972 1037
973 /* Missile hit victim */ 1038 /* Missile hit victim */
982 hitter = fix_stopped_arrow (hitter); 1047 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 1048 if (!hitter)
984 return 0; 1049 return 0;
985 } 1050 }
986 else 1051 else
987 { 1052 container->destroy ();
988 remove_ob (container);
989 free_object (container);
990 }
991 1053
992 /* Try to stick arrow into victim */ 1054 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1055 if (!victim->destroyed () && stick_arrow (hitter, victim))
994 return 0; 1056 return 0;
995 1057
1000 * can fly over but not otherwise move over. What is the correct 1062 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise? 1063 * way to handle those otherwise?
1002 */ 1064 */
1003 if (victim->x != hitter->x || victim->y != hitter->y) 1065 if (victim->x != hitter->x || victim->y != hitter->y)
1004 { 1066 {
1005 remove_ob (hitter); 1067 if (victim->destroyed ())
1068 hitter->destroy ();
1069 else
1070 {
1071 hitter->remove ();
1006 hitter->x = victim->x; 1072 hitter->x = victim->x;
1007 hitter->y = victim->y; 1073 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0); 1074 insert_ob_in_map (hitter, victim->map, hitter, 0);
1075 }
1009 } 1076 }
1010 else 1077 else
1011 /* Else leave arrow where it is */ 1078 /* Else leave arrow where it is */
1012 merge_ob (hitter, NULL); 1079 merge_ob (hitter, NULL);
1013 1080
1014 return 0; 1081 return 0;
1015 } 1082 }
1016 1083
1017 if (hit_something && op->speed >= 10.0) 1084 if (hit_something && op->speed >= 10.0)
1018 op->speed -= 1.0; 1085 op->set_speed (op->speed - 1.f);
1019 1086
1020 /* Missile missed victim - reassemble missile */ 1087 /* Missile missed victim - reassemble missile */
1021 if (container) 1088 if (container)
1022 { 1089 {
1023 remove_ob (hitter); 1090 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 1091 insert_ob_in_ob (hitter, container);
1025 } 1092 }
1026 1093
1027 return op; 1094 return op;
1028} 1095}
1029 1096
1030 1097static void
1031void
1032tear_down_wall (object *op) 1098tear_down_wall (object *op)
1033{ 1099{
1034 int perc = 0;
1035
1036 if (!op->stats.maxhp) 1100 if (!op->stats.maxhp)
1037 {
1038 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1101 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1039 perc = 1; 1102 else if (!op->has_anim ())
1040 }
1041 else if (!GET_ANIM_ID (op))
1042 { 1103 {
1043 /* Object has been called - no animations, so remove it */ 1104 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1105 if (op->stats.hp < 0)
1106 op->destroy ();
1045 { 1107
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 */ 1108 return; /* no animations, so nothing more to do */
1052 } 1109 }
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1110
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1111 // we use frames 1..num-2 as intermediate frames, so
1055 perc = NUM_ANIMATIONS (op) - 1; 1112 // the last frame is used only when hp < 0.
1056 else if (perc < 1) 1113 int perc = clamp (
1057 perc = 1; 1114 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1058 SET_ANIMATION (op, perc); 1115 0, op->anim_frames () - 1
1116 );
1117
1118 op->set_anim_frame (perc);
1059 update_object (op, UP_OBJ_FACE); 1119 update_object (op, UP_OBJ_FACE);
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1120
1121 if (op->stats.hp < 0)
1061 { /* Reached the last animation */ 1122 { /* Reached the last animation */
1062 if (op->face == blank_face) 1123 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1124 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1125 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 1126 else
1073 { /* The last face was not blank, leave an image */ 1127 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1128 op->flag [FLAG_BLOCKSVIEW] = false;
1075 update_all_los (op->map, op->x, op->y); 1129 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1130 op->move_block = 0;
1077 CLEAR_FLAG (op, FLAG_ALIVE); 1131 op->flag [FLAG_ALIVE] = false;
1078 } 1132 }
1079 } 1133 }
1080} 1134}
1081 1135
1082void 1136static void
1083scare_creature (object *target, object *hitter) 1137scare_creature (object *target, object *hitter)
1084{ 1138{
1085 object *owner = get_owner (hitter); 1139 target->flag [FLAG_SCARED] = true;
1086 1140
1087 if (!owner)
1088 owner = hitter;
1089
1090 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1141 if (!target->enemy)
1092 target->enemy = owner; 1142 target->enemy = hitter->outer_owner ();
1093} 1143}
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 1144
1403/* GROS: This code comes from hit_player. It has been made external to 1145/* 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. 1146 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1147 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1148 * Sword. Note that nothing has been changed from the original version
1417 */ 1159 */
1418int 1160int
1419kill_object (object *op, int dam, object *hitter, int type) 1161kill_object (object *op, int dam, object *hitter, int type)
1420{ 1162{
1421 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1422 const char *skill; 1164 shstr skill;
1423 int maxdam = 0; 1165 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1166 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1167 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1168 object *owner = 0;
1427 object *skop = NULL; 1169 object *skop = 0;
1428 1170
1429 if (op->stats.hp >= 0) 1171 if (op->stats.hp >= 0)
1430 return -1; 1172 return -1;
1431 1173
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1174 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1436 * this creature. The function(s) that call us have already 1178 * this creature. The function(s) that call us have already
1437 * adjusted the creatures HP total, so that is negative. 1179 * adjusted the creatures HP total, so that is negative.
1438 */ 1180 */
1439 maxdam = dam + op->stats.hp + 1; 1181 maxdam = dam + op->stats.hp + 1;
1440 1182
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1183 if (op->flag [FLAG_BLOCKSVIEW])
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1184 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1185
1444 if (op->type == DOOR) 1186 if (op->type == DOOR)
1445 { 1187 {
1446 op->speed = 0.1; 1188 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1189 op->speed_left = -0.05f;
1449 return maxdam; 1190 return maxdam;
1450 } 1191 }
1451 1192
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1193 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1453 { 1194 {
1454 remove_friendly_object (op); 1195 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; 1196 return maxdam;
1462 } 1197 }
1463 1198
1464 /* Now lets start dealing with experience we get for killing something */ 1199 /* Now lets start dealing with experience we get for killing something */
1465 1200
1466 owner = get_owner (hitter); 1201 owner = hitter->outer_owner ();
1467 if (!owner) 1202 if (!owner)
1468 owner = hitter; 1203 owner = hitter;
1469 1204
1470 /* is the victim (op) standing on battleground? */ 1205 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1206 if (op_on_battleground (op, NULL, NULL))
1476 pk = 1; 1211 pk = 1;
1477 1212
1478 /* Player killed something */ 1213 /* Player killed something */
1479 if (owner->type == PLAYER) 1214 if (owner->type == PLAYER)
1480 { 1215 {
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 1216 /* Log players killing other players - makes it easier to detect
1485 * and filter out malicious player killers - that is why the 1217 * and filter out malicious player killers - that is why the
1486 * ip address is included. 1218 * ip address is included.
1487 */ 1219 */
1488 if (op->type == PLAYER && !battleg) 1220 if (op->type == PLAYER && !battleg)
1492 char buf[256]; 1224 char buf[256];
1493 1225
1494 tmv = localtime (&t); 1226 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1227 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1228
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1229 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1230 }
1499 1231
1500 /* try to filter some things out - basically, if you are 1232 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1233 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1234 * probably don't want to see that.
1508 else 1240 else
1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1241 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510 1242
1511 /* Only play sounds for melee kills */ 1243 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER) 1244 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1245 owner->play_sound (sound_find ("player_kills"));
1514 } 1246 }
1515 1247
1516 /* If a player kills another player, not on 1248 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is 1249 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV 1250 * not reversible, it's actually quite a pain IMHO. -AV
1520 * player that the object belonged to - so if you killed another player 1252 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1253 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1254 * Changed to make luck penalty configurable in settings.
1523 */ 1255 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1256 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1257 owner->change_luck (-settings.pk_luck_penalty);
1526 1258
1527 /* This code below deals with finding the appropriate skill 1259 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1260 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1261 * probably never really have to look at current_weapon->skill
1530 */ 1262 */
1531 skill = 0;
1532
1533 if (hitter->skill && hitter->type != PLAYER) 1263 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1264 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1265 else if (owner->chosen_skill)
1536 { 1266 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1267 skop = owner->chosen_skill;
1268 skill = skop->skill;
1539 } 1269 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1270 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1541 skill = owner->current_weapon->skill; 1271 skill = owner->current_weapon->skill;
1542 else 1272 else
1273 {
1274 LOG (llevError | logBacktrace,
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1275 "BUG: kill_object - unable to find skill that killed monster\n"
1276 "op: %s\n" "hitter: %s\n" "op: %s\n",
1277 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1278 skill = 0;
1279 }
1544 1280
1545 /* We have the skill we want to credit to - now find the object this goes 1281 /* 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! 1282 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1283 */
1548 if ((!skop || skop->type != SKILL) && skill) 1284 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 */ 1285 } /* Was it a player that hit somethign */
1560 else 1286 else
1561 skill = 0; 1287 skill = 0;
1562 1288
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 */ 1289 /* These may have been set in the player code section above */
1573 if (!skop) 1290 if (!skop)
1574 skop = hitter->chosen_skill; 1291 skop = hitter->chosen_skill;
1575 1292
1576 if (!skill && skop) 1293 if (!skill && skop)
1577 skill = skop->skill; 1294 skill = skop->skill;
1578 1295
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 */ 1296 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1297 if (owner != op && !op->flag [FLAG_WIZ])
1583 { 1298 {
1584 int exp; 1299 int exp;
1585 1300
1586 /* Really don't give much experience for killing other players */ 1301 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1302 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1588 if (op->type == PLAYER)
1589 {
1590 if (battleg) 1303 if (battleg)
1304 {
1305 if (op->is_player ())
1591 { 1306 {
1592 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1307 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1593 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1308 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1594 } 1309 }
1595 else 1310
1311 exp = 0;
1312 }
1313 else if (op->is_player ())
1596 exp = op->stats.exp / 1000; 1314 exp = op->stats.exp / 1000;
1597 }
1598 else 1315 else
1599 exp = calc_skill_exp (owner, op, skop); 1316 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 1317
1607 /* Don't know why this is set this way - doesn't make 1318 /* Don't know why this is set this way - doesn't make
1608 * sense to just divide everything by two for no reason. 1319 * sense to just divide everything by two for no reason.
1609 */ 1320 */
1610 1321
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1325 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1326 change_exp (owner, exp, skill, 0);
1616 else 1327 else
1617 { 1328 {
1618 int shares = 0, count = 0; 1329 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1330 partylist *party = owner->contr->party;
1621 1331
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1332 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1333
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1334 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1335 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1336 {
1628 count++; 1337 count++;
1629 shares += (pl->ob->level + 4); 1338 shares += (pl->ob->level + 4);
1630 } 1339 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1342 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1343 else
1635 { 1344 {
1636 int share = exp / shares, given = 0, nexp; 1345 int share = exp / shares, given = 0, nexp;
1637 1346
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1347 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1348 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1349 {
1641 nexp = (pl->ob->level + 4) * share; 1350 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1351 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1352 given += nexp;
1650 } /* else part of a party */ 1359 } /* else part of a party */
1651 } /* end if person didn't kill himself */ 1360 } /* end if person didn't kill himself */
1652 1361
1653 if (op->type != PLAYER) 1362 if (op->type != PLAYER)
1654 { 1363 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1364 if (op->flag [FLAG_FRIENDLY])
1656 { 1365 {
1657 object *owner1 = get_owner (op); 1366 object *owner1 = op->owner;
1658 1367
1659 if (owner1 && owner1->type == PLAYER) 1368 if (owner1 && owner1->type == PLAYER)
1660 { 1369 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1370 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1662 /* Maybe we should include the owner that killed this, maybe not */ 1371 /* 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); 1372 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1664 } 1373 }
1665 1374
1666 remove_friendly_object (op); 1375 remove_friendly_object (op);
1667 } 1376 }
1668 1377
1669 remove_ob (op); 1378 op->drop_and_destroy ();
1670 free_object (op);
1671 } 1379 }
1672 else 1380 else
1673 {
1674 /* Player has been killed! */ 1381 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1382 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 1383
1681 /* This was return -1 - that doesn't seem correct - if we return -1, process 1384 /* This was return -1 - that doesn't seem correct - if we return -1, process
1682 * continues in the calling function. 1385 * continues in the calling function.
1683 */ 1386 */
1684 return maxdam; 1387 return maxdam;
1685} 1388}
1686 1389
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1390/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1391 * Returns 0 this is not friendly fire
1689 */ 1392 */
1690
1691int 1393int
1692friendly_fire (object *op, object *hitter) 1394friendly_fire (object *op, object *hitter)
1693{ 1395{
1694 object *owner; 1396 object *owner;
1695 int friendlyfire; 1397 int friendlyfire;
1705 return 0; 1407 return 0;
1706 1408
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1409 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1410 return 1;
1709 1411
1710 if ((owner = get_owner (hitter)) != NULL) 1412 if ((owner = hitter->owner) != NULL)
1711 { 1413 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1414 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1415 friendlyfire = 2;
1714 } 1416 }
1715 1417
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1418 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1419 friendlyfire = 0;
1718 } 1420 }
1421
1719 return friendlyfire; 1422 return friendlyfire;
1720} 1423}
1721
1722 1424
1723/* This isn't used just for players, but in fact most objects. 1425/* 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 1426 * 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 1427 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1428 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1429 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1430 * modify it.
1729 */ 1431 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1432/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1433 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1434int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1435hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1736{ 1436{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1437 int magic = type & AT_MAGIC;
1738 int maxattacktype, attacknum;
1739 int body_attack = op && op->head; /* Did we hit op's head? */ 1438 int body_attack = op && op->head; /* Did we hit op's head? */
1439 int maxdam = 0, ndam = 0, attacktype = 1;
1440 int maxattacktype;
1740 int simple_attack; 1441 int simple_attack;
1741 int rtn_kill = 0; 1442 int rtn_kill = 0;
1742 int friendlyfire; 1443 int friendlyfire;
1743 1444
1744 if (get_attack_mode (&op, &hitter, &simple_attack)) 1445 if (get_attack_mode (&op, &hitter, &simple_attack))
1745 return 0; 1446 return 0;
1746 1447
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1448 /* 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)) 1449 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1749 return 0; 1450 return 0;
1750 1451
1751#ifdef PROHIBIT_PLAYERKILL 1452 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1453 if (op->type == PLAYER)
1753 { 1454 {
1754 object *owner = get_owner (hitter); 1455 object *owner = hitter->owner;
1755 1456
1756 if (!owner) 1457 if (!owner)
1757 owner = hitter; 1458 owner = hitter;
1758 1459
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1460 if (owner->type == PLAYER
1461 && (!op_on_battleground (op, 0, 0)
1462 && (op->contr->peaceful || owner->contr->peaceful))
1463 && op != owner)
1760 return 0; 1464 return 0;
1761 } 1465 }
1762#endif
1763 1466
1764 if (body_attack) 1467 if (body_attack)
1765 { 1468 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1469 /* 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 1470 * return - we still need to process other attacks the spell still
1781 } 1484 }
1782 } 1485 }
1783 1486
1784 if (!simple_attack && op->type == DOOR) 1487 if (!simple_attack && op->type == DOOR)
1785 { 1488 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1489 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1490 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1491 {
1791 spring_trap (tmp, hitter); 1492 spring_trap (tmp, hitter);
1493
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1494 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1495 return 0;
1496
1794 break; 1497 break;
1795 } 1498 }
1796 } 1499 }
1797 1500
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1501 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1799 { 1502 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1503 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1504 * destroyed() check above doesn't return, and might get here.
1802 */ 1505 */
1506
1507 /* FIXME: This for example happens when a dead door is on a mover and
1508 gets it's speed_left raised on each mover-tick.
1509 Doors are removed in a kinda funny way by giving them speed and speed_left
1510 and waiting for that to run out.
1511 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1512 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1513 return 0;
1805 } 1514 }
1806 1515
1807#ifdef ATTACK_DEBUG 1516#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1517 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 */ 1523 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1524 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1525 if (dam >= 100)
1817 dam /= 100; 1526 dam /= 100;
1818 else 1527 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1528 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1529 }
1821 1530
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1531 /* 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 1532 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1533 */
1835 */ 1544 */
1836 if (type & AT_HOLYWORD) 1545 if (type & AT_HOLYWORD)
1837 { 1546 {
1838 object *god; 1547 object *god;
1839 1548
1840 if ((!hitter->slaying || 1549 if ((!hitter->slaying
1841 (!(op->race && strstr (hitter->slaying, op->race)) && 1550 || (!(op->race && hitter->slaying.contains (op->race))
1842 !(op->name && strstr (hitter->slaying, op->name)))) && 1551 && !(op->name && hitter->slaying.contains (op->name))))
1843 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1552 && (!op->flag [FLAG_UNDEAD]
1844 (hitter->title != NULL 1553 || (hitter->title
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1554 && (god = find_god (determine_god (hitter))) != NULL
1555 && god->race.contains (shstr_undead))))
1846 return 0; 1556 return 0;
1847 } 1557 }
1848 1558
1849 maxattacktype = type; /* initialize this to something */ 1559 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1560 for_all_bits_sparse_32 (type, attacknum)
1851 { 1561 {
1562 uint32_t attacktype = 1 << attacknum;
1563
1852 /* Magic isn't really a true attack type - it gets combined with other 1564 /* 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 1565 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1566 * the only attacktype in the group, then still attack with it
1855 */ 1567 */
1856 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1568 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1859 /* Go through and hit the player with each attacktype, one by one. 1571 /* Go through and hit the player with each attacktype, one by one.
1860 * hit_player_attacktype only figures out the damage, doesn't inflict 1572 * hit_player_attacktype only figures out the damage, doesn't inflict
1861 * it. It will do the appropriate action for attacktypes with 1573 * it. It will do the appropriate action for attacktypes with
1862 * effects (slow, paralization, etc. 1574 * effects (slow, paralization, etc.
1863 */ 1575 */
1864 if (type & attacktype)
1865 {
1866 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1576 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1577
1867 /* the >= causes us to prefer messages from special attacks, if 1578 /* the >= causes us to prefer messages from special attacks, if
1868 * the damage is equal. 1579 * the damage is equal.
1869 */ 1580 */
1870 if (ndam >= maxdam) 1581 if (ndam >= maxdam)
1871 { 1582 {
1872 maxdam = ndam; 1583 maxdam = ndam;
1873 maxattacktype = 1 << attacknum; 1584 maxattacktype = 1 << attacknum;
1874 }
1875 } 1585 }
1876 } 1586 }
1877 1587
1878 /* if this is friendly fire then do a set % of damage only 1588 /* 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 1589 * Note - put a check in to make sure this attack is actually
1882 */ 1592 */
1883 friendlyfire = friendly_fire (op, hitter); 1593 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1594 if (friendlyfire && maxdam)
1885 { 1595 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1596 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1597
1891#ifdef ATTACK_DEBUG 1598#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1599 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1600 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1601#endif
1895 } 1602 }
1896 1603
1897 if (!full_hit) 1604 if (!full_hit)
1898 { 1605 {
1899 archetype *at;
1900 int area; 1606 int area;
1901 int remainder; 1607 int remainder;
1902 1608
1903 area = 0; 1609 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1610
1611 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1612 area++;
1613
1906 assert (area > 0); 1614 assert (area > 0);
1907 1615
1908 /* basically: maxdam /= area; we try to "simulate" a float 1616 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1617 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1618 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1619 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1620 if (rndm (100) < remainder)
1913 maxdam++; 1621 maxdam++;
1914 } 1622 }
1915 1623
1916#ifdef ATTACK_DEBUG 1624#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1625 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1626#endif
1919 1627
1920 if (get_owner (hitter)) 1628 // for now, only do this for active objects, otherwise they
1629 // keep a refcount for a long time and I see no usefulness
1630 // for an non-active objetc to know its enemy.
1631 if (op->active)
1632 if (hitter->owner)
1921 op->enemy = hitter->owner; 1633 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1634 else if (hitter->flag [FLAG_ALIVE])
1923 op->enemy = hitter; 1635 op->enemy = hitter;
1924 1636
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1637 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1926 { 1638 {
1927 /* The unaggressives look after themselves 8) */ 1639 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1640 op->clr_flag (FLAG_UNAGGRESSIVE);
1929 npc_call_help (op); 1641 npc_call_help (op);
1930 } 1642 }
1931 1643
1932 if (magic && did_make_save (op, op->level, 0)) 1644 if (magic && did_make_save (op, op->level, 0))
1933 maxdam = maxdam / 2; 1645 maxdam = maxdam / 2;
1935 attack_message (maxdam, maxattacktype, op, hitter); 1647 attack_message (maxdam, maxattacktype, op, hitter);
1936 1648
1937 op->stats.hp -= maxdam; 1649 op->stats.hp -= maxdam;
1938 1650
1939 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1651 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1940 if ((op->stats.hp >= 0) && 1652 if (op->stats.hp >= 0
1941 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1653 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1942 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1654 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1943 { 1655 {
1944 1656
1945 if (QUERY_FLAG (op, FLAG_MONSTER)) 1657 if (op->flag [FLAG_MONSTER])
1946 SET_FLAG (op, FLAG_RUN_AWAY); 1658 op->set_flag (FLAG_RUN_AWAY);
1947 else 1659 else
1948 scare_creature (op, hitter); 1660 scare_creature (op, hitter);
1949 } 1661 }
1950 1662
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1663 if (op->flag [FLAG_TEAR_DOWN])
1952 { 1664 {
1953 if (maxdam) 1665 if (maxdam)
1954 tear_down_wall (op); 1666 tear_down_wall (op);
1667
1955 return maxdam; /* nothing more to do for wall */ 1668 return maxdam; /* nothing more to do for wall */
1956 } 1669 }
1957 1670
1958 /* See if the creature has been killed */ 1671 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1672 rtn_kill = kill_object (op, maxdam, hitter, type);
1960 if (rtn_kill != -1) 1673 if (rtn_kill != -1)
1961 return rtn_kill; 1674 return rtn_kill;
1962 1675
1963
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1676 /* 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 1677 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1678 * remained - that is no longer the case.
1967 */ 1679 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1680 if (hitter->flag [FLAG_ONE_HIT])
1969 { 1681 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 */ 1682 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1683 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1977 { 1684 {
1978 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1685 int friendly = op->flag [FLAG_FRIENDLY];
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1686 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1981 object *owner = get_owner (op); 1687 object *owner = op->owner;
1982 1688
1983 if (!op->other_arch) 1689 if (!op->other_arch)
1984 { 1690 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1691 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1692 return maxdam;
1987 } 1693 }
1694
1988 remove_ob (op); 1695 op->remove ();
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1696
1697 for (int i = 0; i < op->stats.food; i++)
1990 { /* This doesn't handle op->more yet */ 1698 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1699 object *tmp = op->other_arch->instance ();
1992 int j;
1993 1700
1994 tmp->stats.hp = op->stats.hp; 1701 tmp->stats.hp = op->stats.hp;
1702
1995 if (friendly) 1703 if (friendly)
1996 { 1704 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1705 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1706 tmp->attack_movement = PETMOVE;
1707
2000 if (owner != NULL) 1708 if (owner)
2001 set_owner (tmp, owner); 1709 tmp->set_owner (owner);
2002 } 1710 }
1711
2003 if (unaggressive) 1712 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1713 tmp->set_flag (FLAG_UNAGGRESSIVE);
1714
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1715 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1716
2006 if (j == -1) /* No spot to put this monster */ 1717 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1718 tmp->destroy ();
2008 else 1719 else
2009 { 1720 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1721 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1722 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1723 }
2013 } 1724 }
2014 if (friendly) 1725
2015 remove_friendly_object (op); 1726 op->destroy ();
2016 free_object (op);
2017 } 1727 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1728 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 1729 hitter->drop_and_destroy ();
2020 remove_ob (hitter); 1730
2021 free_object (hitter);
2022 }
2023 return maxdam; 1731 return maxdam;
2024} 1732}
2025 1733
2026 1734static void
2027void
2028poison_player (object *op, object *hitter, int dam) 1735poison_player (object *op, object *hitter, int dam)
2029{ 1736{
2030 archetype *at = archetype::find ("poisoning"); 1737 archetype *at = archetype::find (shstr_poisoning);
2031 object *tmp = present_arch_in_ob (at, op); 1738 object *tmp = present_arch_in_ob (at, op);
2032 1739
2033 if (tmp == NULL) 1740 if (!tmp)
2034 { 1741 {
2035 if ((tmp = arch_to_object (at)) == NULL) 1742 tmp = insert_ob_in_ob (at->instance (), op);
2036 LOG (llevError, "Failed to clone arch poisoning.\n"); 1743 /* peterm: give poisoning some teeth. It should
1744 * be able to kill things better than it does:
1745 * damage should be dependent something--I choose to
1746 * do this: if it's a monster, the damage from the
1747 * poisoning goes as the level of the monster/2.
1748 * If anything else, goes as damage.
1749 */
1750
1751 if (hitter->flag [FLAG_ALIVE])
1752 tmp->stats.dam += hitter->level / 2;
2037 else 1753 else
2038 {
2039 tmp = insert_ob_in_ob (tmp, op);
2040 /* peterm: give poisoning some teeth. It should
2041 * be able to kill things better than it does:
2042 * damage should be dependent something--I choose to
2043 * do this: if it's a monster, the damage from the
2044 * poisoning goes as the level of the monster/2.
2045 * If anything else, goes as damage.
2046 */
2047
2048 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2049 tmp->stats.dam += hitter->level / 2;
2050 else
2051 tmp->stats.dam = dam; 1754 tmp->stats.dam = dam;
2052 1755
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1756 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 1757 if (hitter->skill && hitter->skill != tmp->skill)
2055 {
2056 tmp->skill = hitter->skill; 1758 tmp->skill = hitter->skill;
2057 }
2058 1759
2059 tmp->stats.food += dam; /* more damage, longer poisoning */ 1760 tmp->stats.food += dam; /* more damage, longer poisoning */
2060 1761
2061 if (op->type == PLAYER) 1762 if (op->type == PLAYER)
2062 { 1763 {
2063 /* player looses stats, maximum is -10 of each */ 1764 /* player looses stats, maximum is -10 of each */
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1765 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1766 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1767 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 1768 tmp->stats.Int = max (-(dam / 7 ), -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 1769 tmp->set_flag (FLAG_APPLIED);
2069 fix_player (op); 1770 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1772 op->play_sound (tmp->sound);
2071 } 1773 }
1774
2072 if (hitter->type == PLAYER) 1775 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1776 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1777 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); 1778 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 1779
2077 tmp->speed_left = 0; 1780 tmp->speed_left = 0;
2078 } 1781 }
2079 else 1782 else
2080 tmp->stats.food++; 1783 tmp->stats.food++;
2081} 1784}
2082 1785
2083void 1786static void
2084slow_player (object *op, object *hitter, int dam) 1787slow_player (object *op, object *hitter, int dam)
2085{ 1788{
2086 archetype *at = archetype::find ("slowness"); 1789 archetype *at = archetype::find (shstr_slowness);
2087 object *tmp; 1790 object *tmp;
2088 1791
2089 if (at == NULL) 1792 if (!at)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 1793 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 1794
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1795 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 1796 {
2095 tmp = arch_to_object (at); 1797 tmp = at->instance ();
2096 tmp = insert_ob_in_ob (tmp, op); 1798 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1799 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 1800 }
2099 else 1801 else
2100 tmp->stats.food++; 1802 tmp->stats.food++;
2101 SET_FLAG (tmp, FLAG_APPLIED); 1803
1804 tmp->set_flag (FLAG_APPLIED);
2102 tmp->speed_left = 0; 1805 tmp->speed_left = 0;
2103 fix_player (op); 1806 op->update_stats ();
2104} 1807}
2105 1808
2106void 1809void
2107confuse_player (object *op, object *hitter, int dam) 1810confuse_player (object *op, object *hitter, int dam)
2108{ 1811{
2109 object *tmp; 1812 object *tmp;
2110 int maxduration; 1813 int maxduration;
2111 1814
2112 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1815 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2113 if (!tmp) 1816 if (!tmp)
2114 { 1817 {
2115 tmp = get_archetype (FORCE_NAME); 1818 tmp = archetype::get (FORCE_NAME);
2116 tmp = insert_ob_in_ob (tmp, op); 1819 tmp = insert_ob_in_ob (tmp, op);
2117 } 1820 }
2118 1821
2119 /* Duration added per hit and max. duration of confusion both depend 1822 /* Duration added per hit and max. duration of confusion both depend
2120 * on the player's resistance 1823 * on the player's resistance
2121 */ 1824 */
2122 tmp->speed = 0.05; 1825 tmp->set_speed (0.05);
2123 tmp->subtype = FORCE_CONFUSION; 1826 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1827 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 1828 tmp->name = shstr_confusion;
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1829 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1830
2127 if (tmp->duration > maxduration) 1831 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 1832 tmp->duration = maxduration;
2129 1833
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1834 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1835 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2132 SET_FLAG (op, FLAG_CONFUSED); 1836
1837 op->set_flag (FLAG_CONFUSED);
2133} 1838}
2134 1839
2135void 1840void
2136blind_player (object *op, object *hitter, int dam) 1841blind_player (object *op, object *hitter, int dam)
2137{ 1842{
2138 object *tmp, *owner;
2139
2140 /* Save some work if we know it isn't going to affect the player */ 1843 /* Save some work if we know it isn't going to affect the player */
2141 if (op->resist[ATNR_BLIND] == 100) 1844 if (op->resist[ATNR_BLIND] == 100)
2142 return; 1845 return;
2143 1846
2144 tmp = present_in_ob (BLINDNESS, op); 1847 object *tmp = present_in_ob (BLINDNESS, op);
2145 if (!tmp) 1848 if (!tmp)
2146 { 1849 {
2147 tmp = get_archetype ("blindness"); 1850 tmp = archetype::get (shstr_blindness);
2148 SET_FLAG (tmp, FLAG_BLIND); 1851 tmp->set_flag (FLAG_BLIND);
2149 SET_FLAG (tmp, FLAG_APPLIED); 1852 tmp->set_flag (FLAG_APPLIED);
2150 /* use floats so we don't lose too much precision due to rounding errors. 1853 // use floats so we don't lose too much precision due to rounding errors.
2151 * speed is a float anyways. 1854 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2152 */
2153 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2154 1855
2155 tmp = insert_ob_in_ob (tmp, op); 1856 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 1857 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 1858 op->update_stats (); /* This takes care of some other stuff */
2158 1859
2159 if (hitter->owner)
2160 owner = get_owner (hitter);
2161 else
2162 owner = hitter;
2163
2164 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1860 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2165 } 1861 }
1862
2166 tmp->stats.food += dam; 1863 tmp->stats.food += dam;
2167 if (tmp->stats.food > 10) 1864 min_it (tmp->stats.food, 10);
2168 tmp->stats.food = 10;
2169} 1865}
2170 1866
2171void 1867void
2172paralyze_player (object *op, object *hitter, int dam) 1868paralyze_player (object *op, object *hitter, int dam)
2173{ 1869{
2174 float effect, max;
2175
2176 /* object *tmp; */
2177
2178 /* This is strange stuff... someone knows for what this is 1870 /* This is strange stuff... someone knows for what this is
2179 * written? Well, i think this can and should be removed 1871 * written? Well, i think this can and should be removed
2180 */ 1872 */
2181 1873
2182 /* 1874 /*
2186 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1878 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2187 } 1879 }
2188 */ 1880 */
2189 1881
2190 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1882 /* 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; 1883 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2192 1884
2193 if (effect == 0)
2194 return;
2195
2196 op->speed_left -= FABS (op->speed) * effect; 1885 op->speed_left -= op->speed * effect;
2197 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1886 /* tmp->stats.food+=(signed short) effect/op->speed; */
2198 1887
2199 /* max number of ticks to be affected for. */ 1888 /* max number of ticks to be affected for. */
2200 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1889 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1890
2201 if (op->speed_left < -(FABS (op->speed) * max)) 1891 max_it (op->speed_left, -op->speed * max);
2202 op->speed_left = (float) -(FABS (op->speed) * max);
2203 1892
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1893/* tmp->stats.food = (signed short) (max / op->speed); */
2205} 1894}
2206
2207 1895
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 1896/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 1897 * the computed damaged.
2210 */ 1898 */
2211void 1899static void
2212deathstrike_player (object *op, object *hitter, int *dam) 1900deathstrike_player (object *op, object *hitter, int *dam)
2213{ 1901{
2214 /* The intention of a death attack is to kill outright things 1902 /* 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 1903 ** that are a lot weaker than the attacker, have a chance of killing
2216 ** things somewhat weaker than the caster, and no chance of 1904 ** things somewhat weaker than the caster, and no chance of
2220 ** field of the deathstriking object */ 1908 ** field of the deathstriking object */
2221 1909
2222 int atk_lev, def_lev, kill_lev; 1910 int atk_lev, def_lev, kill_lev;
2223 1911
2224 if (hitter->slaying) 1912 if (hitter->slaying)
2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1913 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1914 || (op->race && hitter->slaying.contains (op->race))))
2226 return; 1915 return;
2227 1916
2228 def_lev = op->level; 1917 def_lev = op->level;
2229 if (def_lev < 1) 1918 if (def_lev < 1)
2230 { 1919 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1920 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2232 def_lev = 1; 1921 def_lev = 1;
2233 } 1922 }
1923
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1924 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1925 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 1926 atk_lev, def_lev); */
2237 1927
2238 if (atk_lev >= def_lev) 1928 if (atk_lev >= def_lev)
2253 */ 1943 */
2254 *dam *= kill_lev / def_lev; 1944 *dam *= kill_lev / def_lev;
2255 } 1945 }
2256 } 1946 }
2257 else 1947 else
2258 {
2259 *dam = 0; /* no harm done */ 1948 *dam = 0; /* no harm done */
1949}
1950
1951/* This returns the amount of damage hitter does to op with the
1952 * appropriate attacktype. Only 1 attacktype should be set at a time.
1953 * This doesn't damage the player, but returns how much it should
1954 * take. However, it will do other effects (paralyzation, slow, etc.)
1955 * Note - changed for PR code - we now pass the attack number and not
1956 * the attacktype. Makes it easier for the PR code. */
1957int
1958hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1959{
1960 int doesnt_slay = 1;
1961
1962 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1963 if (attacknum >= NROFATTACKS)
2260 } 1964 {
2261} 1965 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2262 1966 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 { 1967 }
2272 /* May not need a switch for just 2 types, but this makes it 1968
2273 * easier for expansion. 1969 if (dam < 0)
1970 {
1971 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1972 dam, hitter->debug_desc (), op->debug_desc ());
1973 return 0;
1974 }
1975
1976 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1977 * people can't mess with that or it otherwise get confused. */
1978 if (attacknum == ATNR_INTERNAL)
1979 return dam;
1980
1981 if (hitter->slaying)
1982 {
1983 if ((op->race && hitter->slaying.contains (op->race))
1984 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2274 */ 1985 {
2275 switch (hitter->type) 1986 doesnt_slay = 0;
1987 dam *= 3;
2276 { 1988 }
2277 case POTION: 1989 }
2278 /* should player get a save throw instead of checking magic protection? */ 1990
2279 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1991 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2280 (void) apply_potion (victim, hitter); 1992 if (op->resist[attacknum])
1993 {
1994 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1995 * in case 0>dam>1, we try to "simulate" a float value-effect */
1996 dam *= (100 - op->resist[attacknum]);
1997 if (dam >= 100)
1998 dam /= 100;
1999 else
2000 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2001 }
2002
2003 /* Special hack. By default, if immune to something, you
2004 * shouldn't need to worry. However, acid is an exception, since
2005 * it can still damage your items. Only include attacktypes if
2006 * special processing is needed */
2007
2008 if (op->resist[attacknum] >= 100
2009 && doesnt_slay
2010 && attacknum != ATNR_ACID)
2011 return 0;
2012
2013 /* Keep this in order - makes things easier to find */
2014
2015 switch (attacknum)
2016 {
2017 case ATNR_PHYSICAL:
2018 /* here also check for diseases */
2019 check_physically_infect (op, hitter);
2281 break; 2020 break;
2282 2021
2283 case POISON: /* poison drinks */ 2022 /* Don't need to do anything for:
2284 /* As with potions, should monster get a save? */ 2023 magic,
2285 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2024 fire,
2286 apply_poison (victim, hitter); 2025 electricity,
2026 cold */
2027
2028 case ATNR_CONFUSION:
2029 case ATNR_POISON:
2030 case ATNR_SLOW:
2031 case ATNR_PARALYZE:
2032 case ATNR_FEAR:
2033 case ATNR_CANCELLATION:
2034 case ATNR_DEPLETE:
2035 case ATNR_BLIND:
2036 {
2037 /* chance for inflicting a special attack depends on the
2038 * difference between attacker's and defender's level
2039 */
2040 int level_diff = min (110, max (0, op->level - hitter->level));
2041
2042 /* First, only creatures/players with speed can be affected.
2043 * Second, just getting hit doesn't mean it always affects
2044 * you. Third, you still get a saving through against the
2045 * effect.
2046 */
2047 if (op->has_active_speed ()
2048 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2049 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2050 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2051 {
2052
2053 /* Player has been hit by something */
2054 if (attacknum == ATNR_CONFUSION)
2055 confuse_player (op, hitter, dam);
2056 else if (attacknum == ATNR_POISON)
2057 poison_player (op, hitter, dam);
2058 else if (attacknum == ATNR_SLOW)
2059 slow_player (op, hitter, dam);
2060 else if (attacknum == ATNR_PARALYZE)
2061 paralyze_player (op, hitter, dam);
2062 else if (attacknum == ATNR_FEAR)
2063 scare_creature (op, hitter);
2064 else if (attacknum == ATNR_CANCELLATION)
2065 cancellation (op);
2066 else if (attacknum == ATNR_DEPLETE)
2067 op->drain_stat ();
2068 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2069 blind_player (op, hitter, dam);
2070 }
2071
2072 dam = 0; /* These are all effects and don't do real damage */
2073 }
2287 break; 2074 break;
2288 2075
2289 /* Removed case statements that did nothing. 2076 case ATNR_ACID:
2290 * food may be poisonous, but monster must be willing to eat it, 2077 {
2291 * so we don't handle it here. 2078 int flag = 0;
2292 * Containers should perhaps break open, but that code was disabled. 2079
2080 /* Items only get corroded if you're not on a battleground and
2081 * if your acid resistance is below 50%. */
2082 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2083 {
2084 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2085 {
2086 if (tmp->invisible)
2087 continue;
2088 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2089 /* >= 10% acid res. on items will protect these */
2090 continue;
2091 if (!(tmp->materials & M_IRON))
2092 continue;
2093 if (tmp->magic < -4) /* Let's stop at -5 */
2094 continue;
2095 if (tmp->type == RING
2096 /* removed boots and gloves from exclusion list in PR */
2097 || tmp->type == GIRDLE
2098 || tmp->type == AMULET
2099 || tmp->type == WAND
2100 || tmp->type == ROD
2101 || tmp->type == HORN)
2102 continue; /* To avoid some strange effects */
2103
2104 /* High damage acid has better chance of corroding
2105 objects */
2106 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2107 {
2108 flag = 1;
2109 tmp->magic--;
2110
2111 if (object *pl = tmp->visible_to ())
2112 {
2113 /* Make this more visible */
2114 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2115 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2116
2117 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2118 }
2119 }
2120 }
2121
2122 if (flag)
2123 op->update_stats (); /* Something was corroded */
2124 }
2125 }
2126 break;
2127
2128 case ATNR_DRAIN:
2129 {
2130 /* rate is the proportion of exp drained. High rate means
2131 * not much is drained, low rate means a lot is drained.
2132 */
2133 int rate;
2134
2135 if (op->resist[ATNR_DRAIN] >= 0)
2136 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2137 else
2138 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2139
2140 if (op->stats.exp <= rate)
2141 {
2142 if (op->type == GOLEM)
2143 dam = 9998; /* Its force is "sucked" away. 8) */
2144 else
2145 /* If we can't drain, lets try to do physical damage */
2146 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2147 }
2148 else
2149 {
2150 /* Randomly give the hitter some hp */
2151 if (hitter->stats.hp < hitter->stats.maxhp &&
2152 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2153 hitter->stats.hp++;
2154
2155 /* Can't do drains on battleground spaces.
2156 * Move the wiz check up here - before, the hitter wouldn't gain exp
2157 * exp, but the wiz would still lose exp! If drainee is a wiz,
2158 * nothing happens.
2159 * Try to credit the owner. We try to display player -> player drain
2160 * attacks, hence all the != PLAYER checks.
2293 */ 2161 */
2162 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2163 {
2164 object *owner = hitter->owner;
2165
2166 if (owner && owner != hitter)
2167 {
2168 if (op->type != PLAYER || owner->type != PLAYER)
2169 change_exp (owner, op->stats.exp / (rate * 2),
2170 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2171 }
2172 else if (op->type != PLAYER || hitter->type != PLAYER)
2173 change_exp (hitter, op->stats.exp / (rate * 2),
2174 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2175
2176 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2177 }
2178
2179 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2180 * drain attack, you won't know that you are actually sucking out EXP,
2181 * as the messages will say you missed
2182 */
2183 }
2184 }
2185 break;
2186
2187 case ATNR_TURN_UNDEAD:
2294 } 2188 {
2295 } 2189 if (op->flag [FLAG_UNDEAD])
2296} 2190 {
2191 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2192 object *god = find_god (determine_god (owner));
2193 int div = 1;
2297 2194
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2195 /* if undead are not an enemy of your god, you turn them
2196 * at half strength */
2197 if (!god || !god->slaying.contains (shstr_undead))
2198 div = 2;
2299 2199
2300int 2200 /* Give a bonus if you resist turn undead */
2301adj_attackroll (object *hitter, object *target) 2201 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2302{ 2202 scare_creature (op, owner);
2303 object *attacker = hitter; 2203 }
2304 int adjust = 0; 2204 else
2205 dam = 0; /* don't damage non undead - should we damage
2206 undead? */
2207 }
2208 break;
2305 2209
2306 /* safety */ 2210 case ATNR_DEATH:
2307 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2211 deathstrike_player (op, hitter, &dam);
2308 { 2212 break;
2309 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2310 return 0;
2311 }
2312 2213
2313 /* aimed missiles use the owning object's sight */ 2214 case ATNR_CHAOS:
2314 if (is_aimed_missile (hitter)) 2215 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2315 { 2216 dam = 0;
2316 if ((attacker = get_owner (hitter)) == NULL) 2217 break;
2317 attacker = hitter; 2218
2318 /* A player who saves but hasn't quit still could have objects 2219 case ATNR_COUNTERSPELL:
2319 * owned by him - need to handle that case to avoid crashes. 2220 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2221 dam = 0;
2222 /* This should never happen. Counterspell is handled
2223 * seperately and filtered out. If this does happen,
2224 * Counterspell has no effect on anything but spells, so it
2225 * does no damage. */
2226 break;
2227
2228 case ATNR_HOLYWORD:
2229 {
2230 /* This has already been handled by hit_player,
2231 * no need to check twice -- DAMN */
2232 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2233
2234 /* As with turn undead above, give a bonus on the saving throw */
2235 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2236 scare_creature (op, owner);
2237 }
2238 break;
2239
2240 case ATNR_LIFE_STEALING:
2241 {
2242 int new_hp;
2243
2244 /* this is replacement to drain for players, instead of taking
2245 * exp it takes hp. It is geared for players, probably not
2246 * much use giving it to monsters
2247 *
2248 * life stealing doesn't do a lot of damage, but it gives the
2249 * damage it does do to the player. Given that,
2250 * it only does 1/10'th normal damage (hence the divide by
2251 * 1000).
2320 */ 2252 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2253 /* You can't steal life from something undead */
2322 attacker = hitter; 2254 if ((op->type == GOLEM) || (op->flag [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; 2255 return 0;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2256
2388 return 1; 2257 /* If drain protection is higher than life stealing, use that */
2258 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2259 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2260 else
2261 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2262
2263 /* You die at -1 hp, not zero. */
2264 if (dam > (op->stats.hp + 1))
2265 dam = op->stats.hp + 1;
2266
2267 new_hp = hitter->stats.hp + dam;
2268 if (new_hp > hitter->stats.maxhp)
2269 new_hp = hitter->stats.maxhp;
2270
2271 if (new_hp > hitter->stats.hp)
2272 hitter->stats.hp = new_hp;
2273 }
2389 } 2274 }
2275
2390 return 0; 2276 return dam;
2391} 2277}
2278

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