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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 1.154 by root, Sat Nov 17 23:40:03 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
25
23#include <assert.h> 26#include <assert.h>
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <material.h> 29#include <material.h>
27#include <skills.h> 30#include <skills.h>
28
29#ifndef __CEXTRACT__
30# include <sproto.h>
31#endif
32
33#include <sounds.h> 31#include <sounds.h>
34 32#include <sproto.h>
35typedef struct att_msg_str
36{
37 char *msg1;
38 char *msg2;
39} att_msg;
40 33
41/*#define ATTACK_DEBUG*/ 34/*#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 35
79/* did_make_save_item just checks to make sure the item actually 36/* 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 37 * made its saving throw based on the tables. It does not take
81 * any further action (like destroying the item). 38 * any further action (like destroying the item).
82 */ 39 */
83 40static int
84int
85did_make_save_item (object *op, int type, object *originator) 41did_make_save_item (object *op, uint32_t type, object *originator)
86{ 42{
87 int i, roll, saves = 0, attacks = 0, number; 43 int saves = 0, attacks = 0;
88 materialtype_t *mt; 44 materialtype_t *mt = op->material;
89 45
90 if (op->materialname == NULL) 46 // 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) 47 if (mt == MATERIAL_NULL)
101 return TRUE; 48 return 1;
49
102 roll = rndm (1, 20); 50 int roll = rndm (1, 20);
103 51
104 /* the attacktypes have no meaning for object saves 52 /* the attacktypes have no meaning for object saves
105 * If the type is only magic, don't adjust type - basically, if 53 * 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 54 * pure magic is hitting an object, it should save. However, if it
107 * is magic teamed with something else, then strip out the 55 * is magic teamed with something else, then strip out the
108 * magic type, and instead let the fire, cold, or whatever component 56 * magic type, and instead let the fire, cold, or whatever component
109 * destroy the item. Otherwise, you get the case of poisoncloud 57 * destroy the item. Otherwise, you get the case of poisoncloud
110 * destroying objects because it has magic attacktype. 58 * destroying objects because it has magic attacktype.
111 */ 59 */
112 if (type != AT_MAGIC) 60 if (type != AT_MAGIC)
113 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 61 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
114 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 62 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
115 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 63 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
116 64
117 if (type == 0)
118 return TRUE;
119 if (roll == 20)
120 return TRUE;
121 if (roll == 1)
122 return FALSE;
123 65
124 for (number = 0; number < NROFATTACKS; number++) 66 if (type == 0) return TRUE;
67
68 if (roll == 20) return TRUE;
69 if (roll == 1) return FALSE;
70
71 for_all_bits_sparse_32 (type, number)
125 { 72 {
126 i = 1 << number;
127 if (!(i & type))
128 continue;
129 attacks++; 73 attacks++;
74
130 if (op->resist[number] == 100) 75 if (op->resist[number] == 100)
131 saves++; 76 saves++;
132 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 77 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
133 saves++; 78 saves++;
134 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 79 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
135 saves++; 80 saves++;
136 } 81 }
137 82
138 if (saves == attacks || attacks == 0) 83 if (saves == attacks || attacks == 0)
139 return TRUE; 84 return TRUE;
85
140 if ((saves == 0) || (rndm (1, attacks) > saves)) 86 if (saves == 0 || (rndm (1, attacks) > saves))
141 return FALSE; 87 return FALSE;
88
142 return TRUE; 89 return TRUE;
90}
91
92/* cancels object *op. Cancellation basically means an object loses
93 * its magical benefits.
94 */
95void
96cancellation (object *op)
97{
98 if (op->invisible)
99 return;
100
101 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
102 {
103 /* Recurse through the inventory */
104 for (object *tmp = op->inv; tmp; tmp = tmp->below)
105 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
106 cancellation (tmp);
107 }
108 else if (fabs (op->magic) <= rndm (0, 5))
109 {
110 /* Nullify this object. This code could probably be more complete */
111 /* in what abilities it should cancel */
112 op->magic = 0;
113
114 op->clr_flag (FLAG_DAMNED);
115 op->clr_flag (FLAG_CURSED);
116 op->clr_flag (FLAG_KNOWN_MAGICAL);
117 op->clr_flag (FLAG_KNOWN_CURSED);
118
119 if (object *pl = op->visible_to ())
120 esrv_update_item (UPD_FLAGS, pl, op);
121 }
143} 122}
144 123
145/* This function calls did_make_save_item. It then performs the 124/* This function calls did_make_save_item. It then performs the
146 * appropriate actions to the item (such as burning the item up, 125 * appropriate actions to the item (such as burning the item up,
147 * calling cancellation, etc.) 126 * calling cancellation, etc.)
148 */ 127 */
149
150void 128void
151save_throw_object (object *op, int type, object *originator) 129save_throw_object (object *op, int type, object *originator)
152{ 130{
131 op = op->head_ ();
132
153 if (!did_make_save_item (op, type, originator)) 133 if (!did_make_save_item (op, type, originator))
154 { 134 {
155 object *env = op->env; 135 object *env = op->env;
156 int x = op->x, y = op->y; 136 int x = op->x, y = op->y;
157 maptile *m = op->map; 137 maptile *m = op->map;
158 138
159 op = stop_item (op); 139 op = stop_item (op);
160 if (op == NULL) 140 if (!op)
161 return; 141 return;
162 142
163 /* Hacked the following so that type LIGHTER will work. 143 /* Hacked the following so that type LIGHTER will work.
164 * Also, objects which are potenital "lights" that are hit by 144 * Also, objects which are potential "lights" that are hit by
165 * flame/elect attacks will be set to glow. "lights" are any 145 * flame/elect attacks will be set to glow. "lights" are any
166 * object with +/- glow_radius and an "other_arch" to change to. 146 * object with +/- glow_radius and an "other_arch" to change to.
167 * (and please note that we cant fail our save and reach this 147 * (and please note that we cant fail our save and reach this
168 * function if the object doesnt contain a material that can burn. 148 * function if the object doesnt contain a material that can burn.
169 * So forget lighting magical swords on fire with this!) -b.t. 149 * So forget lighting magical swords on fire with this!) -b.t.
170 */ 150 */
171 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 151 if (type & (AT_FIRE | AT_ELECTRICITY))
172 { 152 {
173 const char *arch = op->other_arch->name; 153 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
174 154 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 { 155 {
182 if (env) 156 apply_lamp (op, true); // turn on a lamp
157 return;
158 }
159 else if (op->flag [FLAG_IS_LIGHTABLE])
160 {
161 if (op->other_arch)
183 { 162 {
184 op->x = env->x, op->y = env->y; 163 const char *arch = op->other_arch->archname;
185 insert_ob_in_ob (op, env); 164
165 if (op->decrease ())
166 fix_stopped_item (op, m, originator);
167
168 if ((op = archetype::get (arch)))
169 {
186 if (env->contr) 170 if (env)
187 esrv_send_item (env, op); 171 env->insert (op);
172 else
173 m->insert (op, x, y, originator);
174 }
188 } 175 }
176
189 else 177 return;
190 {
191 op->x = x, op->y = y;
192 insert_ob_in_map (op, m, originator, 0);
193 }
194 } 178 }
195
196 return;
197 } 179 }
198 180
199 if (type & AT_CANCELLATION) 181 if (type & AT_CANCELLATION)
200 { /* Cancellation. */ 182 { /* Cancellation. */
201 cancellation (op); 183 cancellation (op);
202 fix_stopped_item (op, m, originator); 184 fix_stopped_item (op, m, originator);
185
203 return; 186 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 } 187 }
228 188
229 if (type & (AT_FIRE | AT_ELECTRICITY)) 189 if (type & (AT_FIRE | AT_ELECTRICITY))
230 if (env) 190 if (env)
231 { 191 {
232 op = get_archetype ("burnout"); 192 object *op = archetype::get (shstr_burnout);
233 op->x = env->x, op->y = env->y; 193 op->x = env->x, op->y = env->y;
234 insert_ob_in_ob (op, env); 194 env->insert (op);
235 } 195 }
236 else 196 else
237 replace_insert_ob_in_map ("burnout", originator); 197 replace_insert_ob_in_map (shstr_burnout, originator);
198
199 if (op->nrof > 1)
200 {
201 if (op->decrease (rndm (0, op->nrof - 1)))
202 fix_stopped_item (op, m, originator);
203 }
204 else
205 {
206 // drop everything to the ground, if possible
207 op->insert_at (originator);
208 op->drop_and_destroy ();
209 }
238 210
239 return; 211 return;
240 } 212 }
241 213
242 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
243 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
244 { 216 {
245 object *tmp;
246 archetype *at = archetype::find ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
247 218
248 if (at == NULL) 219 if (at == NULL)
249 return; 220 return;
250 221
251 op = stop_item (op); 222 op = stop_item (op);
252 if (op == NULL) 223 if (op == NULL)
253 return; 224 return;
254 225
255 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 226 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp)
256 { 228 {
257 tmp = arch_to_object (at); 229 tmp = at->instance ();
258 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
259 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
260 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
261 * that for ones we create. 233 * that for ones we create.
262 */ 234 */
263 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
264 tmp->move_slow = 0; 236 tmp->move_slow = 0;
265 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
266 } 238 }
267 239
268 if (!QUERY_FLAG (op, FLAG_REMOVED)) 240 tmp->insert (op);
269 remove_ob (op);
270
271 insert_ob_in_ob (op, tmp);
272 return; 241 return;
273 } 242 }
274} 243}
275 244
276/* Object op is hitting the map. 245/* Object op is hitting the map.
277 * op is going in direction 'dir' 246 * op is going in direction 'dir'
278 * type is the attacktype of the object. 247 * type is the attacktype of the object.
279 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
280 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
281 */ 250 */
282
283int 251int
284hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, uint32_t type, int full_hit)
285{ 253{
286 object *tmp, *next;
287 maptile *map;
288 sint16 x, y; 254 sint16 x, y;
289 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 255 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
290 256
291 if (QUERY_FLAG (op, FLAG_FREED)) 257 if (op->flag [FLAG_FREED])
292 { 258 {
293 LOG (llevError, "BUG: hit_map(): free object\n"); 259 LOG (llevError, "BUG: hit_map(): free object\n");
294 return 0; 260 return 0;
295 } 261 }
296 262
297 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 263 if (op->flag [FLAG_REMOVED] || op->env != NULL)
298 { 264 {
299 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
300 return 0; 266 return 0;
301 } 267 }
302 268
303 if (!op->map) 269 if (!op->map)
304 { 270 {
307 } 273 }
308 274
309 if (op->head) 275 if (op->head)
310 op = op->head; 276 op = op->head;
311 277
312 map = op->map; 278 mapxy pos (op);
313 x = op->x + freearr_x[dir]; 279 pos.move (dir);
314 y = op->y + freearr_y[dir];
315 280
316 int mflags = get_map_flags (map, &map, x, y, &x, &y); 281 if (!pos.normalise ())
282 return 0;
317 283
318 // elmex: a safe map tile can't be hit! 284 // elmex: a safe map tile can't be hit!
319 // this should prevent most harmful effects on items and players there. 285 // this should prevent most harmful effects on items and players there.
320 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 286 mapspace &ms = pos.ms ();
287
288 if (ms.flags () & P_SAFE)
321 return 0; 289 return 0;
322 290
323 /* peterm: a few special cases for special attacktypes --counterspell 291 /* peterm: a few special cases for special attacktypes --counterspell
324 * must be out here because it strikes things which are not alive 292 * must be out here because it strikes things which are not alive
325 */ 293 */
326 294 if (type & (AT_COUNTERSPELL | AT_CHAOS))
295 {
327 if (type & AT_COUNTERSPELL) 296 if (type & AT_COUNTERSPELL)
328 { 297 {
329 counterspell (op, dir); /* see spell_effect.c */ 298 counterspell (op, dir); /* see spell_effect.c */
330 299
331 /* If the only attacktype is counterspell or magic, don't need 300 /* If the only attacktype is counterspell or magic, don't need
332 * to do any further processing. 301 * 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 */ 302 */
362 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 303 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
363 break; 304 return 0;
305
306 type &= ~AT_COUNTERSPELL;
307 }
308
309 if (type & AT_CHAOS)
364 } 310 {
311 shuffle_attack (op, 1); /* flag tells it to change the face */
312 update_object (op, UP_OBJ_FACE);
313 type &= ~AT_CHAOS;
314 }
315 }
365 316
317 /* There may still be objects that were above 'next', but there is no
318 * simple way to find out short of copying all object references and
319 * tags into a temporary array before we start processing the first
320 * object. That's why we just abort on destroy.
321 *
322 * This happens whenever attack spells (like fire) hit a pile
323 * of objects. This is not a bug - nor an error.
324 */
325 for (object *next = ms.bot; next && !next->destroyed (); )
326 {
366 tmp = next; 327 object *tmp = next;
367 next = tmp->above; 328 next = tmp->above;
368
369 if (tmp->destroyed ())
370 {
371 LOG (llevError, "BUG: hit_map(): found freed object\n");
372 break;
373 }
374 329
375 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 330 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
376 * For example, 'tmp' was put in an icecube. 331 * For example, 'tmp' was put in an icecube.
377 * This is one of the few cases where on_same_map should not be used. 332 * This is one of the few cases where on_same_map should not be used.
378 */ 333 */
379 if (tmp->map != map || tmp->x != x || tmp->y != y) 334 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
380 continue; 335 continue;
381 336
382 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 337 if (tmp->flag [FLAG_ALIVE])
383 { 338 {
384 hit_player (tmp, op->stats.dam, op, type, full_hit); 339 hit_player (tmp, op->stats.dam, op, type, full_hit);
385 retflag |= 1; 340 retflag |= 1;
341
386 if (op->destroyed ()) 342 if (op->destroyed ())
387 break; 343 break;
388 } 344 }
389
390 /* Here we are potentially destroying an object. If the object has 345 /* 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 346 * 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 347 * that weak walls have is_alive set, which prevent objects from
393 * passing over/through them. We don't care what type of movement 348 * 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 349 * the wall blocks - if it blocks any type of movement, can't be
395 * destroyed right now. 350 * destroyed right now.
351 * Without the material check the server completely fails to work,
352 * objects detsroy themselves, floors get destroyed etc. etc.
396 */ 353 */
397 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 354 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
398 { 355 {
399 save_throw_object (tmp, type, op); 356 save_throw_object (tmp, type, op);
357
400 if (op->destroyed ()) 358 if (op->destroyed ())
401 break; 359 break;
402 } 360 }
403 } 361 }
404 362
405 return 0; 363 return retflag;
406} 364}
407 365
408void 366static void
409attack_message (int dam, int type, object *op, object *hitter) 367attack_message (int dam, int type, object *op, object *hitter)
410{ 368{
411 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 369 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
412 int i, found = 0; 370 int i, found = 0;
413 maptile *map; 371 maptile *map;
415 373
416 /* put in a few special messages for some of the common attacktypes 374 /* put in a few special messages for some of the common attacktypes
417 * a player might have. For example, fire, electric, cold, etc 375 * a player might have. For example, fire, electric, cold, etc
418 * [garbled 20010919] 376 * [garbled 20010919]
419 */ 377 */
420
421 if (dam == 9998 && op->type == DOOR) 378 if (dam == 9998 && op->type == DOOR)
422 { 379 {
423 sprintf (buf1, "unlock %s", &op->name); 380 sprintf (buf1, "unlock %s", &op->name);
424 sprintf (buf2, " unlocks"); 381 sprintf (buf2, " unlocks");
425 found++; 382 found++;
426 } 383 }
427 if (dam < 0) 384 else if (dam < 0)
428 { 385 {
429 sprintf (buf1, "hit %s", &op->name); 386 sprintf (buf1, "hit %s", &op->name);
430 sprintf (buf2, " hits"); 387 sprintf (buf2, " hits");
431 found++; 388 found++;
432 } 389 }
435 sprintf (buf1, "missed %s", &op->name); 392 sprintf (buf1, "missed %s", &op->name);
436 sprintf (buf2, " misses"); 393 sprintf (buf2, " misses");
437 found++; 394 found++;
438 } 395 }
439 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 396 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
440 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 397 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
441 { 398 {
442 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 399 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) 400 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
444 { 401 {
445 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 402 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); 414 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
458 found++; 415 found++;
459 break; 416 break;
460 } 417 }
461 } 418 }
462 else if (hitter->type == PLAYER && IS_LIVE (op)) 419 else if (hitter->type == PLAYER && op->is_alive ())
463 { 420 {
464 if (USING_SKILL (hitter, SK_KARATE)) 421 if (USING_SKILL (hitter, SK_KARATE))
465 { 422 {
466 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 423 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) 424 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
493 found++; 450 found++;
494 break; 451 break;
495 } 452 }
496 } 453 }
497 } 454 }
455
498 if (found) 456 if (found)
499 { 457 {
500 /* done */ 458 /* done */
501 } 459 }
502 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 460 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
503 { 461 {
504 sprintf (buf1, "hit"); /* just in case */ 462 sprintf (buf1, "hit"); /* just in case */
505 for (i = 0; i < MAXATTACKMESS; i++) 463 for (i = 0; i < MAXATTACKMESS; i++)
506 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 464 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
507 { 465 {
508 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 466 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
509 found++; 467 found++;
510 break; 468 break;
511 } 469 }
512 } 470 }
513 else if (type & AT_DRAIN && IS_LIVE (op)) 471 else if (type & AT_DRAIN && op->is_alive ())
514 { 472 {
515 /* drain is first, because some items have multiple attypes */ 473 /* drain is first, because some items have multiple attypes */
516 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 474 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) 475 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
518 { 476 {
520 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 478 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
521 found++; 479 found++;
522 break; 480 break;
523 } 481 }
524 } 482 }
525 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 483 else if (type & AT_ELECTRICITY && op->is_alive ())
526 { 484 {
527 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 485 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) 486 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
529 { 487 {
530 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 488 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); 489 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
532 found++; 490 found++;
533 break; 491 break;
534 } 492 }
535 } 493 }
536 else if (type & AT_COLD && IS_LIVE (op)) 494 else if (type & AT_COLD && op->is_alive ())
537 { 495 {
538 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 496 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) 497 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
540 { 498 {
541 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 499 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); 511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
554 found++; 512 found++;
555 break; 513 break;
556 } 514 }
557 } 515 }
558 else if (hitter->current_weapon != NULL) 516 else if (hitter->current_weapon)
559 { 517 {
560 int mtype; 518 int mtype;
561 519
562 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
563 { 521 {
564 case WEAP_HIT: 522 case WEAP_HIT: mtype = ATM_BASIC; break;
565 mtype = ATM_BASIC; 523 case WEAP_SLASH: mtype = ATM_SLASH; break;
566 break; 524 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
567 case WEAP_SLASH: 525 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
568 mtype = ATM_SLASH; 526 case WEAP_SLICE: mtype = ATM_SLICE; break;
569 break; 527 case WEAP_STAB: mtype = ATM_STAB; break;
570 case WEAP_PIERCE: 528 case WEAP_WHIP: mtype = ATM_WHIP; break;
571 mtype = ATM_PIERCE; 529 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
572 break; 530 case WEAP_BLUD: mtype = ATM_BLUD; break;
573 case WEAP_CLEAVE: 531 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 } 532 }
533
595 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 534 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) 535 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
597 { 536 {
598 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 537 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); 538 strcpy (buf2, attack_mess[mtype][i].buf3);
618 strcpy (buf1, "hit"); 557 strcpy (buf1, "hit");
619 strcpy (buf2, " hits"); 558 strcpy (buf2, " hits");
620 } 559 }
621 560
622 /* bail out if a monster is casting spells */ 561 /* bail out if a monster is casting spells */
623 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 562 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
624 return; 563 return;
625 564
626 /* scale down magic considerably. */ 565 /* scale down magic considerably. */
627 if (type & AT_MAGIC && rndm (0, 5)) 566 if (type & AT_MAGIC && rndm (0, 5))
628 return; 567 return;
629 568
630 /* Did a player hurt another player? Inform both! */ 569 /* Did a player hurt another player? Inform both! */
631 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 570 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
632 { 571 {
633 if (get_owner (hitter) != NULL) 572 if (hitter->owner != NULL)
634 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 573 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
635 else 574 else
636 { 575 {
637 sprintf (buf, "%s%s you.", &hitter->name, buf2); 576 sprintf (buf, "%s%s you.", &hitter->name, buf2);
577
638 if (dam != 0) 578 if (dam != 0)
639 { 579 {
640 if (dam < 10) 580 if (dam < 10)
641 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 581 op->contr->play_sound (sound_find ("player_is_hit1"));
642 else if (dam < 20) 582 else if (dam < 20)
643 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 583 op->contr->play_sound (sound_find ("player_is_hit2"));
644 else 584 else
645 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 585 op->contr->play_sound (sound_find ("player_is_hit3"));
646 } 586 }
647 } 587 }
588
648 new_draw_info (NDI_BLACK, 0, op, buf); 589 new_draw_info (NDI_BLACK, 0, op, buf);
649 } /* end of player hitting player */ 590 } /* end of player hitting player */
650 591
651 if (hitter->type == PLAYER) 592 if (hitter->type == PLAYER)
652 { 593 {
653 sprintf (buf, "You %s.", buf1); 594 sprintf (buf, "You %s.", buf1);
595
654 if (dam != 0) 596 if (dam != 0)
655 { 597 {
656 if (dam < 10) 598 if (dam < 10)
657 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 599 op->play_sound (sound_find ("player_hits1"));
658 else if (dam < 20) 600 else if (dam < 20)
659 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 601 op->play_sound (sound_find ("player_hits2"));
660 else 602 else
661 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 603 op->play_sound (sound_find ("player_hits3"));
662 } 604 }
605
663 new_draw_info (NDI_BLACK, 0, hitter, buf); 606 new_draw_info (NDI_BLACK, 0, hitter, buf);
664 } 607 }
665 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 608 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
666 { 609 {
667 /* look for stacked spells and start reducing the message chances */ 610 /* 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)) 611 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
669 { 612 {
670 i = 4; 613 i = 4;
671 map = hitter->map; 614 map = hitter->map;
672 if (out_of_map (map, hitter->x, hitter->y)) 615 if (out_of_map (map, hitter->x, hitter->y))
673 return; 616 return;
617
674 next = get_map_ob (map, hitter->x, hitter->y); 618 next = GET_MAP_OB (map, hitter->x, hitter->y);
675 if (next) 619 if (next)
676 while (next) 620 while (next)
677 { 621 {
678 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 622 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
679 i *= 3; 623 i *= 3;
624
680 tmp = next; 625 tmp = next;
681 next = tmp->above; 626 next = tmp->above;
682 } 627 }
628
683 if (i < 0) 629 if (i < 0)
684 return; 630 return;
631
685 if (rndm (0, i) != 0) 632 if (rndm (0, i) != 0)
686 return; 633 return;
687 } 634 }
688 else if (rndm (0, 5) != 0) 635 else if (rndm (0, 5) != 0)
689 return; 636 return;
637
690 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 638 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
691 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 639 op->play_sound (sound_find ("player_hits4"));
692 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 640 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
693 } 641 }
694} 642}
695
696 643
697static int 644static int
698get_attack_mode (object **target, object **hitter, int *simple_attack) 645get_attack_mode (object **target, object **hitter, int *simple_attack)
699{ 646{
700 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 647 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
701 { 648 {
702 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 649 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
703 return 1; 650 return 1;
704 } 651 }
705 if ((*target)->head) 652
706 *target = (*target)->head; 653 *target = (*target)->head_ ();
707 if ((*hitter)->head)
708 *hitter = (*hitter)->head; 654 *hitter = (*hitter)->head_ ();
655
656 if ((*target)->type == LOCKED_DOOR)
657 return 1; // locked doors cannot be hit
658
709 if ((*hitter)->env != NULL || (*target)->env != NULL) 659 if ((*hitter)->env || (*target)->env)
710 { 660 {
711 *simple_attack = 1; 661 *simple_attack = 1;
712 return 0; 662 return 0;
713 } 663 }
714 if (QUERY_FLAG (*target, FLAG_REMOVED) 664
715 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 665 if ((*target)->flag [FLAG_REMOVED]
666 || (*hitter)->flag [FLAG_REMOVED]
667 || !(*hitter)->map
668 || !on_same_map (*hitter, *target))
716 { 669 {
717 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 670 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
671 (*hitter)->debug_desc (), (*target)->debug_desc ());
718 return 1; 672 return 1;
719 } 673 }
674
720 *simple_attack = 0; 675 *simple_attack = 0;
721 return 0; 676 return 0;
722} 677}
723 678
724static int 679static int
725abort_attack (object *target, object *hitter, int simple_attack) 680abort_attack (object *target, object *hitter, int simple_attack)
726{ 681{
727
728/* Check if target and hitter are still in a relation similar to the one 682 /* 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. 683 * determined by get_attack_mode(). Returns true if the relation has changed.
730 */ 684 */
731 int new_mode; 685 int new_mode;
732 686
733 if (hitter->env == target || target->env == hitter) 687 if (hitter->env == target || target->env == hitter)
734 new_mode = 1; 688 new_mode = 1;
735 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 689 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
690 || hitter->map == NULL || !on_same_map (hitter, target))
736 return 1; 691 return 1;
737 else 692 else
738 new_mode = 0; 693 new_mode = 0;
694
739 return new_mode != simple_attack; 695 return new_mode != simple_attack;
740} 696}
741 697
698/* thrown_item_effect() - handles any special effects of thrown
699 * items (like attacking living creatures--a potion thrown at a
700 * monster).
701 */
702static void
742static void thrown_item_effect (object *, object *); 703thrown_item_effect (object *hitter, object *victim)
704{
705 if (!hitter->flag [FLAG_ALIVE])
706 {
707 /* May not need a switch for just 2 types, but this makes it
708 * easier for expansion.
709 */
710 switch (hitter->type)
711 {
712 case POTION:
713 /* should player get a save throw instead of checking magic protection? */
714 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
715 apply_potion (victim, hitter);
716 break;
717
718 case POISON: /* poison drinks */
719 /* As with potions, should monster get a save? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
721 apply_poison (victim, hitter);
722 break;
723
724 /* Removed case statements that did nothing.
725 * food may be poisonous, but monster must be willing to eat it,
726 * so we don't handle it here.
727 * Containers should perhaps break open, but that code was disabled.
728 */
729 }
730 }
731}
732
733/* determine if the object is an 'aimed' missile */
734static int
735is_aimed_missile (object *op)
736{
737 /* I broke what used to be one big if into a few nested
738 * ones so that figuring out the logic is at least possible.
739 */
740 if (op && (op->move_type & MOVE_FLYING))
741 if (op->type == ARROW || op->type == THROWN_OBJ)
742 return 1;
743 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
744 return 1;
745
746 return 0;
747}
748/* adj_attackroll() - adjustments to attacks by various conditions */
749static int
750adj_attackroll (object *hitter, object *target)
751{
752 object *attacker = hitter;
753 int adjust = 0;
754
755 /* safety */
756 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
757 {
758 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
759 return 0;
760 }
761
762 /* aimed missiles use the owning object's sight */
763 if (is_aimed_missile (hitter))
764 {
765 if ((attacker = hitter->owner) == NULL)
766 attacker = hitter;
767 /* A player who saves but hasn't quit still could have objects
768 * owned by him - need to handle that case to avoid crashes.
769 */
770 if (attacker->flag [FLAG_REMOVED])
771 attacker = hitter;
772 }
773 else if (!hitter->flag [FLAG_ALIVE])
774 return 0;
775
776 /* determine the condtions under which we make an attack.
777 * Add more cases, as the need occurs. */
778
779 if (!can_see_enemy (attacker, target))
780 {
781 /* target is unseen */
782 if (target->invisible || attacker->flag [FLAG_BLIND])
783 adjust -= 10;
784 /* dark map penalty for the hitter (lacks infravision if we got here). */
785 else if (!stand_in_light (target))
786 adjust -= target->map->darklevel ();
787 }
788
789 if (attacker->flag [FLAG_SCARED])
790 adjust -= 3;
791
792 if (target->flag [FLAG_UNAGGRESSIVE])
793 adjust += 1;
794
795 if (target->flag [FLAG_SCARED])
796 adjust += 1;
797
798 if (attacker->flag [FLAG_CONFUSED])
799 adjust -= 3;
800
801 /* if we attack at a different 'altitude' its harder */
802 if ((attacker->move_type & target->move_type) == 0)
803 adjust -= 2;
804
805#if 0
806 /* slower attacks are less likely to succeed. We should use a
807 * comparison between attacker/target speeds BUT, players have
808 * a generally faster speed, so this will wind up being a HUGE
809 * disadantage for the monsters! Too bad, because missiles which
810 * fly fast should have a better chance of hitting a slower target.
811 */
812 if (hitter->speed < target->speed)
813 adjust += ((float) hitter->speed - target->speed);
814#endif
815
816#if 0
817 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
818#endif
819
820 return adjust;
821}
743 822
744static int 823static int
745attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 824attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
746{ 825{
747 int simple_attack, roll, dam = 0; 826 int simple_attack, roll, dam = 0;
760 839
761 /* 840 /*
762 * A little check to make it more difficult to dance forward and back 841 * A little check to make it more difficult to dance forward and back
763 * to avoid ever being hit by monsters. 842 * to avoid ever being hit by monsters.
764 */ 843 */
765 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 844 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
766 { 845 {
767 /* Decrease speed BEFORE calling process_object. Otherwise, an 846 /* Decrease speed BEFORE calling process_object. Otherwise, an
768 * infinite loop occurs, with process_object calling move_monster, 847 * infinite loop occurs, with process_object calling move_monster,
769 * which then gets here again. By decreasing the speed before 848 * which then gets here again. By decreasing the speed before
770 * we call process_object, the 'if' statement above will fail. 849 * we call process_object, the 'if' statement above will fail.
771 */ 850 */
772 op->speed_left--; 851 --op->speed_left;
773 process_object (op); 852 process_object (op);
853
774 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 854 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
775 goto error; 855 goto error;
776 } 856 }
777 857
778 op_name = op->name; 858 op_name = op->name;
786 /* See if we hit the creature */ 866 /* See if we hit the creature */
787 if (roll == 20 || op->stats.ac >= base_wc - roll) 867 if (roll == 20 || op->stats.ac >= base_wc - roll)
788 { 868 {
789 int hitdam = base_dam; 869 int hitdam = base_dam;
790 870
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) 871 if (!simple_attack)
809 { 872 {
810 /* If you hit something, the victim should *always* wake up. 873 /* If you hit something, the victim should *always* wake up.
811 * Before, invisible hitters could avoid doing this. 874 * Before, invisible hitters could avoid doing this.
812 * -b.t. */ 875 * -b.t. */
813 if (QUERY_FLAG (op, FLAG_SLEEP)) 876 if (op->flag [FLAG_SLEEP])
814 CLEAR_FLAG (op, FLAG_SLEEP); 877 op->clr_flag (FLAG_SLEEP);
815 878
816 /* If the victim can't see the attacker, it may alert others 879 /* If the victim can't see the attacker, it may alert others
817 * for help. */ 880 * for help. */
818 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 881 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
819 npc_call_help (op); 882 npc_call_help (op);
820 883
821 /* if you were hidden and hit by a creature, you are discovered */ 884 /* if you were hidden and hit by a creature, you are discovered */
822 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 885 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
823 { 886 {
824 make_visible (op); 887 make_visible (op);
888
825 if (op->type == PLAYER) 889 if (op->type == PLAYER)
826 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 890 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
827 } 891 }
828 892
829 /* thrown items (hitter) will have various effects 893 /* thrown items (hitter) will have various effects
830 * when they hit the victim. For things like thrown daggers, 894 * when they hit the victim. For things like thrown daggers,
831 * this sets 'hitter' to the actual dagger, and not the 895 * this sets 'hitter' to the actual dagger, and not the
832 * wrapper object. 896 * wrapper object.
833 */ 897 */
834 thrown_item_effect (hitter, op); 898 thrown_item_effect (hitter, op);
899
835 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 900 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
836 goto leave; 901 goto leave;
837 } 902 }
838 903
839 /* Need to do at least 1 damage, otherwise there is no point 904 /* Need to do at least 1 damage, otherwise there is no point
840 * to go further and it will cause FPE's below. 905 * to go further and it will cause FPE's below.
841 */ 906 */
842 if (hitdam <= 0) 907 max_it (hitdam, 1);
843 hitdam = 1;
844 908
845 type = hitter->attacktype; 909 type = hitter->attacktype;
846 910
911 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
912 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
913 * This check is important for the most simple monsters out there in the
914 * game content (maps, archs). For example orcs: They would have
915 * no attacktype at all.
916 *
917 * Some time in the future someone should just go into the game data
918 * and fix every monster out there ;-/ Until then we will kill some
919 * more trees in the african rain forests with this check.
920 */
847 if (!type) 921 if (!type)
848 type = AT_PHYSICAL; 922 type = AT_PHYSICAL;
849 923
850 /* Handle monsters that hit back */ 924 /* Handle monsters that hit back */
851 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 925 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
852 { 926 {
853 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 927 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
854 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 928 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
855 929
856 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 930 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
882} 956}
883 957
884int 958int
885attack_ob (object *op, object *hitter) 959attack_ob (object *op, object *hitter)
886{ 960{
887
888 if (hitter->head)
889 hitter = hitter->head;
890 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 961 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
891} 962}
892 963
893/* op is the arrow, tmp is what is stopping the arrow. 964/* op is the arrow, tmp is what is stopping the arrow.
894 * 965 *
895 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 966 * 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 974 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
904 * stick around. 975 * stick around.
905 */ 976 */
906 if (op->weight <= 5000 && tmp->stats.hp >= 0) 977 if (op->weight <= 5000 && tmp->stats.hp >= 0)
907 { 978 {
908 if (tmp->head != NULL) 979 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; 980 return 1;
918 } 981 }
919 else 982 else
920 return 0; 983 return 0;
921} 984}
935 /* Disassemble missile */ 998 /* Disassemble missile */
936 if (op->inv) 999 if (op->inv)
937 { 1000 {
938 container = op; 1001 container = op;
939 hitter = op->inv; 1002 hitter = op->inv;
940 remove_ob (hitter);
941 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1003 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 1004 /* 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 1005 * 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 1006 * removed at the end of this function must be able to deal with empty
945 * THROWN_OBJs. */ 1007 * THROWN_OBJs. */
946 } 1008 }
957 * arrow, move_apply() calls this function, arrow sticks in demon, 1019 * arrow, move_apply() calls this function, arrow sticks in demon,
958 * attack_ob_simple() returns, and we've got an arrow that still exists 1020 * attack_ob_simple() returns, and we've got an arrow that still exists
959 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1021 * but is no longer on the map. Ugh. (Beware: Such things can happen at
960 * other places as well!) 1022 * other places as well!)
961 */ 1023 */
962 if (hitter->destroyed () || hitter->env != NULL) 1024 if (hitter->destroyed () || hitter->env)
963 { 1025 {
964 if (container) 1026 if (container)
965 { 1027 container->destroy ();
966 remove_ob (container);
967 free_object (container);
968 }
969 1028
970 return 0; 1029 return 0;
971 } 1030 }
972 1031
973 /* Missile hit victim */ 1032 /* Missile hit victim */
974 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1033 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
975 * through the target 1034 * through the target
976 */ 1035 */
977 if (hit_something && op->speed <= 10.0) 1036 if (hit_something)
1037 if (op->speed < 10.0)
978 { 1038 {
979 /* Stop arrow */ 1039 /* Stop arrow */
980 if (!container) 1040 if (container)
1041 container->destroy ();
1042 else
981 { 1043 {
982 hitter = fix_stopped_arrow (hitter); 1044 hitter = fix_stopped_arrow (hitter);
983 if (!hitter) 1045 if (!hitter)
984 return 0; 1046 return 0;
985 } 1047 }
986 else
987 {
988 remove_ob (container);
989 free_object (container);
990 }
991 1048
992 /* Try to stick arrow into victim */ 1049 /* Try to stick arrow into victim */
993 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1050 if (!victim->destroyed () && stick_arrow (hitter, victim))
1051 return 0;
1052
1053 /* Else try to put arrow on victim's map square
1054 * remove check for P_WALL here. If the arrow got to this
1055 * space, that is good enough - with the new movement code,
1056 * there is now the potential for lots of spaces where something
1057 * can fly over but not otherwise move over. What is the correct
1058 * way to handle those otherwise?
1059 */
1060 if (victim->x != hitter->x || victim->y != hitter->y)
1061 {
1062 if (victim->destroyed ())
1063 hitter->destroy ();
1064 else
1065 {
1066 hitter->remove ();
1067 hitter->x = victim->x;
1068 hitter->y = victim->y;
1069 insert_ob_in_map (hitter, victim->map, hitter, 0);
1070 }
1071 }
1072 else
1073 /* Else leave arrow where it is */
1074 merge_ob (hitter, NULL);
1075
994 return 0; 1076 return 0;
995
996 /* Else try to put arrow on victim's map square
997 * remove check for P_WALL here. If the arrow got to this
998 * space, that is good enough - with the new movement code,
999 * there is now the potential for lots of spaces where something
1000 * can fly over but not otherwise move over. What is the correct
1001 * way to handle those otherwise?
1002 */
1003 if (victim->x != hitter->x || victim->y != hitter->y)
1004 {
1005 remove_ob (hitter);
1006 hitter->x = victim->x;
1007 hitter->y = victim->y;
1008 insert_ob_in_map (hitter, victim->map, hitter, 0);
1009 } 1077 }
1010 else 1078 else
1011 /* Else leave arrow where it is */ 1079 op->set_speed (op->speed - 1.f);
1012 merge_ob (hitter, NULL);
1013
1014 return 0;
1015 }
1016
1017 if (hit_something && op->speed >= 10.0)
1018 op->speed -= 1.0;
1019 1080
1020 /* Missile missed victim - reassemble missile */ 1081 /* Missile missed victim - reassemble missile */
1021 if (container) 1082 if (container)
1022 { 1083 {
1023 remove_ob (hitter); 1084 hitter->remove ();
1024 insert_ob_in_ob (hitter, container); 1085 insert_ob_in_ob (hitter, container);
1025 } 1086 }
1026 1087
1027 return op; 1088 return op;
1028} 1089}
1029 1090
1030 1091static void
1031void
1032tear_down_wall (object *op) 1092tear_down_wall (object *op)
1033{ 1093{
1034 int perc = 0;
1035
1036 if (!op->stats.maxhp) 1094 if (!op->stats.maxhp)
1037 {
1038 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1095 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1039 perc = 1; 1096 else if (!op->has_anim ())
1040 }
1041 else if (!GET_ANIM_ID (op))
1042 { 1097 {
1043 /* Object has been called - no animations, so remove it */ 1098 /* Object has been called - no animations, so remove it */
1044 if (op->stats.hp < 0) 1099 if (op->stats.hp < 0)
1100 op->destroy ();
1045 { 1101
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 */ 1102 return; /* no animations, so nothing more to do */
1052 } 1103 }
1053 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1104
1054 if (perc >= (int) NUM_ANIMATIONS (op)) 1105 // we use frames 1..num-2 as intermediate frames, so
1055 perc = NUM_ANIMATIONS (op) - 1; 1106 // the last frame is used only when hp < 0.
1056 else if (perc < 1) 1107 int perc = clamp (
1057 perc = 1; 1108 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1058 SET_ANIMATION (op, perc); 1109 0, op->anim_frames () - 1
1110 );
1111
1112 op->set_anim_frame (perc);
1059 update_object (op, UP_OBJ_FACE); 1113 update_object (op, UP_OBJ_FACE);
1060 if (perc == NUM_ANIMATIONS (op) - 1) 1114
1115 if (op->stats.hp < 0)
1061 { /* Reached the last animation */ 1116 { /* Reached the last animation */
1062 if (op->face == blank_face) 1117 if (op->face == blank_face)
1063 {
1064 /* If the last face is blank, remove the ob */ 1118 /* If the last face is blank, remove the ob */
1065 remove_ob (op); /* Should update LOS */ 1119 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 1120 else
1073 { /* The last face was not blank, leave an image */ 1121 { /* The last face was not blank, leave an image */
1074 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1122 op->flag [FLAG_BLOCKSVIEW] = false;
1075 update_all_los (op->map, op->x, op->y); 1123 update_all_los (op->map, op->x, op->y);
1076 op->move_block = 0; 1124 op->move_block = 0;
1077 CLEAR_FLAG (op, FLAG_ALIVE); 1125 op->flag [FLAG_ALIVE] = false;
1078 } 1126 }
1079 } 1127 }
1080} 1128}
1081 1129
1082void 1130static void
1083scare_creature (object *target, object *hitter) 1131scare_creature (object *target, object *hitter)
1084{ 1132{
1085 object *owner = get_owner (hitter); 1133 target->flag [FLAG_SCARED] = true;
1086 1134
1087 if (!owner)
1088 owner = hitter;
1089
1090 SET_FLAG (target, FLAG_SCARED);
1091 if (!target->enemy) 1135 if (!target->enemy)
1092 target->enemy = owner; 1136 target->enemy = hitter->outer_owner ();
1093} 1137}
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 1138
1403/* GROS: This code comes from hit_player. It has been made external to 1139/* 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. 1140 * allow script procedures to "kill" objects in a combat-like fashion.
1405 * It was initially used by (kill-object) developed for the Collector's 1141 * It was initially used by (kill-object) developed for the Collector's
1406 * Sword. Note that nothing has been changed from the original version 1142 * Sword. Note that nothing has been changed from the original version
1416 * MSW 2002-07-17 1152 * MSW 2002-07-17
1417 */ 1153 */
1418int 1154int
1419kill_object (object *op, int dam, object *hitter, int type) 1155kill_object (object *op, int dam, object *hitter, int type)
1420{ 1156{
1421 char buf[MAX_BUF]; 1157 shstr skill;
1422 const char *skill;
1423 int maxdam = 0; 1158 int maxdam = 0;
1424 int battleg = 0; /* true if op standing on battleground */ 1159 int battleg = 0; /* true if op standing on battleground */
1425 int pk = 0; /* true if op and what controls hitter are both players */ 1160 int pk = 0; /* true if op and what controls hitter are both players */
1426 object *owner = NULL; 1161 object *owner = 0;
1427 object *skop = NULL; 1162 object *skop = 0;
1428 1163
1429 if (op->stats.hp >= 0) 1164 if (op->stats.hp >= 0)
1430 return -1; 1165 return -1;
1431 1166
1432 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1167 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1436 * this creature. The function(s) that call us have already 1171 * this creature. The function(s) that call us have already
1437 * adjusted the creatures HP total, so that is negative. 1172 * adjusted the creatures HP total, so that is negative.
1438 */ 1173 */
1439 maxdam = dam + op->stats.hp + 1; 1174 maxdam = dam + op->stats.hp + 1;
1440 1175
1441 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1176 if (op->flag [FLAG_BLOCKSVIEW])
1442 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1177 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1443 1178
1444 if (op->type == DOOR) 1179 if (op->type == DOOR)
1445 { 1180 {
1446 op->speed = 0.1; 1181 op->set_speed (0.1f);
1447 update_ob_speed (op);
1448 op->speed_left = -0.05; 1182 op->speed_left = -0.05f;
1449 return maxdam; 1183 return maxdam;
1450 } 1184 }
1451 1185
1452 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1186 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1453 { 1187 {
1454 remove_friendly_object (op); 1188 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; 1189 return maxdam;
1462 } 1190 }
1463 1191
1464 /* Now lets start dealing with experience we get for killing something */ 1192 /* Now lets start dealing with experience we get for killing something */
1465 1193
1466 owner = get_owner (hitter); 1194 owner = hitter->outer_owner ();
1467 if (!owner) 1195 if (!owner)
1468 owner = hitter; 1196 owner = hitter;
1469 1197
1470 /* is the victim (op) standing on battleground? */ 1198 /* is the victim (op) standing on battleground? */
1471 if (op_on_battleground (op, NULL, NULL)) 1199 if (op_on_battleground (op, NULL, NULL))
1476 pk = 1; 1204 pk = 1;
1477 1205
1478 /* Player killed something */ 1206 /* Player killed something */
1479 if (owner->type == PLAYER) 1207 if (owner->type == PLAYER)
1480 { 1208 {
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 1209 /* Log players killing other players - makes it easier to detect
1485 * and filter out malicious player killers - that is why the 1210 * and filter out malicious player killers - that is why the
1486 * ip address is included. 1211 * ip address is included.
1487 */ 1212 */
1488 if (op->type == PLAYER && !battleg) 1213 if (op->type == PLAYER && !battleg)
1492 char buf[256]; 1217 char buf[256];
1493 1218
1494 tmv = localtime (&t); 1219 tmv = localtime (&t);
1495 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1220 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1496 1221
1497 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1222 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1498 } 1223 }
1499 1224
1500 /* try to filter some things out - basically, if you are 1225 /* try to filter some things out - basically, if you are
1501 * killing a level 1 creature and your level 20, you 1226 * killing a level 1 creature and your level 20, you
1502 * probably don't want to see that. 1227 * probably don't want to see that.
1508 else 1233 else
1509 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1234 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1510 1235
1511 /* Only play sounds for melee kills */ 1236 /* Only play sounds for melee kills */
1512 if (hitter->type == PLAYER) 1237 if (hitter->type == PLAYER)
1513 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1238 owner->play_sound (sound_find ("player_kills"));
1514 } 1239 }
1515 1240
1516 /* If a player kills another player, not on 1241 /* If a player kills another player, not on
1517 * battleground, the "killer" looses 1 luck. Since this is 1242 * battleground, the "killer" looses 1 luck. Since this is
1518 * not reversible, it's actually quite a pain IMHO. -AV 1243 * not reversible, it's actually quite a pain IMHO. -AV
1519 * Fix bug in that we were changing the luck of the hitter, not 1244 * Fix bug in that we were changing the luck of the hitter, not
1520 * player that the object belonged to - so if you killed another player 1245 * player that the object belonged to - so if you killed another player
1521 * with spells, pets, whatever, there was no penalty. 1246 * with spells, pets, whatever, there was no penalty.
1522 * Changed to make luck penalty configurable in settings. 1247 * Changed to make luck penalty configurable in settings.
1523 */ 1248 */
1524 if (op->type == PLAYER && owner != op && !battleg) 1249 if (op->type == PLAYER && owner != op && !battleg)
1525 change_luck (owner, -settings.pk_luck_penalty); 1250 owner->change_luck (-settings.pk_luck_penalty);
1526 1251
1527 /* This code below deals with finding the appropriate skill 1252 /* This code below deals with finding the appropriate skill
1528 * to credit exp to. This is a bit problematic - we should 1253 * to credit exp to. This is a bit problematic - we should
1529 * probably never really have to look at current_weapon->skill 1254 * probably never really have to look at current_weapon->skill
1530 */ 1255 */
1531 skill = 0;
1532
1533 if (hitter->skill && hitter->type != PLAYER) 1256 if (hitter->skill && hitter->type != PLAYER)
1534 skill = hitter->skill; 1257 skill = hitter->skill;
1535 else if (owner->chosen_skill) 1258 else if (owner->chosen_skill)
1536 { 1259 {
1537 skill = owner->chosen_skill->skill;
1538 skop = owner->chosen_skill; 1260 skop = owner->chosen_skill;
1261 skill = skop->skill;
1539 } 1262 }
1540 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1263 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1541 skill = owner->current_weapon->skill; 1264 skill = owner->current_weapon->skill;
1542 else 1265 else
1266 {
1267 LOG (llevError | logBacktrace,
1543 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1268 "BUG: kill_object - unable to find skill that killed monster\n"
1269 "op: %s\n" "hitter: %s\n" "op: %s\n",
1270 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1271 skill = 0;
1272 }
1544 1273
1545 /* We have the skill we want to credit to - now find the object this goes 1274 /* 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! 1275 * to. Make sure skop is an actual skill, and not a skill tool!
1547 */ 1276 */
1548 if ((!skop || skop->type != SKILL) && skill) 1277 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 */ 1278 } /* Was it a player that hit somethign */
1560 else 1279 else
1561 skill = 0; 1280 skill = 0;
1562 1281
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 */ 1282 /* These may have been set in the player code section above */
1573 if (!skop) 1283 if (!skop)
1574 skop = hitter->chosen_skill; 1284 skop = hitter->chosen_skill;
1575 1285
1576 if (!skill && skop) 1286 if (!skill && skop)
1577 skill = skop->skill; 1287 skill = skop->skill;
1578 1288
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 */ 1289 /* If you didn't kill yourself, and your not the wizard */
1582 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1290 if (owner != op && !op->flag [FLAG_WIZ])
1583 { 1291 {
1584 int exp; 1292 int exp;
1585 1293
1586 /* Really don't give much experience for killing other players */ 1294 /* Really don't give much experience for killing other players */
1587 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1295 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1588 if (op->type == PLAYER)
1589 {
1590 if (battleg) 1296 if (battleg)
1297 {
1298 if (op->is_player ())
1591 { 1299 {
1592 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1593 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1301 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1594 } 1302 }
1595 else 1303
1304 exp = 0;
1305 }
1306 else if (op->is_player ())
1596 exp = op->stats.exp / 1000; 1307 exp = op->stats.exp / 1000;
1597 }
1598 else 1308 else
1599 exp = calc_skill_exp (owner, op, skop); 1309 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 1310
1607 /* Don't know why this is set this way - doesn't make 1311 /* Don't know why this is set this way - doesn't make
1608 * sense to just divide everything by two for no reason. 1312 * sense to just divide everything by two for no reason.
1609 */ 1313 */
1610 1314
1614 if (owner->type != PLAYER || owner->contr->party == NULL) 1318 if (owner->type != PLAYER || owner->contr->party == NULL)
1615 change_exp (owner, exp, skill, 0); 1319 change_exp (owner, exp, skill, 0);
1616 else 1320 else
1617 { 1321 {
1618 int shares = 0, count = 0; 1322 int shares = 0, count = 0;
1619 player *pl;
1620 partylist *party = owner->contr->party; 1323 partylist *party = owner->contr->party;
1621 1324
1622#ifdef PARTY_KILL_LOG
1623 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1325 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1624#endif 1326
1625 for (pl = first_player; pl != NULL; pl = pl->next) 1327 for_all_players (pl)
1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1328 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1627 { 1329 {
1628 count++; 1330 count++;
1629 shares += (pl->ob->level + 4); 1331 shares += (pl->ob->level + 4);
1630 } 1332 }
1633 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1335 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1634 else 1336 else
1635 { 1337 {
1636 int share = exp / shares, given = 0, nexp; 1338 int share = exp / shares, given = 0, nexp;
1637 1339
1638 for (pl = first_player; pl != NULL; pl = pl->next) 1340 for_all_players (pl)
1639 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1341 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1640 { 1342 {
1641 nexp = (pl->ob->level + 4) * share; 1343 nexp = (pl->ob->level + 4) * share;
1642 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1344 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1643 given += nexp; 1345 given += nexp;
1650 } /* else part of a party */ 1352 } /* else part of a party */
1651 } /* end if person didn't kill himself */ 1353 } /* end if person didn't kill himself */
1652 1354
1653 if (op->type != PLAYER) 1355 if (op->type != PLAYER)
1654 { 1356 {
1655 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1357 if (op->flag [FLAG_FRIENDLY])
1656 { 1358 {
1657 object *owner1 = get_owner (op); 1359 object *owner1 = op->owner;
1658 1360
1659 if (owner1 && owner1->type == PLAYER) 1361 if (owner1 && owner1->type == PLAYER)
1660 { 1362 {
1661 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1363 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1662 /* Maybe we should include the owner that killed this, maybe not */ 1364 /* 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); 1365 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1664 } 1366 }
1665 1367
1666 remove_friendly_object (op); 1368 remove_friendly_object (op);
1667 } 1369 }
1668 1370
1669 remove_ob (op); 1371 op->drop_and_destroy ();
1670 free_object (op);
1671 } 1372 }
1672 else 1373 else
1673 {
1674 /* Player has been killed! */ 1374 /* Player has been killed! */
1675 if (owner->type == PLAYER) 1375 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 1376
1681 /* This was return -1 - that doesn't seem correct - if we return -1, process 1377 /* This was return -1 - that doesn't seem correct - if we return -1, process
1682 * continues in the calling function. 1378 * continues in the calling function.
1683 */ 1379 */
1684 return maxdam; 1380 return maxdam;
1685} 1381}
1686 1382
1687/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1383/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1688 * Returns 0 this is not friendly fire 1384 * Returns 0 this is not friendly fire
1689 */ 1385 */
1690
1691int 1386int
1692friendly_fire (object *op, object *hitter) 1387friendly_fire (object *op, object *hitter)
1693{ 1388{
1694 object *owner; 1389 object *owner;
1695 int friendlyfire; 1390 int friendlyfire;
1705 return 0; 1400 return 0;
1706 1401
1707 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1402 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1708 return 1; 1403 return 1;
1709 1404
1710 if ((owner = get_owner (hitter)) != NULL) 1405 if ((owner = hitter->owner) != NULL)
1711 { 1406 {
1712 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1407 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1713 friendlyfire = 2; 1408 friendlyfire = 2;
1714 } 1409 }
1715 1410
1716 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1411 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1717 friendlyfire = 0; 1412 friendlyfire = 0;
1718 } 1413 }
1414
1719 return friendlyfire; 1415 return friendlyfire;
1720} 1416}
1721
1722 1417
1723/* This isn't used just for players, but in fact most objects. 1418/* 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 1419 * 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 1420 * is what is hitting the object, type is the attacktype, and
1726 * full_hit is set if monster area does not matter. 1421 * full_hit is set if monster area does not matter.
1727 * dam is base damage - protections/vulnerabilities/slaying matches can 1422 * dam is base damage - protections/vulnerabilities/slaying matches can
1728 * modify it. 1423 * modify it.
1729 */ 1424 */
1730
1731 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1425/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1732 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1426 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1733
1734int 1427int
1735hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1428hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1736{ 1429{
1737 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1430 int magic = type & AT_MAGIC;
1738 int maxattacktype, attacknum;
1739 int body_attack = op && op->head; /* Did we hit op's head? */ 1431 int body_attack = op && op->head; /* Did we hit op's head? */
1432 int maxdam = 0, ndam = 0;
1433 int maxattacktype;
1740 int simple_attack; 1434 int simple_attack;
1741 int rtn_kill = 0; 1435 int rtn_kill = 0;
1742 int friendlyfire; 1436 int friendlyfire;
1743 1437
1744 if (get_attack_mode (&op, &hitter, &simple_attack)) 1438 if (get_attack_mode (&op, &hitter, &simple_attack))
1745 return 0; 1439 return 0;
1746 1440
1747 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1441 /* 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)) 1442 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1749 return 0; 1443 return 0;
1750 1444
1751#ifdef PROHIBIT_PLAYERKILL 1445 // only allow pk for hostile players
1752 if (op->type == PLAYER) 1446 if (op->type == PLAYER)
1753 { 1447 {
1754 object *owner = get_owner (hitter); 1448 object *owner = hitter->owner;
1755 1449
1756 if (!owner) 1450 if (!owner)
1757 owner = hitter; 1451 owner = hitter;
1758 1452
1759 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1453 if (owner->type == PLAYER
1454 && (!op_on_battleground (op, 0, 0)
1455 && (op->contr->peaceful || owner->contr->peaceful))
1456 && op != owner)
1760 return 0; 1457 return 0;
1761 } 1458 }
1762#endif
1763 1459
1764 if (body_attack) 1460 if (body_attack)
1765 { 1461 {
1766 /* slow and paralyze must hit the head. But we don't want to just 1462 /* 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 1463 * return - we still need to process other attacks the spell still
1781 } 1477 }
1782 } 1478 }
1783 1479
1784 if (!simple_attack && op->type == DOOR) 1480 if (!simple_attack && op->type == DOOR)
1785 { 1481 {
1786 object *tmp;
1787
1788 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1482 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == RUNE || tmp->type == TRAP) 1483 if (tmp->type == RUNE || tmp->type == TRAP)
1790 { 1484 {
1791 spring_trap (tmp, hitter); 1485 spring_trap (tmp, hitter);
1486
1792 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1487 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1793 return 0; 1488 return 0;
1489
1794 break; 1490 break;
1795 } 1491 }
1796 } 1492 }
1797 1493
1798 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1494 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1799 { 1495 {
1800 /* FIXME: If a player is killed by a rune in a door, the 1496 /* FIXME: If a player is killed by a rune in a door, the
1801 * destroyed() check above doesn't return, and might get here. 1497 * destroyed() check above doesn't return, and might get here.
1802 */ 1498 */
1499
1500 /* FIXME: This for example happens when a dead door is on a mover and
1501 gets it's speed_left raised on each mover-tick.
1502 Doors are removed in a kinda funny way by giving them speed and speed_left
1503 and waiting for that to run out.
1504 */
1803 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1505 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1804 return 0; 1506 return 0;
1805 } 1507 }
1806 1508
1807#ifdef ATTACK_DEBUG 1509#ifdef ATTACK_DEBUG
1808 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1510 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 */ 1516 * in case 0>dam>1, we try to "simulate" a float value-effect */
1815 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1517 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1816 if (dam >= 100) 1518 if (dam >= 100)
1817 dam /= 100; 1519 dam /= 100;
1818 else 1520 else
1819 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1521 dam = (dam > rndm (0, 99)) ? 1 : 0;
1820 } 1522 }
1821 1523
1822 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1524 /* 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 1525 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1824 */ 1526 */
1835 */ 1537 */
1836 if (type & AT_HOLYWORD) 1538 if (type & AT_HOLYWORD)
1837 { 1539 {
1838 object *god; 1540 object *god;
1839 1541
1840 if ((!hitter->slaying || 1542 if ((!hitter->slaying
1841 (!(op->race && strstr (hitter->slaying, op->race)) && 1543 || (!(op->race && hitter->slaying.contains (op->race))
1842 !(op->name && strstr (hitter->slaying, op->name)))) && 1544 && !(op->name && hitter->slaying.contains (op->name))))
1843 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1545 && (!op->flag [FLAG_UNDEAD]
1844 (hitter->title != NULL 1546 || (hitter->title
1845 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1547 && (god = find_god (determine_god (hitter))) != NULL
1548 && god->race.contains (shstr_undead))))
1846 return 0; 1549 return 0;
1847 } 1550 }
1848 1551
1849 maxattacktype = type; /* initialize this to something */ 1552 maxattacktype = type; /* initialise this to something */
1850 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1553 for_all_bits_sparse_32 (type, attacknum)
1851 { 1554 {
1555 uint32_t attacktype = 1 << attacknum;
1556
1852 /* Magic isn't really a true attack type - it gets combined with other 1557 /* 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 1558 * attack types. As such, skip it over. However, if magic is
1854 * the only attacktype in the group, then still attack with it 1559 * the only attacktype in the group, then still attack with it
1855 */ 1560 */
1856 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1561 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1859 /* Go through and hit the player with each attacktype, one by one. 1564 /* Go through and hit the player with each attacktype, one by one.
1860 * hit_player_attacktype only figures out the damage, doesn't inflict 1565 * hit_player_attacktype only figures out the damage, doesn't inflict
1861 * it. It will do the appropriate action for attacktypes with 1566 * it. It will do the appropriate action for attacktypes with
1862 * effects (slow, paralization, etc. 1567 * effects (slow, paralization, etc.
1863 */ 1568 */
1864 if (type & attacktype)
1865 {
1866 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1569 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1570
1867 /* the >= causes us to prefer messages from special attacks, if 1571 /* the >= causes us to prefer messages from special attacks, if
1868 * the damage is equal. 1572 * the damage is equal.
1869 */ 1573 */
1870 if (ndam >= maxdam) 1574 if (ndam >= maxdam)
1871 { 1575 {
1872 maxdam = ndam; 1576 maxdam = ndam;
1873 maxattacktype = 1 << attacknum; 1577 maxattacktype = 1 << attacknum;
1874 }
1875 } 1578 }
1876 } 1579 }
1877 1580
1878 /* if this is friendly fire then do a set % of damage only 1581 /* 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 1582 * Note - put a check in to make sure this attack is actually
1882 */ 1585 */
1883 friendlyfire = friendly_fire (op, hitter); 1586 friendlyfire = friendly_fire (op, hitter);
1884 if (friendlyfire && maxdam) 1587 if (friendlyfire && maxdam)
1885 { 1588 {
1886 maxdam = ((dam * settings.set_friendly_fire) / 100); 1589 maxdam = ((dam * settings.set_friendly_fire) / 100);
1887#ifndef COZY_SERVER
1888 maxdam++;
1889#endif
1890 1590
1891#ifdef ATTACK_DEBUG 1591#ifdef ATTACK_DEBUG
1892 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1592 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1893 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1593 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1894#endif 1594#endif
1895 } 1595 }
1896 1596
1897 if (!full_hit) 1597 if (!full_hit)
1898 { 1598 {
1899 archetype *at;
1900 int area; 1599 int area;
1901 int remainder; 1600 int remainder;
1902 1601
1903 area = 0; 1602 area = 0;
1904 for (at = op->arch; at != NULL; at = at->more) 1603
1604 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1905 area++; 1605 area++;
1606
1906 assert (area > 0); 1607 assert (area > 0);
1907 1608
1908 /* basically: maxdam /= area; we try to "simulate" a float 1609 /* basically: maxdam /= area; we try to "simulate" a float
1909 value-effect */ 1610 value-effect */
1910 remainder = 100 * (maxdam % area) / area; 1611 remainder = 100 * (maxdam % area) / area;
1911 maxdam /= area; 1612 maxdam /= area;
1912 if (RANDOM () % 100 < remainder) 1613 if (rndm (100) < remainder)
1913 maxdam++; 1614 maxdam++;
1914 } 1615 }
1915 1616
1916#ifdef ATTACK_DEBUG 1617#ifdef ATTACK_DEBUG
1917 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1618 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1918#endif 1619#endif
1919 1620
1920 if (get_owner (hitter)) 1621 // for now, only do this for active objects, otherwise they
1622 // keep a refcount for a long time and I see no usefulness
1623 // for an non-active objetc to know its enemy.
1624 if (op->active)
1625 if (hitter->owner)
1921 op->enemy = hitter->owner; 1626 op->enemy = hitter->owner;
1922 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1627 else if (hitter->flag [FLAG_ALIVE])
1923 op->enemy = hitter; 1628 op->enemy = hitter;
1924 1629
1925 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1630 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1926 { 1631 {
1927 /* The unaggressives look after themselves 8) */ 1632 /* The unaggressives look after themselves 8) */
1928 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1633 op->clr_flag (FLAG_UNAGGRESSIVE);
1929 npc_call_help (op); 1634 npc_call_help (op);
1930 } 1635 }
1931 1636
1932 if (magic && did_make_save (op, op->level, 0)) 1637 if (magic && did_make_save (op, op->level, 0))
1933 maxdam = maxdam / 2; 1638 maxdam = maxdam / 2;
1935 attack_message (maxdam, maxattacktype, op, hitter); 1640 attack_message (maxdam, maxattacktype, op, hitter);
1936 1641
1937 op->stats.hp -= maxdam; 1642 op->stats.hp -= maxdam;
1938 1643
1939 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1644 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1940 if ((op->stats.hp >= 0) && 1645 if (op->stats.hp >= 0
1941 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1646 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1942 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1647 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1943 { 1648 {
1944 1649
1945 if (QUERY_FLAG (op, FLAG_MONSTER)) 1650 if (op->flag [FLAG_MONSTER])
1946 SET_FLAG (op, FLAG_RUN_AWAY); 1651 op->set_flag (FLAG_RUN_AWAY);
1947 else 1652 else
1948 scare_creature (op, hitter); 1653 scare_creature (op, hitter);
1949 } 1654 }
1950 1655
1951 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1656 if (op->flag [FLAG_TEAR_DOWN])
1952 { 1657 {
1953 if (maxdam) 1658 if (maxdam)
1954 tear_down_wall (op); 1659 tear_down_wall (op);
1660
1955 return maxdam; /* nothing more to do for wall */ 1661 return maxdam; /* nothing more to do for wall */
1956 } 1662 }
1957 1663
1958 /* See if the creature has been killed */ 1664 /* See if the creature has been killed */
1959 rtn_kill = kill_object (op, maxdam, hitter, type); 1665 rtn_kill = kill_object (op, maxdam, hitter, type);
1960 if (rtn_kill != -1) 1666 if (rtn_kill != -1)
1961 return rtn_kill; 1667 return rtn_kill;
1962 1668
1963
1964 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1669 /* 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 1670 * that before if the player was immune to ghosthit, the monster
1966 * remained - that is no longer the case. 1671 * remained - that is no longer the case.
1967 */ 1672 */
1968 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1673 if (hitter->flag [FLAG_ONE_HIT])
1969 { 1674 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 */ 1675 /* Lets handle creatures that are splitting now */
1976 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1676 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1977 { 1677 {
1978 int i;
1979 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1678 int friendly = op->flag [FLAG_FRIENDLY];
1980 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1679 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1981 object *owner = get_owner (op); 1680 object *owner = op->owner;
1982 1681
1983 if (!op->other_arch) 1682 if (!op->other_arch)
1984 { 1683 {
1985 LOG (llevError, "SPLITTING without other_arch error.\n"); 1684 LOG (llevError, "SPLITTING without other_arch error.\n");
1986 return maxdam; 1685 return maxdam;
1987 } 1686 }
1687
1988 remove_ob (op); 1688 op->remove ();
1989 for (i = 0; i < NROFNEWOBJS (op); i++) 1689
1690 for (int i = 0; i < op->stats.food; i++)
1990 { /* This doesn't handle op->more yet */ 1691 { /* This doesn't handle op->more yet */
1991 object *tmp = arch_to_object (op->other_arch); 1692 object *tmp = op->other_arch->instance ();
1992 int j;
1993 1693
1994 tmp->stats.hp = op->stats.hp; 1694 tmp->stats.hp = op->stats.hp;
1695
1995 if (friendly) 1696 if (friendly)
1996 { 1697 {
1997 SET_FLAG (tmp, FLAG_FRIENDLY);
1998 add_friendly_object (tmp); 1698 add_friendly_object (tmp);
1999 tmp->attack_movement = PETMOVE; 1699 tmp->attack_movement = PETMOVE;
1700
2000 if (owner != NULL) 1701 if (owner)
2001 set_owner (tmp, owner); 1702 tmp->set_owner (owner);
2002 } 1703 }
1704
2003 if (unaggressive) 1705 if (unaggressive)
2004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1706 tmp->set_flag (FLAG_UNAGGRESSIVE);
1707
2005 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1708 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1709
2006 if (j == -1) /* No spot to put this monster */ 1710 if (j == -1) /* No spot to put this monster */
2007 free_object (tmp); 1711 tmp->destroy ();
2008 else 1712 else
2009 { 1713 {
2010 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1714 tmp->x = op->x + DIRX (j), tmp->y = op->y + DIRY (j);
2011 insert_ob_in_map (tmp, op->map, NULL, 0); 1715 insert_ob_in_map (tmp, op->map, NULL, 0);
2012 } 1716 }
2013 } 1717 }
2014 if (friendly) 1718
2015 remove_friendly_object (op); 1719 op->destroy ();
2016 free_object (op);
2017 } 1720 }
2018 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1721 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2019 { 1722 hitter->drop_and_destroy ();
2020 remove_ob (hitter); 1723
2021 free_object (hitter);
2022 }
2023 return maxdam; 1724 return maxdam;
2024} 1725}
2025 1726
2026 1727static void
2027void
2028poison_player (object *op, object *hitter, int dam) 1728poison_player (object *op, object *hitter, int dam)
2029{ 1729{
2030 archetype *at = archetype::find ("poisoning"); 1730 archetype *at = archetype::find (shstr_poisoning);
2031 object *tmp = present_arch_in_ob (at, op); 1731 object *tmp = present_arch_in_ob (at, op);
2032 1732
2033 if (tmp == NULL) 1733 if (!tmp)
2034 { 1734 {
2035 if ((tmp = arch_to_object (at)) == NULL) 1735 tmp = insert_ob_in_ob (at->instance (), op);
2036 LOG (llevError, "Failed to clone arch poisoning.\n"); 1736 /* peterm: give poisoning some teeth. It should
1737 * be able to kill things better than it does:
1738 * damage should be dependent something--I choose to
1739 * do this: if it's a monster, the damage from the
1740 * poisoning goes as the level of the monster/2.
1741 * If anything else, goes as damage.
1742 */
1743
1744 if (hitter->flag [FLAG_ALIVE])
1745 tmp->stats.dam += hitter->level / 2;
2037 else 1746 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; 1747 tmp->stats.dam = dam;
2052 1748
2053 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 1749 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2054 if (hitter->skill && hitter->skill != tmp->skill) 1750 if (hitter->skill && hitter->skill != tmp->skill)
2055 {
2056 tmp->skill = hitter->skill; 1751 tmp->skill = hitter->skill;
2057 }
2058 1752
2059 tmp->stats.food += dam; /* more damage, longer poisoning */ 1753 tmp->stats.food += dam; /* more damage, longer poisoning */
2060 1754
2061 if (op->type == PLAYER) 1755 if (op->type == PLAYER)
2062 { 1756 {
2063 /* player looses stats, maximum is -10 of each */ 1757 /* player looses stats, maximum is -10 of each */
2064 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1758 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2065 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1759 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2066 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1760 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2067 tmp->stats.Int = MAX (-dam / 7, -10); 1761 tmp->stats.Int = max (-(dam / 7 ), -10);
2068 SET_FLAG (tmp, FLAG_APPLIED); 1762 tmp->set_flag (FLAG_APPLIED);
2069 fix_player (op); 1763 op->update_stats ();
2070 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1764 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1765 op->play_sound (tmp->sound);
2071 } 1766 }
1767
2072 if (hitter->type == PLAYER) 1768 if (hitter->type == PLAYER)
2073 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1769 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2074 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 1770 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); 1771 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2076 } 1772
2077 tmp->speed_left = 0; 1773 tmp->speed_left = 0;
2078 } 1774 }
2079 else 1775 else
2080 tmp->stats.food++; 1776 tmp->stats.food++;
2081} 1777}
2082 1778
2083void 1779static void
2084slow_player (object *op, object *hitter, int dam) 1780slow_player (object *op, object *hitter, int dam)
2085{ 1781{
2086 archetype *at = archetype::find ("slowness"); 1782 archetype *at = archetype::find (shstr_slowness);
2087 object *tmp; 1783 object *tmp;
2088 1784
2089 if (at == NULL) 1785 if (!at)
2090 {
2091 LOG (llevError, "Can't find slowness archetype.\n"); 1786 LOG (llevError, "Can't find slowness archetype.\n");
2092 } 1787
2093 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1788 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2094 { 1789 {
2095 tmp = arch_to_object (at); 1790 tmp = at->instance ();
2096 tmp = insert_ob_in_ob (tmp, op); 1791 tmp = insert_ob_in_ob (tmp, op);
2097 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1792 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2098 } 1793 }
2099 else 1794 else
2100 tmp->stats.food++; 1795 tmp->stats.food++;
2101 SET_FLAG (tmp, FLAG_APPLIED); 1796
1797 tmp->set_flag (FLAG_APPLIED);
2102 tmp->speed_left = 0; 1798 tmp->speed_left = 0;
2103 fix_player (op); 1799 op->update_stats ();
2104} 1800}
2105 1801
2106void 1802void
2107confuse_player (object *op, object *hitter, int dam) 1803confuse_player (object *op, object *hitter, int dam)
2108{ 1804{
2109 object *tmp; 1805 object *tmp;
2110 int maxduration; 1806 int maxduration;
2111 1807
2112 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1808 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2113 if (!tmp) 1809 if (!tmp)
2114 { 1810 {
2115 tmp = get_archetype (FORCE_NAME); 1811 tmp = archetype::get (FORCE_NAME);
2116 tmp = insert_ob_in_ob (tmp, op); 1812 tmp = insert_ob_in_ob (tmp, op);
2117 } 1813 }
2118 1814
2119 /* Duration added per hit and max. duration of confusion both depend 1815 /* Duration added per hit and max. duration of confusion both depend
2120 * on the player's resistance 1816 * on the player's resistance
2121 */ 1817 */
2122 tmp->speed = 0.05; 1818 tmp->set_speed (0.05);
2123 tmp->subtype = FORCE_CONFUSION; 1819 tmp->subtype = FORCE_CONFUSION;
2124 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1820 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2125 tmp->name = "confusion"; 1821 tmp->name = shstr_confusion;
2126 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1822 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1823
2127 if (tmp->duration > maxduration) 1824 if (tmp->duration > maxduration)
2128 tmp->duration = maxduration; 1825 tmp->duration = maxduration;
2129 1826
2130 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1827 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2131 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1828 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2132 SET_FLAG (op, FLAG_CONFUSED); 1829
1830 op->set_flag (FLAG_CONFUSED);
2133} 1831}
2134 1832
2135void 1833void
2136blind_player (object *op, object *hitter, int dam) 1834blind_player (object *op, object *hitter, int dam)
2137{ 1835{
2138 object *tmp, *owner;
2139
2140 /* Save some work if we know it isn't going to affect the player */ 1836 /* Save some work if we know it isn't going to affect the player */
2141 if (op->resist[ATNR_BLIND] == 100) 1837 if (op->resist[ATNR_BLIND] == 100)
2142 return; 1838 return;
2143 1839
2144 tmp = present_in_ob (BLINDNESS, op); 1840 object *tmp = present_in_ob (BLINDNESS, op);
2145 if (!tmp) 1841 if (!tmp)
2146 { 1842 {
2147 tmp = get_archetype ("blindness"); 1843 tmp = archetype::get (shstr_blindness);
2148 SET_FLAG (tmp, FLAG_BLIND); 1844 tmp->set_flag (FLAG_BLIND);
2149 SET_FLAG (tmp, FLAG_APPLIED); 1845 tmp->set_flag (FLAG_APPLIED);
2150 /* use floats so we don't lose too much precision due to rounding errors. 1846 // use floats so we don't lose too much precision due to rounding errors.
2151 * speed is a float anyways. 1847 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 1848
2155 tmp = insert_ob_in_ob (tmp, op); 1849 tmp = insert_ob_in_ob (tmp, op);
2156 change_abil (op, tmp); /* Mostly to display any messages */ 1850 change_abil (op, tmp); /* Mostly to display any messages */
2157 fix_player (op); /* This takes care of some other stuff */ 1851 op->update_stats (); /* This takes care of some other stuff */
2158 1852
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)); 1853 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2165 } 1854 }
1855
2166 tmp->stats.food += dam; 1856 tmp->stats.food += dam;
2167 if (tmp->stats.food > 10) 1857 min_it (tmp->stats.food, 10);
2168 tmp->stats.food = 10;
2169} 1858}
2170 1859
2171void 1860void
2172paralyze_player (object *op, object *hitter, int dam) 1861paralyze_player (object *op, object *hitter, int dam)
2173{ 1862{
2174 float effect, max;
2175
2176 /* object *tmp; */
2177
2178 /* This is strange stuff... someone knows for what this is 1863 /* This is strange stuff... someone knows for what this is
2179 * written? Well, i think this can and should be removed 1864 * written? Well, i think this can and should be removed
2180 */ 1865 */
2181 1866
2182 /* 1867 /*
2183 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1868 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2184 tmp=clone_arch(PARAIMAGE); 1869 tmp=clone_arch(PARAIMAGE);
2186 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1871 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2187 } 1872 }
2188 */ 1873 */
2189 1874
2190 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1875 /* 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; 1876 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2192 1877
2193 if (effect == 0)
2194 return;
2195
2196 op->speed_left -= FABS (op->speed) * effect; 1878 op->speed_left -= op->speed * effect;
2197 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1879 /* tmp->stats.food+=(signed short) effect/op->speed; */
2198 1880
2199 /* max number of ticks to be affected for. */ 1881 /* max number of ticks to be affected for. */
2200 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1882 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1883
2201 if (op->speed_left < -(FABS (op->speed) * max)) 1884 max_it (op->speed_left, -op->speed * max);
2202 op->speed_left = (float) -(FABS (op->speed) * max);
2203 1885
2204/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1886/* tmp->stats.food = (signed short) (max / op->speed); */
2205} 1887}
2206
2207 1888
2208/* Attempts to kill 'op'. hitter is the attack object, dam is 1889/* Attempts to kill 'op'. hitter is the attack object, dam is
2209 * the computed damaged. 1890 * the computed damaged.
2210 */ 1891 */
2211void 1892static void
2212deathstrike_player (object *op, object *hitter, int *dam) 1893deathstrike_player (object *op, object *hitter, int *dam)
2213{ 1894{
2214 /* The intention of a death attack is to kill outright things 1895 /* 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 1896 ** that are a lot weaker than the attacker, have a chance of killing
2216 ** things somewhat weaker than the caster, and no chance of 1897 ** things somewhat weaker than the caster, and no chance of
2220 ** field of the deathstriking object */ 1901 ** field of the deathstriking object */
2221 1902
2222 int atk_lev, def_lev, kill_lev; 1903 int atk_lev, def_lev, kill_lev;
2223 1904
2224 if (hitter->slaying) 1905 if (hitter->slaying)
2225 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1906 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1907 || (op->race && hitter->slaying.contains (op->race))))
2226 return; 1908 return;
2227 1909
2228 def_lev = op->level; 1910 def_lev = op->level;
2229 if (def_lev < 1) 1911 if (def_lev < 1)
2230 { 1912 {
2231 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1913 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2232 def_lev = 1; 1914 def_lev = 1;
2233 } 1915 }
1916
2234 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1917 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2235 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1918 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2236 atk_lev, def_lev); */ 1919 atk_lev, def_lev); */
2237 1920
2238 if (atk_lev >= def_lev) 1921 if (atk_lev >= def_lev)
2245 * redone. 1928 * redone.
2246 */ 1929 */
2247 if (kill_lev >= def_lev) 1930 if (kill_lev >= def_lev)
2248 { 1931 {
2249 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ 1932 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2250 /* I think this doesn't really do much. Because of 1933 /* I think this doesn't really do much. Because of
2251 * integer rounding, this only makes any difference if the 1934 * integer rounding, this only makes any difference if the
2252 * attack level is double the defender level. 1935 * attack level is double the defender level.
2253 */ 1936 */
2254 *dam *= kill_lev / def_lev; 1937 *dam *= kill_lev / def_lev;
2255 } 1938 }
2256 } 1939 }
2257 else 1940 else
2258 {
2259 *dam = 0; /* no harm done */ 1941 *dam = 0; /* no harm done */
1942}
1943
1944/* This returns the amount of damage hitter does to op with the
1945 * appropriate attacktype. Only 1 attacktype should be set at a time.
1946 * This doesn't damage the player, but returns how much it should
1947 * take. However, it will do other effects (paralyzation, slow, etc.)
1948 * Note - changed for PR code - we now pass the attack number and not
1949 * the attacktype. Makes it easier for the PR code. */
1950int
1951hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1952{
1953 int doesnt_slay = 1;
1954
1955 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1956 if (attacknum >= NROFATTACKS)
2260 } 1957 {
2261} 1958 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2262 1959 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 { 1960 }
2272 /* May not need a switch for just 2 types, but this makes it 1961
2273 * easier for expansion. 1962 if (dam < 0)
1963 {
1964 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1965 dam, hitter->debug_desc (), op->debug_desc ());
1966 return 0;
1967 }
1968
1969 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1970 * people can't mess with that or it otherwise get confused. */
1971 if (attacknum == ATNR_INTERNAL)
1972 return dam;
1973
1974 if (hitter->slaying)
1975 {
1976 if ((op->race && hitter->slaying.contains (op->race))
1977 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2274 */ 1978 {
2275 switch (hitter->type) 1979 doesnt_slay = 0;
1980 dam *= 3;
2276 { 1981 }
2277 case POTION: 1982 }
2278 /* should player get a save throw instead of checking magic protection? */ 1983
2279 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1984 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2280 (void) apply_potion (victim, hitter); 1985 if (op->resist[attacknum])
1986 {
1987 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1988 * in case 0>dam>1, we try to "simulate" a float value-effect */
1989 dam *= (100 - op->resist[attacknum]);
1990 if (dam >= 100)
1991 dam /= 100;
1992 else
1993 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1994 }
1995
1996 /* Special hack. By default, if immune to something, you
1997 * shouldn't need to worry. However, acid is an exception, since
1998 * it can still damage your items. Only include attacktypes if
1999 * special processing is needed */
2000
2001 if (op->resist[attacknum] >= 100
2002 && doesnt_slay
2003 && attacknum != ATNR_ACID)
2004 return 0;
2005
2006 /* Keep this in order - makes things easier to find */
2007
2008 switch (attacknum)
2009 {
2010 case ATNR_PHYSICAL:
2011 /* here also check for diseases */
2012 check_physically_infect (op, hitter);
2281 break; 2013 break;
2282 2014
2283 case POISON: /* poison drinks */ 2015 /* Don't need to do anything for:
2284 /* As with potions, should monster get a save? */ 2016 magic,
2285 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2017 fire,
2286 apply_poison (victim, hitter); 2018 electricity,
2019 cold */
2020
2021 case ATNR_CONFUSION:
2022 case ATNR_POISON:
2023 case ATNR_SLOW:
2024 case ATNR_PARALYZE:
2025 case ATNR_FEAR:
2026 case ATNR_CANCELLATION:
2027 case ATNR_DEPLETE:
2028 case ATNR_BLIND:
2029 {
2030 /* chance for inflicting a special attack depends on the
2031 * difference between attacker's and defender's level
2032 */
2033 int level_diff = min (110, max (0, op->level - hitter->level));
2034
2035 /* First, only creatures/players with speed can be affected.
2036 * Second, just getting hit doesn't mean it always affects
2037 * you. Third, you still get a saving through against the
2038 * effect.
2039 */
2040 if (op->has_active_speed ()
2041 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2042 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2043 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2044 {
2045
2046 /* Player has been hit by something */
2047 if (attacknum == ATNR_CONFUSION)
2048 confuse_player (op, hitter, dam);
2049 else if (attacknum == ATNR_POISON)
2050 poison_player (op, hitter, dam);
2051 else if (attacknum == ATNR_SLOW)
2052 slow_player (op, hitter, dam);
2053 else if (attacknum == ATNR_PARALYZE)
2054 paralyze_player (op, hitter, dam);
2055 else if (attacknum == ATNR_FEAR)
2056 scare_creature (op, hitter);
2057 else if (attacknum == ATNR_CANCELLATION)
2058 cancellation (op);
2059 else if (attacknum == ATNR_DEPLETE)
2060 op->drain_stat ();
2061 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2062 blind_player (op, hitter, dam);
2063 }
2064
2065 dam = 0; /* These are all effects and don't do real damage */
2066 }
2287 break; 2067 break;
2288 2068
2289 /* Removed case statements that did nothing. 2069 case ATNR_ACID:
2290 * food may be poisonous, but monster must be willing to eat it, 2070 {
2291 * so we don't handle it here. 2071 int flag = 0;
2292 * Containers should perhaps break open, but that code was disabled. 2072
2073 /* Items only get corroded if you're not on a battleground and
2074 * if your acid resistance is below 50%. */
2075 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2076 {
2077 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 {
2079 if (tmp->invisible)
2080 continue;
2081 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2082 /* >= 10% acid res. on items will protect these */
2083 continue;
2084 if (!(tmp->materials & M_IRON))
2085 continue;
2086 if (tmp->magic < -4) /* Let's stop at -5 */
2087 continue;
2088 if (tmp->type == RING
2089 /* removed boots and gloves from exclusion list in PR */
2090 || tmp->type == GIRDLE
2091 || tmp->type == AMULET
2092 || tmp->type == WAND
2093 || tmp->type == ROD
2094 || tmp->type == HORN)
2095 continue; /* To avoid some strange effects */
2096
2097 /* High damage acid has better chance of corroding
2098 objects */
2099 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2100 {
2101 flag = 1;
2102 tmp->magic--;
2103
2104 if (object *pl = tmp->visible_to ())
2105 {
2106 /* Make this more visible */
2107 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2108 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2109
2110 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2111 }
2112 }
2113 }
2114
2115 if (flag)
2116 op->update_stats (); /* Something was corroded */
2117 }
2118 }
2119 break;
2120
2121 case ATNR_DRAIN:
2122 {
2123 /* rate is the proportion of exp drained. High rate means
2124 * not much is drained, low rate means a lot is drained.
2125 */
2126 int rate;
2127
2128 if (op->resist[ATNR_DRAIN] >= 0)
2129 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2130 else
2131 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2132
2133 if (op->stats.exp <= rate)
2134 {
2135 if (op->type == GOLEM)
2136 dam = 9998; /* Its force is "sucked" away. 8) */
2137 else
2138 /* If we can't drain, lets try to do physical damage */
2139 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2140 }
2141 else
2142 {
2143 /* Randomly give the hitter some hp */
2144 if (hitter->stats.hp < hitter->stats.maxhp &&
2145 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2146 hitter->stats.hp++;
2147
2148 /* Can't do drains on battleground spaces.
2149 * Move the wiz check up here - before, the hitter wouldn't gain exp
2150 * exp, but the wiz would still lose exp! If drainee is a wiz,
2151 * nothing happens.
2152 * Try to credit the owner. We try to display player -> player drain
2153 * attacks, hence all the != PLAYER checks.
2293 */ 2154 */
2155 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2156 {
2157 object *owner = hitter->owner;
2158
2159 if (owner && owner != hitter)
2160 {
2161 if (op->type != PLAYER || owner->type != PLAYER)
2162 change_exp (owner, op->stats.exp / (rate * 2),
2163 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2164 }
2165 else if (op->type != PLAYER || hitter->type != PLAYER)
2166 change_exp (hitter, op->stats.exp / (rate * 2),
2167 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2168
2169 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2170 }
2171
2172 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2173 * drain attack, you won't know that you are actually sucking out EXP,
2174 * as the messages will say you missed
2175 */
2176 }
2177 }
2178 break;
2179
2180 case ATNR_TURN_UNDEAD:
2294 } 2181 {
2295 } 2182 if (op->flag [FLAG_UNDEAD])
2296} 2183 {
2184 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2185 object *god = find_god (determine_god (owner));
2186 int div = 1;
2297 2187
2298/* adj_attackroll() - adjustments to attacks by various conditions */ 2188 /* if undead are not an enemy of your god, you turn them
2189 * at half strength */
2190 if (!god || !god->slaying.contains (shstr_undead))
2191 div = 2;
2299 2192
2300int 2193 /* Give a bonus if you resist turn undead */
2301adj_attackroll (object *hitter, object *target) 2194 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2302{ 2195 scare_creature (op, owner);
2303 object *attacker = hitter; 2196 }
2304 int adjust = 0; 2197 else
2198 dam = 0; /* don't damage non undead - should we damage
2199 undead? */
2200 }
2201 break;
2305 2202
2306 /* safety */ 2203 case ATNR_DEATH:
2307 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2204 deathstrike_player (op, hitter, &dam);
2308 { 2205 break;
2309 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2310 return 0;
2311 }
2312 2206
2313 /* aimed missiles use the owning object's sight */ 2207 case ATNR_CHAOS:
2314 if (is_aimed_missile (hitter)) 2208 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2315 { 2209 dam = 0;
2316 if ((attacker = get_owner (hitter)) == NULL) 2210 break;
2317 attacker = hitter; 2211
2318 /* A player who saves but hasn't quit still could have objects 2212 case ATNR_COUNTERSPELL:
2319 * owned by him - need to handle that case to avoid crashes. 2213 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2214 dam = 0;
2215 /* This should never happen. Counterspell is handled
2216 * seperately and filtered out. If this does happen,
2217 * Counterspell has no effect on anything but spells, so it
2218 * does no damage. */
2219 break;
2220
2221 case ATNR_HOLYWORD:
2222 {
2223 /* This has already been handled by hit_player,
2224 * no need to check twice -- DAMN */
2225 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2226
2227 /* As with turn undead above, give a bonus on the saving throw */
2228 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2229 scare_creature (op, owner);
2230 }
2231 break;
2232
2233 case ATNR_LIFE_STEALING:
2234 {
2235 int new_hp;
2236
2237 /* this is replacement to drain for players, instead of taking
2238 * exp it takes hp. It is geared for players, probably not
2239 * much use giving it to monsters
2240 *
2241 * life stealing doesn't do a lot of damage, but it gives the
2242 * damage it does do to the player. Given that,
2243 * it only does 1/10'th normal damage (hence the divide by
2244 * 1000).
2320 */ 2245 */
2321 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2246 /* You can't steal life from something undead */
2322 attacker = hitter; 2247 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; 2248 return 0;
2387 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2249
2388 return 1; 2250 /* If drain protection is higher than life stealing, use that */
2251 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2252 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2253 else
2254 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2255
2256 /* You die at -1 hp, not zero. */
2257 if (dam > (op->stats.hp + 1))
2258 dam = op->stats.hp + 1;
2259
2260 new_hp = hitter->stats.hp + dam;
2261 if (new_hp > hitter->stats.maxhp)
2262 new_hp = hitter->stats.maxhp;
2263
2264 if (new_hp > hitter->stats.hp)
2265 hitter->stats.hp = new_hp;
2266 }
2389 } 2267 }
2268
2390 return 0; 2269 return dam;
2391} 2270}
2271

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