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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.4 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.138 by root, Fri Apr 30 09:36:32 2010 UTC

1/* 1/*
2 * static char *rcsid_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: attack.C,v 1.4 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 24
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27#include <assert.h> 25#include <assert.h>
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <material.h> 28#include <material.h>
31#include <skills.h> 29#include <skills.h>
32 30#include <sounds.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36 32
37#include <sounds.h>
38
39typedef struct att_msg_str { 33typedef struct att_msg_str
34{
40 char *msg1; 35 char *msg1;
41 char *msg2; 36 char *msg2;
42} att_msg; 37} att_msg;
43 38
44/*#define ATTACK_DEBUG*/ 39/*#define ATTACK_DEBUG*/
45
46/* cancels object *op. Cancellation basically means an object loses
47 * its magical benefits.
48 */
49void cancellation(object *op)
50{
51 object *tmp;
52
53 if (op->invisible)
54 return;
55
56 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) {
57 /* Recur through the inventory */
58 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
59 if (!did_make_save_item(tmp, AT_CANCELLATION,op))
60 cancellation(tmp);
61 }
62 else if(FABS(op->magic)<=(rndm(0, 5))) {
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 esrv_send_item (op->env, op);
72 }
73 }
74}
75
76
77 40
78/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
79 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
80 * any further action (like destroying the item). 43 * any further action (like destroying the item).
81 */ 44 */
82 45static int
83int did_make_save_item(object *op, int type, object *originator) { 46did_make_save_item (object *op, uint32_t type, object *originator)
84 int i, roll, saves=0, attacks=0, number; 47{
85 materialtype_t *mt; 48 int saves = 0, attacks = 0;
49 materialtype_t *mt = op->material;
86 50
87 if (op->materialname == NULL) { 51 // destroying objects without material has many bad effects
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
89 if (op->material & mt->material)
90 break;
91 }
92 } else
93 mt = name_to_material(op->materialname);
94 if (mt == NULL) 52 if (mt == MATERIAL_NULL)
95 return TRUE; 53 return 1;
54
96 roll = rndm(1, 20); 55 int roll = rndm (1, 20);
97 56
98 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
99 * If the type is only magic, don't adjust type - basically, if 58 * If the type is only magic, don't adjust type - basically, if
100 * pure magic is hitting an object, it should save. However, if it 59 * pure magic is hitting an object, it should save. However, if it
101 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
102 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
103 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
104 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
105 */ 64 */
106 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
107 type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
108 AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
109 AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
110 AT_MAGIC);
111 69
112 if (type == 0)
113 return TRUE;
114 if (roll == 20)
115 return TRUE;
116 if (roll == 1)
117 return FALSE;
118 70
119 for (number=0; number < NROFATTACKS; number++) { 71 if (type == 0) return TRUE;
120 i = 1<<number; 72
121 if (!(i&type)) 73 if (roll == 20) return TRUE;
122 continue; 74 if (roll == 1) return FALSE;
123 attacks++; 75
76 for_all_bits_sparse_32 (type, number)
77 {
78 attacks++;
79
124 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
125 saves++; 81 saves++;
126 else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) 82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
127 saves++; 83 saves++;
128 else if ((20-mt->save[number])/3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
129 saves++; 85 saves++;
130 } 86 }
131 87
132 if (saves==attacks || attacks==0) 88 if (saves == attacks || attacks == 0)
133 return TRUE;
134 if ((saves==0) || (rndm(1, attacks) > saves))
135 return FALSE;
136 return TRUE; 89 return TRUE;
90
91 if (saves == 0 || (rndm (1, attacks) > saves))
92 return FALSE;
93
94 return TRUE;
95}
96
97/* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100void
101cancellation (object *op)
102{
103 if (op->invisible)
104 return;
105
106 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 op->clr_flag (FLAG_DAMNED);
120 op->clr_flag (FLAG_CURSED);
121 op->clr_flag (FLAG_KNOWN_MAGICAL);
122 op->clr_flag (FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
137} 127}
138 128
139/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
140 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
141 * calling cancellation, etc.) 131 * calling cancellation, etc.)
142 */ 132 */
143 133void
144void save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
145{ 135{
136 op = op->head_ ();
137
146 if ( ! did_make_save_item (op, type,originator)) 138 if (!did_make_save_item (op, type, originator))
147 { 139 {
148 object *env=op->env; 140 object *env = op->env;
149 int x=op->x,y=op->y; 141 int x = op->x, y = op->y;
150 mapstruct *m=op->map; 142 maptile *m = op->map;
151 143
152 op = stop_item (op); 144 op = stop_item (op);
153 if (op == NULL) 145 if (!op)
154 return; 146 return;
155 147
156 /* Hacked the following so that type LIGHTER will work. 148 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 149 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 150 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 151 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 152 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 153 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 154 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 155 */
164 if(type&(AT_FIRE|AT_ELECTRICITY) 156 if (type & (AT_FIRE | AT_ELECTRICITY))
165 &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { 157 {
166 const char *arch=op->other_arch->name; 158 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
167 159 if (op->type == LAMP || op->type == TORCH)
168 op = decrease_ob_nr (op, 1); 160 {
161 apply_lamp (op, true); // turn on a lamp
162 return;
163 }
164 else if (op->flag [FLAG_IS_LIGHTABLE])
165 {
166 if (op->other_arch)
169 if (op) 167 {
168 const char *arch = op->other_arch->archname;
169
170 if (op->decrease ())
170 fix_stopped_item (op, m, originator); 171 fix_stopped_item (op, m, originator);
171 if((op = get_archetype(arch))!=NULL) { 172
173 if ((op = archetype::get (arch)))
174 {
172 if(env) { 175 if (env)
173 op->x=env->x,op->y=env->y; 176 env->insert (op);
174 insert_ob_in_ob(op,env);
175 if (env->contr)
176 esrv_send_item(env, op);
177 } else { 177 else
178 op->x=x,op->y=y;
179 insert_ob_in_map(op,m,originator,0); 178 m->insert (op, x, y, originator);
180 } 179 }
181 } 180 }
182 return; 181
182 return;
183 } 183 }
184 if(type&AT_CANCELLATION) { /* Cancellation. */ 184 }
185
186 if (type & AT_CANCELLATION)
187 { /* Cancellation. */
185 cancellation(op); 188 cancellation (op);
186 fix_stopped_item (op, m, originator); 189 fix_stopped_item (op, m, originator);
187 return;
188 }
189 if(op->nrof>1) {
190 op = decrease_ob_nr(op,rndm(0, op->nrof-1));
191 if (op)
192 fix_stopped_item (op, m, originator);
193 } else {
194 if (op->env) {
195 object *tmp= is_player_inv(op->env);
196 190
197 if (tmp) {
198 esrv_del_item(tmp->contr, op->count);
199 }
200 }
201 if ( ! QUERY_FLAG (op, FLAG_REMOVED))
202 remove_ob(op);
203 free_object(op);
204 }
205 if(type&(AT_FIRE|AT_ELECTRICITY)) {
206 if(env) {
207 op=get_archetype("burnout");
208 op->x=env->x,op->y=env->y;
209 insert_ob_in_ob(op,env);
210 } else {
211 replace_insert_ob_in_map("burnout",originator);
212 }
213 }
214 return;
215 }
216 /* The value of 50 is arbitrary. */
217 if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) &&
218 !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) {
219 object *tmp;
220 archetype *at = find_archetype("icecube");
221 if (at == NULL)
222 return; 191 return;
223 op = stop_item (op); 192 }
224 if (op == NULL) 193
225 return; 194 if (type & (AT_FIRE | AT_ELECTRICITY))
226 if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { 195 if (env)
227 tmp = arch_to_object(at); 196 {
228 tmp->x=op->x,tmp->y=op->y; 197 object *op = archetype::get (shstr_burnout);
229 /* This was in the old (pre new movement code) - 198 op->x = env->x, op->y = env->y;
230 * icecubes have slow_move set to 1 - don't want 199 env->insert (op);
231 * that for ones we create.
232 */
233 tmp->move_slow_penalty=0;
234 tmp->move_slow=0;
235 insert_ob_in_map(tmp,op->map,originator,0);
236 } 200 }
237 if ( ! QUERY_FLAG (op, FLAG_REMOVED)) 201 else
238 remove_ob(op); 202 replace_insert_ob_in_map (shstr_burnout, originator);
239 (void) insert_ob_in_ob(op,tmp); 203
204 if (op->nrof > 1)
205 {
206 if (op->decrease (rndm (0, op->nrof - 1)))
207 fix_stopped_item (op, m, originator);
208 }
209 else
210 {
211 // drop everything to the ground, if possible
212 op->insert_at (originator);
213 op->drop_and_destroy ();
214 }
215
216 return;
217 }
218
219 /* The value of 50 is arbitrary. */
220 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
221 {
222 archetype *at = archetype::find (shstr_icecube);
223
224 if (at == NULL)
240 return; 225 return;
226
227 op = stop_item (op);
228 if (op == NULL)
229 return;
230
231 object *tmp = present_arch (at, op->map, op->x, op->y);
232 if (!tmp)
233 {
234 tmp = at->instance ();
235 tmp->x = op->x, tmp->y = op->y;
236 /* This was in the old (pre new movement code) -
237 * icecubes have slow_move set to 1 - don't want
238 * that for ones we create.
239 */
240 tmp->move_slow_penalty = 0;
241 tmp->move_slow = 0;
242 insert_ob_in_map (tmp, op->map, originator, 0);
243 }
244
245 tmp->insert (op);
246 return;
241 } 247 }
242} 248}
243 249
244/* Object op is hitting the map. 250/* Object op is hitting the map.
245 * op is going in direction 'dir' 251 * op is going in direction 'dir'
246 * type is the attacktype of the object. 252 * type is the attacktype of the object.
247 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
248 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
249 */ 255 */
250 256int
251int hit_map(object *op, int dir, int type, int full_hit) { 257hit_map (object *op, int dir, uint32_t type, int full_hit)
252 object *tmp, *next; 258{
253 mapstruct *map; 259 maptile *map;
254 sint16 x, y; 260 sint16 x, y;
255 int retflag=0; /* added this flag.. will return 1 if it hits a monster */ 261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
256 262
257 tag_t op_tag, next_tag=0; 263 if (op->flag [FLAG_FREED])
258 264 {
259 if (QUERY_FLAG (op, FLAG_FREED)) {
260 LOG (llevError, "BUG: hit_map(): free object\n"); 265 LOG (llevError, "BUG: hit_map(): free object\n");
261 return 0; 266 return 0;
267 }
268
269 if (op->flag [FLAG_REMOVED] || op->env != NULL)
262 } 270 {
263
264 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) {
265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
266 op->arch->name, op->name); 272 return 0;
267 return 0;
268 } 273 }
269 274
270 if ( ! op->map) { 275 if (!op->map)
276 {
271 LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); 277 LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name);
272 return 0;
273 }
274
275 if (op->head) op=op->head;
276
277 op_tag = op->count;
278
279 map = op->map;
280 x = op->x + freearr_x[dir];
281 y = op->y + freearr_y[dir];
282 if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP)
283 return 0;
284
285 /* peterm: a few special cases for special attacktypes --counterspell
286 * must be out here because it strikes things which are not alive
287 */
288
289 if (type & AT_COUNTERSPELL) {
290 counterspell(op,dir); /* see spell_effect.c */
291
292 /* If the only attacktype is counterspell or magic, don't need
293 * to do any further processing.
294 */
295 if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){
296 return 0; 278 return 0;
297 }
298 type &= ~AT_COUNTERSPELL;
299 } 279 }
300 280
301 if(type & AT_CHAOS){ 281 if (op->head)
302 shuffle_attack(op,1); /*1 flag tells it to change the face */ 282 op = op->head;
303 update_object(op,UP_OBJ_FACE);
304 type &= ~AT_CHAOS;
305 }
306 283
307 next = get_map_ob (map, x, y); 284 mapxy pos (op);
308 if (next) 285 pos.move (dir);
309 next_tag = next->count;
310 286
311 while (next) { 287 if (!pos.normalise ())
312 if (was_destroyed (next, next_tag)) {
313 /* There may still be objects that were above 'next', but there is no
314 * simple way to find out short of copying all object references and
315 * tags into a temporary array before we start processing the first
316 * object. That's why we just abort.
317 *
318 * This happens whenever attack spells (like fire) hit a pile
319 * of objects. This is not a bug - nor an error. The errormessage
320 * below was spamming the logs for absolutely no reason.
321 */
322 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */
323 break;
324 }
325 tmp = next;
326 next = tmp->above;
327 if (next)
328 next_tag = next->count;
329
330 if (QUERY_FLAG (tmp, FLAG_FREED)) {
331 LOG (llevError, "BUG: hit_map(): found freed object\n");
332 break;
333 }
334
335 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
336 * For example, 'tmp' was put in an icecube.
337 * This is one of the few cases where on_same_map should not be used.
338 */
339 if (tmp->map != map || tmp->x != x || tmp->y != y)
340 continue;
341
342 if (QUERY_FLAG (tmp, FLAG_ALIVE)) {
343 hit_player(tmp,op->stats.dam,op,type,full_hit);
344 retflag |=1;
345 if (was_destroyed (op, op_tag))
346 break;
347 }
348 /* Here we are potentially destroying an object. If the object has
349 * NO_PASS set, it is also immune - you can't destroy walls. Note
350 * that weak walls have is_alive set, which prevent objects from
351 * passing over/through them. We don't care what type of movement
352 * the wall blocks - if it blocks any type of movement, can't be
353 * destroyed right now.
354 */
355 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 &&
356 !tmp->move_block) {
357 save_throw_object(tmp,type,op);
358 if (was_destroyed (op, op_tag))
359 break;
360 }
361 }
362 return 0; 288 return 0;
363}
364 289
290 // elmex: a safe map tile can't be hit!
291 // this should prevent most harmful effects on items and players there.
292 mapspace &ms = pos.ms ();
293
294 if (ms.flags () & P_SAFE)
295 return 0;
296
297 /* peterm: a few special cases for special attacktypes --counterspell
298 * must be out here because it strikes things which are not alive
299 */
300 if (type & (AT_COUNTERSPELL | AT_CHAOS))
301 {
302 if (type & AT_COUNTERSPELL)
303 {
304 counterspell (op, dir); /* see spell_effect.c */
305
306 /* If the only attacktype is counterspell or magic, don't need
307 * to do any further processing.
308 */
309 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
310 return 0;
311
312 type &= ~AT_COUNTERSPELL;
313 }
314
315 if (type & AT_CHAOS)
316 {
317 shuffle_attack (op, 1); /* flag tells it to change the face */
318 update_object (op, UP_OBJ_FACE);
319 type &= ~AT_CHAOS;
320 }
321 }
322
323 /* There may still be objects that were above 'next', but there is no
324 * simple way to find out short of copying all object references and
325 * tags into a temporary array before we start processing the first
326 * object. That's why we just abort on destroy.
327 *
328 * This happens whenever attack spells (like fire) hit a pile
329 * of objects. This is not a bug - nor an error.
330 */
331 for (object *next = ms.bot; next && !next->destroyed (); )
332 {
333 object *tmp = next;
334 next = tmp->above;
335
336 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
337 * For example, 'tmp' was put in an icecube.
338 * This is one of the few cases where on_same_map should not be used.
339 */
340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
341 continue;
342
343 if (tmp->flag [FLAG_ALIVE])
344 {
345 hit_player (tmp, op->stats.dam, op, type, full_hit);
346 retflag |= 1;
347
348 if (op->destroyed ())
349 break;
350 }
351 /* Here we are potentially destroying an object. If the object has
352 * NO_PASS set, it is also immune - you can't destroy walls. Note
353 * that weak walls have is_alive set, which prevent objects from
354 * passing over/through them. We don't care what type of movement
355 * the wall blocks - if it blocks any type of movement, can't be
356 * destroyed right now.
357 * Without the material check the server completely fails to work,
358 * objects detsroy themselves, floors get destroyed etc. etc.
359 */
360 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
361 {
362 save_throw_object (tmp, type, op);
363
364 if (op->destroyed ())
365 break;
366 }
367 }
368
369 return 0;
370}
371
372static void
365void attack_message(int dam, int type, object *op, object *hitter) { 373attack_message (int dam, int type, object *op, object *hitter)
374{
366 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
367 int i, found=0; 376 int i, found = 0;
368 mapstruct *map; 377 maptile *map;
369 object *next, *tmp; 378 object *next, *tmp;
370 379
371 /* put in a few special messages for some of the common attacktypes 380 /* put in a few special messages for some of the common attacktypes
372 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
373 * [garbled 20010919] 382 * [garbled 20010919]
374 */ 383 */
375
376 if (dam == 9998 && op->type == DOOR) { 384 if (dam == 9998 && op->type == DOOR)
385 {
377 sprintf(buf1, "unlock %s", op->name); 386 sprintf (buf1, "unlock %s", &op->name);
378 sprintf(buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
379 found++; 388 found++;
389 }
390 else if (dam < 0)
380 } 391 {
381 if(dam<0) {
382 sprintf(buf1, "hit %s", op->name); 392 sprintf (buf1, "hit %s", &op->name);
383 sprintf(buf2, " hits"); 393 sprintf (buf2, " hits");
384 found++; 394 found++;
395 }
385 } else if(dam==0) { 396 else if (dam == 0)
397 {
386 sprintf(buf1, "missed %s", op->name); 398 sprintf (buf1, "missed %s", &op->name);
387 sprintf(buf2, " misses"); 399 sprintf (buf2, " misses");
388 found++; 400 found++;
401 }
389 } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 402 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
390 hitter->type == POISONING || 403 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
391 (type & AT_POISON && IS_LIVE(op))) && !found) { 404 {
392 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; 405 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
393 i++) 406 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
394 if (dam < attack_mess[ATM_SUFFER][i].level 407 {
395 || attack_mess[ATM_SUFFER][i+1].level == -1) { 408 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
396 sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1,
397 op->name, attack_mess[ATM_SUFFER][i].buf2);
398 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); 409 strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3);
399 found++; 410 found++;
400 break; 411 break;
412 }
401 } 413 }
402 } else if (op->type == DOOR && !found) { 414 else if (op->type == DOOR && !found)
415 {
403 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; 416 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++)
404 i++) 417 if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1)
405 if (dam < attack_mess[ATM_DOOR][i].level 418 {
406 || attack_mess[ATM_DOOR][i+1].level == -1) { 419 sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2);
407 sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1,
408 op->name, attack_mess[ATM_DOOR][i].buf2);
409 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 420 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
410 found++; 421 found++;
411 break; 422 break;
423 }
412 } 424 }
413 } else if (hitter->type == PLAYER && IS_LIVE(op)) { 425 else if (hitter->type == PLAYER && op->is_alive ())
426 {
414 if (USING_SKILL(hitter, SK_KARATE)) { 427 if (USING_SKILL (hitter, SK_KARATE))
428 {
415 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; 429 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
416 i++) 430 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
417 if (dam < attack_mess[ATM_KARATE][i].level 431 {
418 || attack_mess[ATM_KARATE][i+1].level == -1) { 432 sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2);
419 sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1,
420 op->name, attack_mess[ATM_KARATE][i].buf2);
421 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); 433 strcpy (buf2, attack_mess[ATM_KARATE][i].buf3);
422 found++; 434 found++;
423 break; 435 break;
436 }
424 } 437 }
425 } else if (USING_SKILL(hitter, SK_CLAWING)) { 438 else if (USING_SKILL (hitter, SK_CLAWING))
439 {
426 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; 440 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++)
427 i++) 441 if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1)
428 if (dam < attack_mess[ATM_CLAW][i].level 442 {
429 || attack_mess[ATM_CLAW][i+1].level == -1) { 443 sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2);
430 sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1,
431 op->name, attack_mess[ATM_CLAW][i].buf2);
432 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); 444 strcpy (buf2, attack_mess[ATM_CLAW][i].buf3);
433 found++; 445 found++;
434 break; 446 break;
447 }
435 } 448 }
436 } else if (USING_SKILL(hitter, SK_PUNCHING)) { 449 else if (USING_SKILL (hitter, SK_PUNCHING))
450 {
437 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; 451 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++)
438 i++) 452 if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1)
439 if (dam < attack_mess[ATM_PUNCH][i].level 453 {
440 || attack_mess[ATM_PUNCH][i+1].level == -1) { 454 sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2);
441 sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1,
442 op->name, attack_mess[ATM_PUNCH][i].buf2);
443 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); 455 strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3);
444 found++; 456 found++;
445 break; 457 break;
458 }
446 } 459 }
447 }
448 } 460 }
461
449 if (found) { 462 if (found)
450 /* done */ 463 {
464 /* done */
465 }
451 } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { 466 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
467 {
452 sprintf(buf1, "hit"); /* just in case */ 468 sprintf (buf1, "hit"); /* just in case */
453 for (i=0; i < MAXATTACKMESS; i++) 469 for (i = 0; i < MAXATTACKMESS; i++)
454 if (dam < attack_mess[ATM_ARROW][i].level 470 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
455 || attack_mess[ATM_ARROW][i+1].level == -1) { 471 {
456 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 472 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
457 found++; 473 found++;
458 break; 474 break;
475 }
459 } 476 }
460 } else if (type & AT_DRAIN && IS_LIVE(op)) { 477 else if (type & AT_DRAIN && op->is_alive ())
478 {
461 /* drain is first, because some items have multiple attypes */ 479 /* drain is first, because some items have multiple attypes */
462 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; 480 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
463 i++) 481 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
464 if (dam < attack_mess[ATM_DRAIN][i].level 482 {
465 || attack_mess[ATM_DRAIN][i+1].level == -1) { 483 sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2);
466 sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1,
467 op->name, attack_mess[ATM_DRAIN][i].buf2);
468 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 484 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
469 found++; 485 found++;
470 break; 486 break;
487 }
471 } 488 }
472 } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { 489 else if (type & AT_ELECTRICITY && op->is_alive ())
490 {
473 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; 491 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
474 i++) 492 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
475 if (dam < attack_mess[ATM_ELEC][i].level 493 {
476 || attack_mess[ATM_ELEC][i+1].level == -1) { 494 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
477 sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1,
478 op->name, attack_mess[ATM_ELEC][i].buf2);
479 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 495 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
480 found++; 496 found++;
481 break; 497 break;
498 }
482 } 499 }
483 } else if (type & AT_COLD && IS_LIVE(op)) { 500 else if (type & AT_COLD && op->is_alive ())
501 {
484 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; 502 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
485 i++) 503 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
486 if (dam < attack_mess[ATM_COLD][i].level 504 {
487 || attack_mess[ATM_COLD][i+1].level == -1) { 505 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
488 sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1,
489 op->name, attack_mess[ATM_COLD][i].buf2);
490 strcpy (buf2, attack_mess[ATM_COLD][i].buf3); 506 strcpy (buf2, attack_mess[ATM_COLD][i].buf3);
491 found++; 507 found++;
492 break; 508 break;
509 }
493 } 510 }
494 } else if (type & AT_FIRE) { 511 else if (type & AT_FIRE)
512 {
495 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; 513 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++)
496 i++) 514 if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1)
497 if (dam < attack_mess[ATM_FIRE][i].level 515 {
498 || attack_mess[ATM_FIRE][i+1].level == -1) { 516 sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2);
499 sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1,
500 op->name, attack_mess[ATM_FIRE][i].buf2);
501 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
502 found++; 518 found++;
503 break; 519 break;
520 }
504 } 521 }
505 } else if (hitter->current_weapon != NULL) { 522 else if (hitter->current_weapon)
506 int mtype; 523 {
524 int mtype;
525
507 switch (hitter->current_weapon->weapontype) { 526 switch (hitter->current_weapon->weapontype)
527 {
508 case WEAP_HIT: mtype = ATM_BASIC; break; 528 case WEAP_HIT: mtype = ATM_BASIC; break;
509 case WEAP_SLASH: mtype = ATM_SLASH; break; 529 case WEAP_SLASH: mtype = ATM_SLASH; break;
510 case WEAP_PIERCE: mtype = ATM_PIERCE; break; 530 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
511 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; 531 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
512 case WEAP_SLICE: mtype = ATM_SLICE; break; 532 case WEAP_SLICE: mtype = ATM_SLICE; break;
513 case WEAP_STAB: mtype = ATM_STAB; break; 533 case WEAP_STAB: mtype = ATM_STAB; break;
514 case WEAP_WHIP: mtype = ATM_WHIP; break; 534 case WEAP_WHIP: mtype = ATM_WHIP; break;
515 case WEAP_CRUSH: mtype = ATM_CRUSH; break; 535 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
516 case WEAP_BLUD: mtype = ATM_BLUD; break; 536 case WEAP_BLUD: mtype = ATM_BLUD; break;
517 default: mtype = ATM_BASIC; break; 537 default: mtype = ATM_BASIC; break;
518 } 538 }
539
519 for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; 540 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
520 i++) 541 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
521 if (dam < attack_mess[mtype][i].level 542 {
522 || attack_mess[mtype][i+1].level == -1) { 543 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
523 sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1,
524 op->name, attack_mess[mtype][i].buf2);
525 strcpy (buf2, attack_mess[mtype][i].buf3); 544 strcpy (buf2, attack_mess[mtype][i].buf3);
526 found++; 545 found++;
527 break; 546 break;
547 }
528 } 548 }
529 } else { 549 else
550 {
530 for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; 551 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++)
531 i++) 552 if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1)
532 if (dam < attack_mess[ATM_BASIC][i].level 553 {
533 || attack_mess[ATM_BASIC][i+1].level == -1) { 554 sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2);
534 sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1,
535 op->name, attack_mess[ATM_BASIC][i].buf2);
536 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); 555 strcpy (buf2, attack_mess[ATM_BASIC][i].buf3);
537 found++; 556 found++;
538 break; 557 break;
558 }
539 } 559 }
540 }
541 560
542 if (!found) { 561 if (!found)
562 {
543 strcpy (buf1, "hit"); 563 strcpy (buf1, "hit");
544 strcpy (buf2, " hits"); 564 strcpy (buf2, " hits");
545 } 565 }
546 566
547 /* bail out if a monster is casting spells */ 567 /* bail out if a monster is casting spells */
548 if (!(hitter->type == PLAYER || 568 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
549 (get_owner(hitter) != NULL && hitter->owner->type == PLAYER)))
550 return; 569 return;
551 570
552 /* scale down magic considerably. */ 571 /* scale down magic considerably. */
553 if (type & AT_MAGIC && rndm(0, 5)) 572 if (type & AT_MAGIC && rndm (0, 5))
554 return; 573 return;
555 574
556 /* Did a player hurt another player? Inform both! */ 575 /* Did a player hurt another player? Inform both! */
557 if(op->type==PLAYER && 576 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
558 (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { 577 {
559 if(get_owner(hitter)!=NULL) 578 if (hitter->owner != NULL)
560 sprintf(buf,"%s's %s%s you.", 579 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
561 hitter->owner->name, hitter->name, buf2); 580 else
562 else { 581 {
563 sprintf(buf,"%s%s you.",hitter->name, buf2); 582 sprintf (buf, "%s%s you.", &hitter->name, buf2);
583
564 if (dam != 0) { 584 if (dam != 0)
565 if (dam < 10) 585 {
566 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); 586 if (dam < 10)
567 else if (dam < 20) 587 op->contr->play_sound (sound_find ("player_is_hit1"));
568 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); 588 else if (dam < 20)
569 else 589 op->contr->play_sound (sound_find ("player_is_hit2"));
570 play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); 590 else
571 } 591 op->contr->play_sound (sound_find ("player_is_hit3"));
572 } 592 }
593 }
594
573 new_draw_info(NDI_BLACK, 0,op,buf); 595 new_draw_info (NDI_BLACK, 0, op, buf);
574 } /* end of player hitting player */ 596 } /* end of player hitting player */
575 597
576 if(hitter->type==PLAYER) { 598 if (hitter->type == PLAYER)
599 {
577 sprintf(buf,"You %s.",buf1); 600 sprintf (buf, "You %s.", buf1);
578 if (dam != 0) { 601
602 if (dam != 0)
603 {
579 if (dam < 10) 604 if (dam < 10)
580 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); 605 op->play_sound (sound_find ("player_hits1"));
581 else if (dam < 20) 606 else if (dam < 20)
582 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); 607 op->play_sound (sound_find ("player_hits2"));
583 else 608 else
584 play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); 609 op->play_sound (sound_find ("player_hits3"));
585 } 610 }
611
586 new_draw_info(NDI_BLACK, 0, hitter, buf); 612 new_draw_info (NDI_BLACK, 0, hitter, buf);
613 }
587 } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { 614 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
615 {
588 /* look for stacked spells and start reducing the message chances */ 616 /* look for stacked spells and start reducing the message chances */
589 if (hitter->type == SPELL_EFFECT && 617 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
590 (hitter->subtype == SP_EXPLOSION || 618 {
591 hitter->subtype == SP_BULLET || 619 i = 4;
592 hitter->subtype == SP_CONE)) {
593 i=4;
594 map = hitter->map; 620 map = hitter->map;
595 if (out_of_map(map, hitter->x, hitter->y)) 621 if (out_of_map (map, hitter->x, hitter->y))
622 return;
623
624 next = GET_MAP_OB (map, hitter->x, hitter->y);
625 if (next)
626 while (next)
627 {
628 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
629 i *= 3;
630
631 tmp = next;
632 next = tmp->above;
633 }
634
635 if (i < 0)
636 return;
637
638 if (rndm (0, i) != 0)
639 return;
640 }
641 else if (rndm (0, 5) != 0)
596 return; 642 return;
597 next = get_map_ob(map, hitter->x, hitter->y); 643
598 if (next)
599 while(next) {
600 if (next->type == SPELL_EFFECT &&
601 (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET ||
602 next->subtype == SP_CONE))
603 i*=3;
604 tmp = next;
605 next = tmp->above;
606 }
607 if (i < 0)
608 return;
609 if (rndm(0, i) != 0)
610 return;
611 } else if (rndm(0, 5) != 0)
612 return;
613 sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); 644 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
614 play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); 645 op->play_sound (sound_find ("player_hits4"));
615 new_draw_info(NDI_BLACK, 0, hitter->owner, buf); 646 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
647 }
648}
649
650static int
651get_attack_mode (object **target, object **hitter, int *simple_attack)
652{
653 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
616 } 654 {
617}
618
619
620static int get_attack_mode (object **target, object **hitter,
621 int *simple_attack)
622{
623 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) {
624 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 655 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
625 return 1; 656 return 1;
626 } 657 }
627 if ((*target)->head) 658
628 *target = (*target)->head; 659 *target = (*target)->head_ ();
629 if ((*hitter)->head)
630 *hitter = (*hitter)->head; 660 *hitter = (*hitter)->head_ ();
661
662 if ((*target)->type == LOCKED_DOOR)
663 return 1; // locked doors cannot be hit
664
631 if ((*hitter)->env != NULL || (*target)->env != NULL) { 665 if ((*hitter)->env || (*target)->env)
666 {
632 *simple_attack = 1; 667 *simple_attack = 1;
633 return 0; 668 return 0;
634 }
635 if (QUERY_FLAG (*target, FLAG_REMOVED)
636 || QUERY_FLAG (*hitter, FLAG_REMOVED)
637 || (*hitter)->map == NULL || !on_same_map((*hitter), (*target)))
638 { 669 }
639 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " 670
640 "target\n", (*hitter)->arch->name, (*hitter)->name); 671 if ((*target)->flag [FLAG_REMOVED]
672 || (*hitter)->flag [FLAG_REMOVED]
673 || !(*hitter)->map
674 || !on_same_map (*hitter, *target))
675 {
676 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
677 (*hitter)->debug_desc (), (*target)->debug_desc ());
641 return 1; 678 return 1;
642 } 679 }
680
643 *simple_attack = 0; 681 *simple_attack = 0;
682 return 0;
683}
684
685static int
686abort_attack (object *target, object *hitter, int simple_attack)
687{
688 /* Check if target and hitter are still in a relation similar to the one
689 * determined by get_attack_mode(). Returns true if the relation has changed.
690 */
691 int new_mode;
692
693 if (hitter->env == target || target->env == hitter)
694 new_mode = 1;
695 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
696 || hitter->map == NULL || !on_same_map (hitter, target))
697 return 1;
698 else
699 new_mode = 0;
700
701 return new_mode != simple_attack;
702}
703
704/* thrown_item_effect() - handles any special effects of thrown
705 * items (like attacking living creatures--a potion thrown at a
706 * monster).
707 */
708static void
709thrown_item_effect (object *hitter, object *victim)
710{
711 if (!hitter->flag [FLAG_ALIVE])
712 {
713 /* May not need a switch for just 2 types, but this makes it
714 * easier for expansion.
715 */
716 switch (hitter->type)
717 {
718 case POTION:
719 /* should player get a save throw instead of checking magic protection? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
721 apply_potion (victim, hitter);
722 break;
723
724 case POISON: /* poison drinks */
725 /* As with potions, should monster get a save? */
726 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
727 apply_poison (victim, hitter);
728 break;
729
730 /* Removed case statements that did nothing.
731 * food may be poisonous, but monster must be willing to eat it,
732 * so we don't handle it here.
733 * Containers should perhaps break open, but that code was disabled.
734 */
735 }
736 }
737}
738
739/* determine if the object is an 'aimed' missile */
740static int
741is_aimed_missile (object *op)
742{
743 /* I broke what used to be one big if into a few nested
744 * ones so that figuring out the logic is at least possible.
745 */
746 if (op && (op->move_type & MOVE_FLYING))
747 if (op->type == ARROW || op->type == THROWN_OBJ)
748 return 1;
749 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
750 return 1;
751
752 return 0;
753}
754/* adj_attackroll() - adjustments to attacks by various conditions */
755static int
756adj_attackroll (object *hitter, object *target)
757{
758 object *attacker = hitter;
759 int adjust = 0;
760
761 /* safety */
762 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
763 {
764 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
765 return 0;
766 }
767
768 /* aimed missiles use the owning object's sight */
769 if (is_aimed_missile (hitter))
770 {
771 if ((attacker = hitter->owner) == NULL)
772 attacker = hitter;
773 /* A player who saves but hasn't quit still could have objects
774 * owned by him - need to handle that case to avoid crashes.
775 */
776 if (attacker->flag [FLAG_REMOVED])
777 attacker = hitter;
778 }
779 else if (!hitter->flag [FLAG_ALIVE])
644 return 0; 780 return 0;
645}
646 781
647static int abort_attack (object *target, object *hitter, int simple_attack) 782 /* determine the condtions under which we make an attack.
648{ 783 * Add more cases, as the need occurs. */
649/* Check if target and hitter are still in a relation similar to the one 784
650 * determined by get_attack_mode(). Returns true if the relation has changed. 785 if (!can_see_enemy (attacker, target))
786 {
787 /* target is unseen */
788 if (target->invisible || attacker->flag [FLAG_BLIND])
789 adjust -= 10;
790 /* dark map penalty for the hitter (lacks infravision if we got here). */
791 else if (!stand_in_light (target))
792 adjust -= target->map->darklevel ();
793 }
794
795 if (attacker->flag [FLAG_SCARED])
796 adjust -= 3;
797
798 if (target->flag [FLAG_UNAGGRESSIVE])
799 adjust += 1;
800
801 if (target->flag [FLAG_SCARED])
802 adjust += 1;
803
804 if (attacker->flag [FLAG_CONFUSED])
805 adjust -= 3;
806
807 /* if we attack at a different 'altitude' its harder */
808 if ((attacker->move_type & target->move_type) == 0)
809 adjust -= 2;
810
811#if 0
812 /* slower attacks are less likely to succeed. We should use a
813 * comparison between attacker/target speeds BUT, players have
814 * a generally faster speed, so this will wind up being a HUGE
815 * disadantage for the monsters! Too bad, because missiles which
816 * fly fast should have a better chance of hitting a slower target.
651 */ 817 */
652 int new_mode; 818 if (hitter->speed < target->speed)
819 adjust += ((float) hitter->speed - target->speed);
820#endif
653 821
654 if (hitter->env == target || target->env == hitter) 822#if 0
655 new_mode = 1; 823 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
656 else if (QUERY_FLAG (hitter, FLAG_REMOVED) 824#endif
657 || QUERY_FLAG (target, FLAG_REMOVED)
658 || hitter->map == NULL || !on_same_map(hitter, target))
659 return 1;
660 else
661 new_mode = 0;
662 return new_mode != simple_attack;
663}
664 825
665static void thrown_item_effect (object *, object *); 826 return adjust;
827}
666 828
829static int
667static int attack_ob_simple (object *op, object *hitter, int base_dam, 830attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
668 int base_wc)
669{ 831{
670 int simple_attack, roll, dam=0; 832 int simple_attack, roll, dam = 0;
671 uint32 type; 833 uint32 type;
672 const char *op_name = NULL; 834 shstr op_name;
673 tag_t op_tag, hitter_tag;
674 835
675 if (get_attack_mode (&op, &hitter, &simple_attack)) 836 if (get_attack_mode (&op, &hitter, &simple_attack))
837 goto error;
838
839 if (hitter->current_weapon)
840 if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
841 return RESULT_INT (0);
842
843 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
844 return RESULT_INT (0);
845
846 /*
847 * A little check to make it more difficult to dance forward and back
848 * to avoid ever being hit by monsters.
849 */
850 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
851 {
852 /* Decrease speed BEFORE calling process_object. Otherwise, an
853 * infinite loop occurs, with process_object calling move_monster,
854 * which then gets here again. By decreasing the speed before
855 * we call process_object, the 'if' statement above will fail.
856 */
857 --op->speed_left;
858 process_object (op);
859
860 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
676 goto error; 861 goto error;
677
678 if (hitter->current_weapon)
679 if (INVOKE_OBJECT (ATTACKS, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op)))
680 return RESULT_INT (0);
681
682 if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter)))
683 return RESULT_INT (0);
684
685 op_tag = op->count;
686 hitter_tag = hitter->count;
687
688 /*
689 * A little check to make it more difficult to dance forward and back
690 * to avoid ever being hit by monsters.
691 */
692 if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER)
693 && op->speed_left > -(FABS(op->speed))*0.3)
694 { 862 }
695 /* Decrease speed BEFORE calling process_object. Otherwise, an
696 * infinite loop occurs, with process_object calling move_monster,
697 * which then gets here again. By decreasing the speed before
698 * we call process_object, the 'if' statement above will fail.
699 */
700 op->speed_left--;
701 process_object(op);
702 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag)
703 || abort_attack (op, hitter, simple_attack))
704 goto error;
705 }
706 863
707 add_refcount(op_name = op->name); 864 op_name = op->name;
708 865
709 roll=random_roll(1, 20, hitter, PREFER_HIGH); 866 roll = random_roll (1, 20, hitter, PREFER_HIGH);
710 867
711 /* Adjust roll for various situations. */ 868 /* Adjust roll for various situations. */
712 if ( ! simple_attack) 869 if (!simple_attack)
713 roll += adj_attackroll(hitter,op); 870 roll += adj_attackroll (hitter, op);
714 871
715 /* See if we hit the creature */ 872 /* See if we hit the creature */
716 if(roll==20 || op->stats.ac>=base_wc-roll) { 873 if (roll == 20 || op->stats.ac >= base_wc - roll)
874 {
717 int hitdam = base_dam; 875 int hitdam = base_dam;
718 if (settings.casting_time == TRUE) { 876
719 if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){
720 hitter->casting_time = -1;
721 new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost "
722 "your spell!");
723 }
724 if ((op->casting_time > -1)&&(hitdam > 0)){
725 op->casting_time = -1;
726 if (op->type == PLAYER) {
727 new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost "
728 "your spell!");
729 new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL,
730 "%s was hit by %s and lost a spell.",
731 op_name,hitter->name);
732 }
733 }
734 }
735 if ( ! simple_attack) 877 if (!simple_attack)
736 { 878 {
737 /* If you hit something, the victim should *always* wake up. 879 /* If you hit something, the victim should *always* wake up.
738 * Before, invisible hitters could avoid doing this. 880 * Before, invisible hitters could avoid doing this.
739 * -b.t. */ 881 * -b.t. */
740 if (QUERY_FLAG (op, FLAG_SLEEP)) 882 if (op->flag [FLAG_SLEEP])
741 CLEAR_FLAG(op,FLAG_SLEEP); 883 op->clr_flag (FLAG_SLEEP);
742 884
743 /* If the victim can't see the attacker, it may alert others 885 /* If the victim can't see the attacker, it may alert others
744 * for help. */ 886 * for help. */
745 if (op->type != PLAYER && ! can_see_enemy (op, hitter) 887 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
746 && ! get_owner (op) && rndm(0, op->stats.Int))
747 npc_call_help (op); 888 npc_call_help (op);
748 889
749 /* if you were hidden and hit by a creature, you are discovered*/ 890 /* if you were hidden and hit by a creature, you are discovered */
750 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) { 891 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
892 {
751 make_visible (op); 893 make_visible (op);
894
752 if (op->type == PLAYER) 895 if (op->type == PLAYER)
753 new_draw_info (NDI_UNIQUE, 0, op, 896 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
754 "You were hit by a wild attack. "
755 "You are no longer hidden!");
756 } 897 }
757 898
758 /* thrown items (hitter) will have various effects 899 /* thrown items (hitter) will have various effects
759 * when they hit the victim. For things like thrown daggers, 900 * when they hit the victim. For things like thrown daggers,
760 * this sets 'hitter' to the actual dagger, and not the 901 * this sets 'hitter' to the actual dagger, and not the
761 * wrapper object. 902 * wrapper object.
762 */ 903 */
763 thrown_item_effect (hitter, op); 904 thrown_item_effect (hitter, op);
764 if (was_destroyed (hitter, hitter_tag) 905
765 || was_destroyed (op, op_tag) 906 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
766 || abort_attack (op, hitter, simple_attack))
767 goto leave; 907 goto leave;
768 } 908 }
769 909
770 /* Need to do at least 1 damage, otherwise there is no point 910 /* Need to do at least 1 damage, otherwise there is no point
771 * to go further and it will cause FPE's below. 911 * to go further and it will cause FPE's below.
772 */ 912 */
773 if (hitdam<=0) hitdam=1; 913 max_it (hitdam, 1);
774 914
775 type=hitter->attacktype; 915 type = hitter->attacktype;
776 if(!type) type=AT_PHYSICAL; 916
917 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
918 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
919 * This check is important for the most simple monsters out there in the
920 * game content (maps, archs). For example orcs: They would have
921 * no attacktype at all.
922 *
923 * Some time in the future someone should just go into the game data
924 * and fix every monster out there ;-/ Until then we will kill some
925 * more trees in the african rain forests with this check.
926 */
927 if (!type)
928 type = AT_PHYSICAL;
929
777 /* Handle monsters that hit back */ 930 /* Handle monsters that hit back */
778 if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) 931 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
779 && QUERY_FLAG (hitter, FLAG_ALIVE)) 932 {
780 {
781 if (op->attacktype & AT_ACID && hitter->type==PLAYER) 933 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
782 new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); 934 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
783 hit_player(hitter, random_roll(0, (op->stats.dam), hitter, 935
784 PREFER_LOW),op, op->attacktype, 1); 936 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
785 if (was_destroyed (op, op_tag) 937
786 || was_destroyed (hitter, hitter_tag) 938 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
787 || abort_attack (op, hitter, simple_attack))
788 goto leave; 939 goto leave;
789 } 940 }
790 941
791 /* In the new attack code, it should handle multiple attack 942 /* In the new attack code, it should handle multiple attack
792 * types in its area, so remove it from here. 943 * types in its area, so remove it from here.
793 */ 944 */
794 dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), 945 dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1);
795 hitter, type, 1); 946
796 if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) 947 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
797 || abort_attack (op, hitter, simple_attack))
798 goto leave; 948 goto leave;
799 } /* end of if hitter hit op */ 949 } /* end of if hitter hit op */
800 /* if we missed, dam=0 */ 950 /* if we missed, dam=0 */
801 951
802 /*attack_message(dam, type, op, hitter);*/ 952 /*attack_message(dam, type, op, hitter); */
803 953
804 goto leave; 954 goto leave;
805 955
806 error: 956error:
807 dam = 1; 957 dam = 1;
808 958
809 leave: 959leave:
810 if (op_name)
811 free_string (op_name);
812 960
813 return dam; 961 return dam;
814} 962}
815 963
964int
816int attack_ob (object *op, object *hitter) 965attack_ob (object *op, object *hitter)
817{ 966{
818
819 if (hitter->head)
820 hitter = hitter->head;
821 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 967 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
822} 968}
823 969
824/* op is the arrow, tmp is what is stopping the arrow. 970/* op is the arrow, tmp is what is stopping the arrow.
825 * 971 *
826 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 972 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
827 */ 973 */
974static int
828static int stick_arrow (object *op, object *tmp) 975stick_arrow (object *op, object *tmp)
829{ 976{
830 /* If the missile hit a player, we insert it in their inventory. 977 /* If the missile hit a player, we insert it in their inventory.
831 * However, if the missile is heavy, we don't do so (assume it falls 978 * However, if the missile is heavy, we don't do so (assume it falls
832 * to the ground after a hit). What a good value for this is up to 979 * to the ground after a hit). What a good value for this is up to
833 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 980 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
834 * stick around. 981 * stick around.
835 */ 982 */
836 if (op->weight <= 5000 && tmp->stats.hp >= 0) { 983 if (op->weight <= 5000 && tmp->stats.hp >= 0)
837 if(tmp->head != NULL) 984 {
838 tmp = tmp->head; 985 tmp->head_ ()->insert (op);
839 remove_ob (op);
840 op = insert_ob_in_ob(op,tmp);
841 if (tmp->type== PLAYER)
842 esrv_send_item (tmp, op);
843 return 1; 986 return 1;
987 }
844 } else 988 else
845 return 0; 989 return 0;
846} 990}
847 991
848/* hit_with_arrow() disassembles the missile, attacks the victim and 992/* hit_with_arrow() disassembles the missile, attacks the victim and
849 * reassembles the missile. 993 * reassembles the missile.
850 * 994 *
851 * It returns a pointer to the reassembled missile, or NULL if the missile 995 * It returns a pointer to the reassembled missile, or NULL if the missile
852 * isn't available anymore. 996 * isn't available anymore.
853 */ 997 */
998object *
854object *hit_with_arrow (object *op, object *victim) 999hit_with_arrow (object *op, object *victim)
855{ 1000{
856 object *container, *hitter; 1001 object *container, *hitter;
857 int hit_something = 0; 1002 int hit_something = 0;
858 tag_t victim_tag, hitter_tag;
859 sint16 victim_x, victim_y;
860 1003
861 /* Disassemble missile */ 1004 /* Disassemble missile */
862 if (op->inv) { 1005 if (op->inv)
1006 {
863 container = op; 1007 container = op;
864 hitter = op->inv; 1008 hitter = op->inv;
865 remove_ob (hitter);
866 insert_ob_in_map(hitter, container->map,hitter,INS_NO_MERGE | INS_NO_WALK_ON); 1009 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
867 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1010 /* Note that we now have an empty THROWN_OBJ on the map. Code that
868 * might be called until this THROWN_OBJ is either reassembled or 1011 * might be called until this THROWN_OBJ is either reassembled or
869 * removed at the end of this function must be able to deal with empty 1012 * removed at the end of this function must be able to deal with empty
870 * THROWN_OBJs. */ 1013 * THROWN_OBJs. */
871 } else { 1014 }
1015 else
1016 {
872 container = NULL; 1017 container = 0;
873 hitter = op; 1018 hitter = op;
874 } 1019 }
875 1020
876 /* Try to hit victim */ 1021 /* Try to hit victim */
877 victim_x = victim->x;
878 victim_y = victim->y;
879 victim_tag = victim->count;
880 hitter_tag = hitter->count;
881
882 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); 1022 hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc);
883 1023
884 /* Arrow attacks door, rune of summoning is triggered, demon is put on 1024 /* Arrow attacks door, rune of summoning is triggered, demon is put on
885 * arrow, move_apply() calls this function, arrow sticks in demon, 1025 * arrow, move_apply() calls this function, arrow sticks in demon,
886 * attack_ob_simple() returns, and we've got an arrow that still exists 1026 * attack_ob_simple() returns, and we've got an arrow that still exists
887 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1027 * but is no longer on the map. Ugh. (Beware: Such things can happen at
888 * other places as well!) 1028 * other places as well!)
889 */ 1029 */
890 if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) { 1030 if (hitter->destroyed () || hitter->env != NULL)
1031 {
891 if (container) { 1032 if (container)
892 remove_ob (container); 1033 container->destroy ();
893 free_object (container); 1034
894 }
895 return NULL; 1035 return 0;
896 } 1036 }
897 1037
898 /* Missile hit victim */ 1038 /* Missile hit victim */
899 /* if the speed is > 10, then this is a fast moving arrow, we go straight 1039 /* if the speed is > 10, then this is a fast moving arrow, we go straight
900 * through the target 1040 * through the target
901 */ 1041 */
902 if (hit_something && op->speed <= 10.0) 1042 if (hit_something && op->speed <= 10.0)
903 { 1043 {
904 /* Stop arrow */ 1044 /* Stop arrow */
905 if (container == NULL) { 1045 if (!container)
1046 {
906 hitter = fix_stopped_arrow (hitter); 1047 hitter = fix_stopped_arrow (hitter);
907 if (hitter == NULL) 1048 if (!hitter)
908 return NULL;
909 } else {
910 remove_ob (container);
911 free_object (container);
912 }
913
914 /* Try to stick arrow into victim */
915 if ( ! was_destroyed (victim, victim_tag)
916 && stick_arrow (hitter, victim))
917 return NULL; 1049 return 0;
918
919 /* Else try to put arrow on victim's map square
920 * remove check for P_WALL here. If the arrow got to this
921 * space, that is good enough - with the new movement code,
922 * there is now the potential for lots of spaces where something
923 * can fly over but not otherwise move over. What is the correct
924 * way to handle those otherwise?
925 */
926 if (victim_x != hitter->x || victim_y != hitter->y) {
927 remove_ob (hitter);
928 hitter->x = victim_x;
929 hitter->y = victim_y;
930 insert_ob_in_map (hitter, victim->map, hitter,0);
931 } else {
932 /* Else leave arrow where it is */
933 merge_ob (hitter, NULL);
934 }
935 return NULL;
936 }
937
938 if (hit_something && op->speed >= 10.0)
939 op->speed -= 1.0;
940
941 /* Missile missed victim - reassemble missile */
942 if (container) {
943 remove_ob (hitter);
944 insert_ob_in_ob (hitter, container);
945 }
946 return op;
947}
948
949
950void tear_down_wall(object *op)
951{
952 int perc=0;
953
954 if (!op->stats.maxhp) {
955 LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name);
956 perc = 1;
957 } else if(!GET_ANIM_ID(op)) {
958 /* Object has been called - no animations, so remove it */
959 if(op->stats.hp<0) {
960 remove_ob(op); /* Should update LOS */
961 free_object(op);
962 /* Don't know why this is here - remove_ob should do it for us */
963 /*update_position(m, x, y);*/
964 }
965 return; /* no animations, so nothing more to do */
966 }
967 perc = NUM_ANIMATIONS(op)
968 - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp;
969 if (perc >= (int) NUM_ANIMATIONS(op))
970 perc = NUM_ANIMATIONS(op)-1;
971 else if (perc < 1)
972 perc = 1;
973 SET_ANIMATION(op, perc);
974 update_object(op,UP_OBJ_FACE);
975 if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */
976 if(op->face==blank_face) {
977 /* If the last face is blank, remove the ob */
978 remove_ob(op); /* Should update LOS */
979 free_object(op);
980
981 /* remove_ob should call update_position for us */
982 /*update_position(m, x, y);*/
983
984 } else { /* The last face was not blank, leave an image */
985 CLEAR_FLAG(op, FLAG_BLOCKSVIEW);
986 update_all_los(op->map, op->x, op->y);
987 op->move_block = 0;
988 CLEAR_FLAG(op, FLAG_ALIVE);
989 }
990 }
991}
992
993void scare_creature(object *target, object *hitter)
994{
995 object *owner = get_owner(hitter);
996
997 if (!owner) owner=hitter;
998
999 SET_FLAG(target, FLAG_SCARED);
1000 if (!target->enemy) target->enemy=owner;
1001}
1002
1003
1004/* This returns the amount of damage hitter does to op with the
1005 * appropriate attacktype. Only 1 attacktype should be set at a time.
1006 * This doesn't damage the player, but returns how much it should
1007 * take. However, it will do other effects (paralyzation, slow, etc.)
1008 * Note - changed for PR code - we now pass the attack number and not
1009 * the attacktype. Makes it easier for the PR code. */
1010
1011int hit_player_attacktype(object *op, object *hitter, int dam,
1012 uint32 attacknum, int magic) {
1013
1014 int doesnt_slay = 1;
1015
1016 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1017 if (attacknum >= NROFATTACKS) {
1018 LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1019 return 0;
1020 }
1021
1022 if (dam < 0) {
1023 LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam);
1024 return 0;
1025 }
1026
1027 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1028 * people can't mess with that or it otherwise get confused. */
1029 if (attacknum == ATNR_INTERNAL) return dam;
1030
1031 if (hitter->slaying) {
1032 if(((op->race != NULL) && strstr(hitter->slaying, op->race)) ||
1033 (op->arch && (op->arch->name != NULL) &&
1034 strstr(op->arch->name, hitter->slaying))
1035 ){
1036 doesnt_slay = 0;
1037 dam *= 3;
1038 } 1050 }
1039 }
1040
1041 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1042 if (op->resist[attacknum]) {
1043 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1044 * in case 0>dam>1, we try to "simulate" a float value-effect */
1045 dam *= (100-op->resist[attacknum]);
1046 if (dam >= 100) dam /= 100;
1047 else 1051 else
1048 dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; 1052 container->destroy ();
1049 }
1050 1053
1051 /* Special hack. By default, if immune to something, you 1054 /* Try to stick arrow into victim */
1052 * shouldn't need to worry. However, acid is an exception, since 1055 if (!victim->destroyed () && stick_arrow (hitter, victim))
1053 * it can still damage your items. Only include attacktypes if 1056 return 0;
1054 * special processing is needed */ 1057
1055 1058 /* Else try to put arrow on victim's map square
1056 if ((op->resist[attacknum] >= 100) && 1059 * remove check for P_WALL here. If the arrow got to this
1057 doesnt_slay && (attacknum != ATNR_ACID)) 1060 * space, that is good enough - with the new movement code,
1061 * there is now the potential for lots of spaces where something
1062 * can fly over but not otherwise move over. What is the correct
1063 * way to handle those otherwise?
1064 */
1065 if (victim->x != hitter->x || victim->y != hitter->y)
1066 {
1067 if (victim->destroyed ())
1068 hitter->destroy ();
1069 else
1070 {
1071 hitter->remove ();
1072 hitter->x = victim->x;
1073 hitter->y = victim->y;
1074 insert_ob_in_map (hitter, victim->map, hitter, 0);
1075 }
1076 }
1077 else
1078 /* Else leave arrow where it is */
1079 merge_ob (hitter, NULL);
1080
1058 return 0; 1081 return 0;
1059
1060 /* Keep this in order - makes things easier to find */
1061
1062 switch(attacknum) {
1063 case ATNR_PHYSICAL:
1064 /* here also check for diseases */
1065 check_physically_infect(op, hitter);
1066 break;
1067
1068 /* Don't need to do anything for:
1069 magic,
1070 fire,
1071 electricity,
1072 cold */
1073
1074 case ATNR_CONFUSION:
1075 case ATNR_POISON:
1076 case ATNR_SLOW:
1077 case ATNR_PARALYZE:
1078 case ATNR_FEAR:
1079 case ATNR_CANCELLATION:
1080 case ATNR_DEPLETE:
1081 case ATNR_BLIND:
1082 {
1083 /* chance for inflicting a special attack depends on the
1084 * difference between attacker's and defender's level
1085 */
1086 int level_diff = MIN(110, MAX(0, op->level - hitter->level));
1087
1088 /* First, only creatures/players with speed can be affected.
1089 * Second, just getting hit doesn't mean it always affects
1090 * you. Third, you still get a saving through against the
1091 * effect.
1092 */
1093 if (op->speed &&
1094 (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) &&
1095 !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) &&
1096 !did_make_save(op, level_diff, op->resist[attacknum]/10)) {
1097
1098 /* Player has been hit by something */
1099 if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam);
1100 else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam);
1101 else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam);
1102 else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam);
1103 else if (attacknum == ATNR_FEAR) scare_creature(op, hitter);
1104 else if (attacknum == ATNR_CANCELLATION) cancellation(op);
1105 else if (attacknum == ATNR_DEPLETE) drain_stat(op);
1106 else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) &&
1107 !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam);
1108 } 1082 }
1109 dam = 0; /* These are all effects and don't do real damage */ 1083
1110 } 1084 if (hit_something && op->speed >= 10.0)
1111 break; 1085 op->speed -= 1.0;
1112 case ATNR_ACID: 1086
1087 /* Missile missed victim - reassemble missile */
1088 if (container)
1089 {
1090 hitter->remove ();
1091 insert_ob_in_ob (hitter, container);
1092 }
1093
1094 return op;
1095}
1096
1097static void
1098tear_down_wall (object *op)
1099{
1100 if (!op->stats.maxhp)
1101 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1102 else if (!op->has_anim ())
1103 {
1104 /* Object has been called - no animations, so remove it */
1105 if (op->stats.hp < 0)
1106 op->destroy ();
1113 { 1107
1114 int flag=0; 1108 return; /* no animations, so nothing more to do */
1115
1116 /* Items only get corroded if you're not on a battleground and
1117 * if your acid resistance is below 50%. */
1118 if (!op_on_battleground(op, NULL, NULL) &&
1119 (op->resist[ATNR_ACID] < 50))
1120 {
1121 object *tmp;
1122 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
1123 if(tmp->invisible)
1124 continue;
1125 if(!QUERY_FLAG(tmp, FLAG_APPLIED) ||
1126 (tmp->resist[ATNR_ACID] >= 10))
1127 /* >= 10% acid res. on itmes will protect these */
1128 continue;
1129 if(!(tmp->material & M_IRON))
1130 continue;
1131 if(tmp->magic < -4) /* Let's stop at -5 */
1132 continue;
1133 if(tmp->type==RING ||
1134 /* removed boots and gloves from exclusion list in
1135 PR */
1136 tmp->type==GIRDLE ||
1137 tmp->type==AMULET ||
1138 tmp->type==WAND ||
1139 tmp->type==ROD ||
1140 tmp->type==HORN)
1141 continue; /* To avoid some strange effects */
1142
1143 /* High damage acid has better chance of corroding
1144 objects */
1145 if(rndm(0, dam+4) >
1146 random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) {
1147 if(op->type == PLAYER)
1148 /* Make this more visible */
1149 new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op,
1150 "The %s's acid corrodes your %s!",
1151 query_name(hitter), query_name(tmp));
1152 flag = 1;
1153 tmp->magic--;
1154 if(op->type == PLAYER)
1155 esrv_send_item(op, tmp);
1156 }
1157 } 1109 }
1158 if(flag) 1110
1159 fix_player(op); /* Something was corroded */ 1111 // we use frames 1..num-2 as intermediate frames, so
1160 } 1112 // the last frame is used only when hp < 0.
1113 int perc = clamp (
1114 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1115 0, op->anim_frames () - 1
1116 );
1117
1118 op->set_anim_frame (perc);
1119 update_object (op, UP_OBJ_FACE);
1120
1121 if (op->stats.hp < 0)
1122 { /* Reached the last animation */
1123 if (op->face == blank_face)
1124 /* If the last face is blank, remove the ob */
1125 op->destroy ();
1126 else
1127 { /* The last face was not blank, leave an image */
1128 op->flag [FLAG_BLOCKSVIEW] = false;
1129 update_all_los (op->map, op->x, op->y);
1130 op->move_block = 0;
1131 op->flag [FLAG_ALIVE] = false;
1161 } 1132 }
1162 break;
1163 case ATNR_DRAIN:
1164 {
1165 /* rate is the proportion of exp drained. High rate means
1166 * not much is drained, low rate means a lot is drained.
1167 */
1168 int rate;
1169
1170 if(op->resist[ATNR_DRAIN] >= 0)
1171 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1172 else
1173 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1174
1175 if(op->stats.exp <= rate) {
1176 if(op->type == GOLEM)
1177 dam = 999; /* Its force is "sucked" away. 8) */
1178 else
1179 /* If we can't drain, lets try to do physical damage */
1180 dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic);
1181 } else {
1182 /* Randomly give the hitter some hp */
1183 if(hitter->stats.hp<hitter->stats.maxhp &&
1184 (op->level > hitter->level) &&
1185 random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3)
1186 hitter->stats.hp++;
1187
1188 /* Can't do drains on battleground spaces.
1189 * Move the wiz check up here - before, the hitter wouldn't gain exp
1190 * exp, but the wiz would still lose exp! If drainee is a wiz,
1191 * nothing happens.
1192 * Try to credit the owner. We try to display player -> player drain
1193 * attacks, hence all the != PLAYER checks.
1194 */
1195 if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1196 object *owner = get_owner(hitter);
1197
1198 if (owner && owner != hitter) {
1199 if (op->type != PLAYER || owner->type != PLAYER)
1200 change_exp(owner, op->stats.exp/(rate*2),
1201 hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL);
1202 } else if (op->type != PLAYER || hitter->type != PLAYER) {
1203 change_exp(hitter, op->stats.exp/(rate*2),
1204 hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0);
1205 }
1206 change_exp(op,-op->stats.exp/rate, NULL, 0);
1207 } 1133 }
1208 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1209 * drain attack, you won't know that you are actually sucking out EXP,
1210 * as the messages will say you missed
1211 */
1212 }
1213 }
1214 break;
1215 case ATNR_TURN_UNDEAD:
1216 {
1217 if (QUERY_FLAG(op,FLAG_UNDEAD)) {
1218 object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter);
1219 object *god = find_god (determine_god (owner));
1220 int div = 1;
1221
1222 /* if undead are not an enemy of your god, you turn them
1223 * at half strength */
1224 if (! god || ! god->slaying ||
1225 strstr (god->slaying, undead_name) == NULL)
1226 div = 2;
1227 /* Give a bonus if you resist turn undead */
1228 if (op->level * div <
1229 (turn_bonus[owner->stats.Wis]+owner->level +
1230 (op->resist[ATNR_TURN_UNDEAD]/100)))
1231 scare_creature(op, owner);
1232 }
1233 else
1234 dam = 0; /* don't damage non undead - should we damage
1235 undead? */
1236 } break;
1237 case ATNR_DEATH:
1238 deathstrike_player(op, hitter, &dam);
1239 break;
1240 case ATNR_CHAOS:
1241 LOG(llevError,
1242 "%s was hit by %s with non-specific chaos.\n",
1243 query_name(op),
1244 query_name(hitter));
1245 dam = 0;
1246 break;
1247 case ATNR_COUNTERSPELL:
1248 LOG(llevError,
1249 "%s was hit by %s with counterspell attack.\n",
1250 query_name(op),
1251 query_name(hitter));
1252 dam = 0;
1253 /* This should never happen. Counterspell is handled
1254 * seperately and filtered out. If this does happen,
1255 * Counterspell has no effect on anything but spells, so it
1256 * does no damage. */
1257 break;
1258 case ATNR_HOLYWORD:
1259 {
1260 /* This has already been handled by hit_player,
1261 * no need to check twice -- DAMN */
1262
1263 object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter);
1264
1265 /* As with turn undead above, give a bonus on the saving throw */
1266 if((op->level+(op->resist[ATNR_HOLYWORD]/100)) <
1267 owner->level+turn_bonus[owner->stats.Wis])
1268 scare_creature(op, owner);
1269 } break;
1270 case ATNR_LIFE_STEALING:
1271 {
1272 int new_hp;
1273 /* this is replacement to drain for players, instead of taking
1274 * exp it takes hp. It is geared for players, probably not
1275 * much use giving it to monsters
1276 *
1277 * life stealing doesn't do a lot of damage, but it gives the
1278 * damage it does do to the player. Given that,
1279 * it only does 1/10'th normal damage (hence the divide by
1280 * 1000).
1281 */
1282 /* You can't steal life from something undead */
1283 if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0;
1284 /* If drain protection is higher than life stealing, use that */
1285 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1286 dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000;
1287 else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1288 /* You die at -1 hp, not zero. */
1289 if (dam > (op->stats.hp+1)) dam = op->stats.hp+1;
1290 new_hp = hitter->stats.hp + dam;
1291 if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp;
1292 if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp;
1293 }
1294 }
1295 return dam;
1296} 1134}
1297 1135
1136static void
1137scare_creature (object *target, object *hitter)
1138{
1139 target->flag [FLAG_SCARED] = true;
1140
1141 if (!target->enemy)
1142 target->enemy = hitter->outer_owner ();
1143}
1298 1144
1299/* GROS: This code comes from hit_player. It has been made external to 1145/* GROS: This code comes from hit_player. It has been made external to
1300 * allow script procedures to "kill" objects in a combat-like fashion. 1146 * allow script procedures to "kill" objects in a combat-like fashion.
1301 * It was initially used by (kill-object) developed for the Collector's 1147 * It was initially used by (kill-object) developed for the Collector's
1302 * Sword. Note that nothing has been changed from the original version 1148 * Sword. Note that nothing has been changed from the original version
1309 * This function was a bit of a mess with hitter getting changed, 1155 * This function was a bit of a mess with hitter getting changed,
1310 * values being stored away but not used, etc. I've cleaned it up 1156 * values being stored away but not used, etc. I've cleaned it up
1311 * a bit - I think it should be functionally equivalant. 1157 * a bit - I think it should be functionally equivalant.
1312 * MSW 2002-07-17 1158 * MSW 2002-07-17
1313 */ 1159 */
1160int
1314int kill_object(object *op,int dam, object *hitter, int type) 1161kill_object (object *op, int dam, object *hitter, int type)
1315{ 1162{
1316 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1317 const char *skill; 1164 shstr skill;
1318 int maxdam=0; 1165 int maxdam = 0;
1319 int battleg=0; /* true if op standing on battleground */ 1166 int battleg = 0; /* true if op standing on battleground */
1320 int pk=0; /* true if op and what controls hitter are both players*/ 1167 int pk = 0; /* true if op and what controls hitter are both players */
1321 object *owner=NULL; 1168 object *owner = 0;
1322 object *skop=NULL; 1169 object *skop = 0;
1323 1170
1324 if (op->stats.hp>=0) 1171 if (op->stats.hp >= 0)
1325 return -1; 1172 return -1;
1326 1173
1327 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1174 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1328 return 0; 1175 return 0;
1329 1176
1330 /* maxdam needs to be the amount of damage it took to kill 1177 /* maxdam needs to be the amount of damage it took to kill
1331 * this creature. The function(s) that call us have already 1178 * this creature. The function(s) that call us have already
1332 * adjusted the creatures HP total, so that is negative. 1179 * adjusted the creatures HP total, so that is negative.
1333 */ 1180 */
1334 maxdam = dam + op->stats.hp + 1; 1181 maxdam = dam + op->stats.hp + 1;
1335 1182
1336 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) 1183 if (op->flag [FLAG_BLOCKSVIEW])
1337 update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ 1184 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1338 1185
1339 if(op->type==DOOR) { 1186 if (op->type == DOOR)
1340 op->speed = 0.1; 1187 {
1341 update_ob_speed(op); 1188 op->set_speed (0.1f);
1342 op->speed_left= -0.05; 1189 op->speed_left = -0.05f;
1343 return maxdam;
1344 }
1345 if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) {
1346 remove_friendly_object(op);
1347 if (get_owner (op) != NULL && op->owner->type == PLAYER &&
1348 op->owner->contr->ranges[range_golem] == op) {
1349 op->owner->contr->ranges[range_golem]=NULL;
1350 op->owner->contr->golem_count=0;
1351 }
1352
1353 remove_ob(op);
1354 free_object(op);
1355 return maxdam; 1190 return maxdam;
1191 }
1192
1193 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1356 } 1194 {
1195 op->drop_and_destroy ();
1196 return maxdam;
1197 }
1357 1198
1358 /* Now lets start dealing with experience we get for killing something */ 1199 /* Now lets start dealing with experience we get for killing something */
1359 1200
1360 owner=get_owner(hitter); 1201 owner = hitter->outer_owner ();
1361 if(owner==NULL) 1202 if (!owner)
1362 owner=hitter; 1203 owner = hitter;
1363 1204
1364 /* is the victim (op) standing on battleground? */ 1205 /* is the victim (op) standing on battleground? */
1365 if (op_on_battleground(op, NULL, NULL)) battleg=1; 1206 if (op_on_battleground (op, NULL, NULL))
1366 1207 battleg = 1;
1208
1367 /* is this player killing?*/ 1209 /* is this player killing? */
1368 if (op->type == PLAYER && owner->type == PLAYER) pk=1; 1210 if (op->type == PLAYER && owner->type == PLAYER)
1211 pk = 1;
1369 1212
1370 /* Player killed something */ 1213 /* Player killed something */
1371 if(owner->type==PLAYER) { 1214 if (owner->type == PLAYER)
1372 Log_Kill(owner->name, 1215 {
1373 query_name(op),op->type,
1374 (owner!=hitter) ? query_name(hitter) : NULL,
1375 (owner!=hitter) ? hitter->type : 0);
1376
1377 /* Log players killing other players - makes it easier to detect 1216 /* Log players killing other players - makes it easier to detect
1378 * and filter out malicious player killers - that is why the 1217 * and filter out malicious player killers - that is why the
1379 * ip address is included. 1218 * ip address is included.
1380 */ 1219 */
1381 if (op->type == PLAYER && !battleg) { 1220 if (op->type == PLAYER && !battleg)
1221 {
1382 time_t t=time(NULL); 1222 time_t t = time (NULL);
1383 struct tm *tmv; 1223 struct tm *tmv;
1384 char buf[256]; 1224 char buf[256];
1385 1225
1386 tmv = localtime(&t); 1226 tmv = localtime (&t);
1387 strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); 1227 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1388 1228
1389 LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", 1229 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1390 buf, owner->name, owner->contr->socket.host, query_name(op)); 1230 }
1391 }
1392 1231
1393 /* try to filter some things out - basically, if you are 1232 /* try to filter some things out - basically, if you are
1394 * killing a level 1 creature and your level 20, you 1233 * killing a level 1 creature and your level 20, you
1395 * probably don't want to see that. 1234 * probably don't want to see that.
1396 */ 1235 */
1397 if ( owner->level < op->level * 2|| op->stats.exp>1000) { 1236 if (owner->level < op->level * 2 || op->stats.exp > 1000)
1237 {
1398 if(owner!=hitter) { 1238 if (owner != hitter)
1399 new_draw_info_format(NDI_BLACK, 0, owner, 1239 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter));
1400 "You killed %s with %s.",query_name(op), 1240 else
1401 query_name(hitter)); 1241 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1402 } 1242
1403 else {
1404 new_draw_info_format(NDI_BLACK, 0, owner,
1405 "You killed %s.",query_name(op));
1406 }
1407 /* Only play sounds for melee kills */ 1243 /* Only play sounds for melee kills */
1408 if (hitter->type == PLAYER) 1244 if (hitter->type == PLAYER)
1409 play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1245 owner->play_sound (sound_find ("player_kills"));
1410 } 1246 }
1411 1247
1412 /* If a player kills another player, not on 1248 /* If a player kills another player, not on
1413 * battleground, the "killer" looses 1 luck. Since this is 1249 * battleground, the "killer" looses 1 luck. Since this is
1414 * not reversible, it's actually quite a pain IMHO. -AV 1250 * not reversible, it's actually quite a pain IMHO. -AV
1415 * Fix bug in that we were changing the luck of the hitter, not 1251 * Fix bug in that we were changing the luck of the hitter, not
1416 * player that the object belonged to - so if you killed another player 1252 * player that the object belonged to - so if you killed another player
1417 * with spells, pets, whatever, there was no penalty. 1253 * with spells, pets, whatever, there was no penalty.
1418 * Changed to make luck penalty configurable in settings. 1254 * Changed to make luck penalty configurable in settings.
1419 */ 1255 */
1420 if(op->type == PLAYER && owner != op && !battleg) 1256 if (op->type == PLAYER && owner != op && !battleg)
1421 change_luck(owner, -settings.pk_luck_penalty); 1257 owner->change_luck (-settings.pk_luck_penalty);
1422 1258
1423 /* This code below deals with finding the appropriate skill 1259 /* This code below deals with finding the appropriate skill
1424 * to credit exp to. This is a bit problematic - we should 1260 * to credit exp to. This is a bit problematic - we should
1425 * probably never really have to look at current_weapon->skill 1261 * probably never really have to look at current_weapon->skill
1426 */ 1262 */
1427 skill = NULL; 1263 if (hitter->skill && hitter->type != PLAYER)
1428 if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; 1264 skill = hitter->skill;
1429 else if (owner->chosen_skill) { 1265 else if (owner->chosen_skill)
1430 skill = owner->chosen_skill->skill; 1266 {
1431 skop = owner->chosen_skill; 1267 skop = owner->chosen_skill;
1432 } 1268 skill = skop->skill;
1433 else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; 1269 }
1434 else 1270 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1435 LOG(llevError,"kill_object - unable to find skill that killed monster\n"); 1271 skill = owner->current_weapon->skill;
1272 else
1273 {
1274 LOG (llevError | logBacktrace,
1275 "BUG: kill_object - unable to find skill that killed monster\n"
1276 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1277 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1278 skill = 0;
1279 }
1436 1280
1437 /* We have the skill we want to credit to - now find the object this goes 1281 /* We have the skill we want to credit to - now find the object this goes
1438 * to. Make sure skop is an actual skill, and not a skill tool! 1282 * to. Make sure skop is an actual skill, and not a skill tool!
1439 */ 1283 */
1440 if ((!skop || skop->type != SKILL) && skill) { 1284 skop = owner->contr->find_skill (skill);
1441 int i;
1442
1443 for (i=0; i<NUM_SKILLS; i++)
1444 if (owner->contr->last_skill_ob[i] &&
1445 !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) {
1446 skop = owner->contr->last_skill_ob[i];
1447 break;
1448 }
1449 }
1450 } /* Was it a player that hit somethign */ 1285 } /* Was it a player that hit somethign */
1451 else { 1286 else
1452 skill = NULL; 1287 skill = 0;
1453 }
1454 1288
1455 /* Pet (or spell) killed something. */
1456 if(owner != hitter ) {
1457 (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name,
1458 query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":"");
1459 }
1460 else {
1461 (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name,
1462 (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1463 " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":"");
1464 }
1465 /* These may have been set in the player code section above */ 1289 /* These may have been set in the player code section above */
1290 if (!skop)
1466 if (!skop) skop = hitter->chosen_skill; 1291 skop = hitter->chosen_skill;
1467 if (!skill && skop) skill=skop->skill;
1468 1292
1469 new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); 1293 if (!skill && skop)
1294 skill = skop->skill;
1470 1295
1471
1472 /* If you didn't kill yourself, and your not the wizard */ 1296 /* If you didn't kill yourself, and your not the wizard */
1473 if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { 1297 if (owner != op && !op->flag [FLAG_WIZ])
1474 int exp; 1298 {
1299 int exp;
1475 1300
1476 /* Really don't give much experience for killing other players */ 1301 /* Really don't give much experience for killing other players */
1477 // schmorp: temporary? reduce the amount of exp gained for pking enourmously 1302 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1478 if (op->type==PLAYER) {
1479 if (battleg) { 1303 if (battleg)
1480 new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!");
1481 new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!");
1482 }
1483 else
1484 exp = op->stats.exp / 1000;
1485 } 1304 {
1305 if (op->is_player ())
1306 {
1307 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1308 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1309 }
1310
1311 exp = 0;
1312 }
1313 else if (op->is_player ())
1314 exp = op->stats.exp / 1000;
1486 else 1315 else
1487 exp = calc_skill_exp(owner, op, skop); 1316 exp = calc_skill_exp (owner, op, skop);
1488 1317
1489 /* if op is standing on "battleground" (arena), no way to gain
1490 * exp by killing him
1491 */
1492 if (battleg) exp = 0;
1493
1494 /* Don't know why this is set this way - doesn't make 1318 /* Don't know why this is set this way - doesn't make
1495 * sense to just divide everything by two for no reason. 1319 * sense to just divide everything by two for no reason.
1496 */ 1320 */
1497 1321
1498 if (!settings.simple_exp) 1322 if (!settings.simple_exp)
1499 exp=exp/2; 1323 exp = exp / 2;
1500 1324
1501 if(owner->type!=PLAYER || owner->contr->party==NULL) { 1325 if (owner->type != PLAYER || owner->contr->party == NULL)
1502 change_exp(owner,exp, skill, 0); 1326 change_exp (owner, exp, skill, 0);
1503 } 1327 else
1504 else { 1328 {
1505 int shares=0,count=0; 1329 int shares = 0, count = 0;
1506
1507 player *pl;
1508
1509 partylist *party=owner->contr->party; 1330 partylist *party = owner->contr->party;
1510#ifdef PARTY_KILL_LOG 1331
1511 add_kill_to_party(party, query_name(owner), query_name(op), exp); 1332 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1512#endif 1333
1513 for(pl=first_player;pl!=NULL;pl=pl->next) { 1334 for_all_players (pl)
1514 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { 1335 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1515 count++; 1336 {
1337 count++;
1516 shares+=(pl->ob->level+4); 1338 shares += (pl->ob->level + 4);
1517 } 1339 }
1340
1341 if (count == 1 || shares > exp || !shares)
1342 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1343 else
1344 {
1345 int share = exp / shares, given = 0, nexp;
1346
1347 for_all_players (pl)
1348 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1349 {
1350 nexp = (pl->ob->level + 4) * share;
1351 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1352 given += nexp;
1353 }
1354
1355 exp -= given;
1356 /* give any remainder to the player */
1357 change_exp (owner, exp, skill, SK_EXP_ADD_SKILL);
1358 }
1359 } /* else part of a party */
1360 } /* end if person didn't kill himself */
1361
1362 if (op->type != PLAYER)
1363 {
1364 if (op->flag [FLAG_FRIENDLY])
1365 {
1366 object *owner1 = op->owner;
1367
1368 if (owner1 && owner1->type == PLAYER)
1369 {
1370 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1371 /* Maybe we should include the owner that killed this, maybe not */
1372 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1373 }
1374
1375 remove_friendly_object (op);
1376 }
1377
1378 op->drop_and_destroy ();
1518 } 1379 }
1519 if(count==1 || shares>exp) 1380 else
1520 change_exp(owner,exp, skill, SK_EXP_TOTAL);
1521 else {
1522 int share=exp/shares,given=0,nexp;
1523 for(pl=first_player;pl!=NULL;pl=pl->next) {
1524 if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) {
1525 nexp=(pl->ob->level+4)*share;
1526 change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL);
1527 given+=nexp;
1528 }
1529 }
1530 exp-=given;
1531 /* give any remainder to the player */
1532 change_exp(owner,exp, skill, SK_EXP_ADD_SKILL);
1533 }
1534 } /* else part of a party */
1535
1536 } /* end if person didn't kill himself */
1537
1538 if(op->type!=PLAYER) {
1539 if(QUERY_FLAG(op,FLAG_FRIENDLY)) {
1540 object *owner1 = get_owner(op);
1541
1542 if(owner1!= NULL && owner1->type == PLAYER) {
1543 play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0);
1544 /* Maybe we should include the owner that killed this, maybe not */
1545 new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.",
1546 op->name,hitter->name);
1547 }
1548 remove_friendly_object(op);
1549 }
1550 remove_ob(op);
1551 free_object(op);
1552 }
1553 /* Player has been killed! */ 1381 /* Player has been killed! */
1554 else { 1382 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1555 if(owner->type==PLAYER) { 1383
1556 snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title);
1557 }
1558 else {
1559 strncpy(op->contr->killer,hitter->name,BIG_NAME);
1560 op->contr->killer[BIG_NAME-1]='\0';
1561 }
1562 }
1563 /* This was return -1 - that doesn't seem correct - if we return -1, process 1384 /* This was return -1 - that doesn't seem correct - if we return -1, process
1564 * continues in the calling function. 1385 * continues in the calling function.
1565 */ 1386 */
1566 return maxdam; 1387 return maxdam;
1567} 1388}
1568 1389
1569/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1390/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1570 * Returns 0 this is not friendly fire 1391 * Returns 0 this is not friendly fire
1571 */ 1392 */
1572 1393int
1573int friendly_fire(object *op, object *hitter){ 1394friendly_fire (object *op, object *hitter)
1395{
1574 object *owner; 1396 object *owner;
1575 int friendlyfire; 1397 int friendlyfire;
1576
1577 if (hitter->head) hitter=hitter->head;
1578 1398
1399 if (hitter->head)
1400 hitter = hitter->head;
1401
1579 friendlyfire = 0; 1402 friendlyfire = 0;
1580 1403
1581 if(op->type == PLAYER) { 1404 if (op->type == PLAYER)
1405 {
1582 if (op_on_battleground (hitter, 0, 0)) 1406 if (op_on_battleground (hitter, 0, 0))
1583 return 0; 1407 return 0;
1584 1408
1585 if(hitter->type == PLAYER && hitter->contr->peaceful == 1) 1409 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1586 return 1; 1410 return 1;
1587 1411
1588 if((owner = get_owner(hitter))!=NULL) { 1412 if ((owner = hitter->owner) != NULL)
1413 {
1589 if(owner->type == PLAYER && owner->contr->peaceful == 1) 1414 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1590 friendlyfire = 2; 1415 friendlyfire = 2;
1591 } 1416 }
1592 1417
1593 if (hitter->type == SPELL || hitter->type == POISONING || 1418 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1594 hitter->type == DISEASE || hitter->type == RUNE)
1595 friendlyfire = 0; 1419 friendlyfire = 0;
1596 } 1420 }
1421
1597 return friendlyfire; 1422 return friendlyfire;
1598} 1423}
1599
1600 1424
1601/* This isn't used just for players, but in fact most objects. 1425/* This isn't used just for players, but in fact most objects.
1602 * op is the object to be hit, dam is the amount of damage, hitter 1426 * op is the object to be hit, dam is the amount of damage, hitter
1603 * is what is hitting the object, type is the attacktype, and 1427 * is what is hitting the object, type is the attacktype, and
1604 * full_hit is set if monster area does not matter. 1428 * full_hit is set if monster area does not matter.
1605 * dam is base damage - protections/vulnerabilities/slaying matches can 1429 * dam is base damage - protections/vulnerabilities/slaying matches can
1606 * modify it. 1430 * modify it.
1607 */ 1431 */
1608
1609 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1432/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1610 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1433 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1611 1434int
1612int hit_player(object *op,int dam, object *hitter, int type, int full_hit) { 1435hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1613 int maxdam=0, ndam=0, attacktype=1, magic=(type & AT_MAGIC); 1436{
1614 int maxattacktype, attacknum; 1437 int magic = type & AT_MAGIC;
1615 int body_attack = op && op->head; /* Did we hit op's head? */ 1438 int body_attack = op && op->head; /* Did we hit op's head? */
1439 int maxdam = 0, ndam = 0, attacktype = 1;
1440 int maxattacktype;
1616 int simple_attack; 1441 int simple_attack;
1617 tag_t op_tag, hitter_tag;
1618 int rtn_kill = 0; 1442 int rtn_kill = 0;
1619 int friendlyfire; 1443 int friendlyfire;
1620 1444
1621 if (get_attack_mode (&op, &hitter, &simple_attack)) 1445 if (get_attack_mode (&op, &hitter, &simple_attack))
1446 return 0;
1447
1448 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1449 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1450 return 0;
1451
1452 // only allow pk for hostile players
1453 if (op->type == PLAYER)
1454 {
1455 object *owner = hitter->owner;
1456
1457 if (!owner)
1458 owner = hitter;
1459
1460 if (owner->type == PLAYER
1461 && (!op_on_battleground (op, 0, 0)
1462 && (op->contr->peaceful || owner->contr->peaceful))
1463 && op != owner)
1622 return 0; 1464 return 0;
1465 }
1623 1466
1624 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1467 if (body_attack)
1625 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1468 {
1469 /* slow and paralyze must hit the head. But we don't want to just
1470 * return - we still need to process other attacks the spell still
1471 * might have. So just remove the paralyze and slow attacktypes,
1472 * and keep on processing if we have other attacktypes.
1473 * return if only magic or nothing is left - under normal code
1474 * we don't attack with pure magic if there is another attacktype.
1475 * Only do processing if the initial attacktype includes one of those
1476 * attack so we don't cancel out things like magic bullet.
1477 */
1478 if (type & (AT_PARALYZE | AT_SLOW))
1479 {
1480 type &= ~(AT_PARALYZE | AT_SLOW);
1481
1482 if (!type || type == AT_MAGIC)
1626 return 0; 1483 return 0;
1484 }
1485 }
1627 1486
1628#ifdef PROHIBIT_PLAYERKILL 1487 if (!simple_attack && op->type == DOOR)
1629 if (op->type == PLAYER) { 1488 {
1630 object *owner = get_owner (hitter); 1489 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1631 if (!owner) owner = hitter; 1490 if (tmp->type == RUNE || tmp->type == TRAP)
1632 if (owner->type == PLAYER 1491 {
1633 && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) 1492 spring_trap (tmp, hitter);
1634 && op != owner) { 1493
1494 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1635 return 0; 1495 return 0;
1496
1497 break;
1636 } 1498 }
1499 }
1500
1501 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1637 } 1502 {
1503 /* FIXME: If a player is killed by a rune in a door, the
1504 * destroyed() check above doesn't return, and might get here.
1505 */
1506
1507 /* FIXME: This for example happens when a dead door is on a mover and
1508 gets it's speed_left raised on each mover-tick.
1509 Doors are removed in a kinda funny way by giving them speed and speed_left
1510 and waiting for that to run out.
1511 */
1512 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1513 return 0;
1514 }
1515
1516#ifdef ATTACK_DEBUG
1517 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1638#endif 1518#endif
1639 1519
1640 op_tag = op->count;
1641 hitter_tag = hitter->count;
1642
1643 if (body_attack) {
1644 /* slow and paralyze must hit the head. But we don't want to just
1645 * return - we still need to process other attacks the spell still
1646 * might have. So just remove the paralyze and slow attacktypes,
1647 * and keep on processing if we have other attacktypes.
1648 * return if only magic or nothing is left - under normal code
1649 * we don't attack with pure magic if there is another attacktype.
1650 * Only do processing if the initial attacktype includes one of those
1651 * attack so we don't cancel out things like magic bullet.
1652 */
1653 if (type & (AT_PARALYZE | AT_SLOW)) {
1654 type &= ~(AT_PARALYZE | AT_SLOW);
1655 if (!type || type==AT_MAGIC) return 0;
1656 }
1657 }
1658
1659 if ( ! simple_attack && op->type == DOOR) {
1660 object *tmp;
1661 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1662 if (tmp->type == RUNE || tmp->type == TRAP) {
1663 spring_trap (tmp, hitter);
1664 if (was_destroyed (hitter, hitter_tag)
1665 || was_destroyed (op, op_tag)
1666 || abort_attack (op, hitter, simple_attack))
1667 return 0;
1668 break;
1669 }
1670 }
1671
1672 if ( ! QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) {
1673 /* FIXME: If a player is killed by a rune in a door, the
1674 * was_destroyed() check above doesn't return, and might get here.
1675 */
1676 LOG (llevDebug, "victim (arch %s, name %s) already dead in "
1677 "hit_player()\n", op->arch->name, op->name);
1678 return 0;
1679 }
1680
1681#ifdef ATTACK_DEBUG
1682 LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam);
1683#endif
1684
1685 if (magic) { 1520 if (magic)
1521 {
1686 /* basically: dam = dam*(100-op->resist[attacknum])/100; 1522 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1687 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1523 * in case 0>dam>1, we try to "simulate" a float value-effect */
1688 dam = dam*(100-op->resist[ATNR_MAGIC]); 1524 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1689 if (dam >= 100) 1525 if (dam >= 100)
1690 dam /= 100; 1526 dam /= 100;
1691 else 1527 else
1692 dam = (dam > (rndm(0, 99))) ? 1 : 0; 1528 dam = (dam > rndm (0, 99)) ? 1 : 0;
1693 } 1529 }
1694 1530
1695 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1531 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1696 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1532 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1697 */ 1533 */
1698 if(type & AT_CHAOS){ 1534 if (type & AT_CHAOS)
1535 {
1699 shuffle_attack(op,0); /*0 flag tells it to not change the face */ 1536 shuffle_attack (op, 0); /*0 flag tells it to not change the face */
1700 update_object(op,UP_OBJ_FACE); 1537 update_object (op, UP_OBJ_FACE);
1701 type &= ~AT_CHAOS; 1538 type &= ~AT_CHAOS;
1702 } 1539 }
1703 1540
1704 /* Holyword is really an attacktype modifier (like magic is). If 1541 /* Holyword is really an attacktype modifier (like magic is). If
1705 * holyword is part of an attacktype, then make sure the creature is 1542 * holyword is part of an attacktype, then make sure the creature is
1706 * a proper match, otherwise no damage. 1543 * a proper match, otherwise no damage.
1707 */ 1544 */
1708 if (type & AT_HOLYWORD) { 1545 if (type & AT_HOLYWORD)
1546 {
1709 object *god; 1547 object *god;
1548
1710 if ((!hitter->slaying || 1549 if ((!hitter->slaying
1711 (!(op->race && strstr(hitter->slaying,op->race)) && 1550 || (!(op->race && hitter->slaying.contains (op->race))
1712 !(op->name && strstr(hitter->slaying,op->name)))) && 1551 && !(op->name && hitter->slaying.contains (op->name))))
1713 (!QUERY_FLAG(op,FLAG_UNDEAD) || 1552 && (!op->flag [FLAG_UNDEAD]
1714 (hitter->title != NULL 1553 || (hitter->title
1715 && (god = find_god(determine_god(hitter))) != NULL 1554 && (god = find_god (determine_god (hitter))) != NULL
1716 && god->race != NULL 1555 && god->race.contains (shstr_undead))))
1717 && strstr(god->race,undead_name) != NULL)))
1718 return 0; 1556 return 0;
1719 } 1557 }
1720 1558
1721 maxattacktype = type; /* initialize this to something */ 1559 maxattacktype = type; /* initialise this to something */
1722 for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { 1560 for_all_bits_sparse_32 (type, attacknum)
1561 {
1562 uint32_t attacktype = 1 << attacknum;
1563
1723 /* Magic isn't really a true attack type - it gets combined with other 1564 /* Magic isn't really a true attack type - it gets combined with other
1724 * attack types. As such, skip it over. However, if magic is 1565 * attack types. As such, skip it over. However, if magic is
1725 * the only attacktype in the group, then still attack with it 1566 * the only attacktype in the group, then still attack with it
1726 */ 1567 */
1727 if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; 1568 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1569 continue;
1728 1570
1729 /* Go through and hit the player with each attacktype, one by one. 1571 /* Go through and hit the player with each attacktype, one by one.
1730 * hit_player_attacktype only figures out the damage, doesn't inflict 1572 * hit_player_attacktype only figures out the damage, doesn't inflict
1731 * it. It will do the appropriate action for attacktypes with 1573 * it. It will do the appropriate action for attacktypes with
1732 * effects (slow, paralization, etc. 1574 * effects (slow, paralization, etc.
1733 */ 1575 */
1734 if (type & attacktype) {
1735 ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); 1576 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1577
1736 /* the >= causes us to prefer messages from special attacks, if 1578 /* the >= causes us to prefer messages from special attacks, if
1737 * the damage is equal. 1579 * the damage is equal.
1738 */ 1580 */
1739 if (ndam >= maxdam) { 1581 if (ndam >= maxdam)
1582 {
1740 maxdam = ndam; 1583 maxdam = ndam;
1741 maxattacktype = 1<<attacknum; 1584 maxattacktype = 1 << attacknum;
1585 }
1742 } 1586 }
1743 } 1587
1744 }
1745
1746 /* if this is friendly fire then do a set % of damage only 1588 /* if this is friendly fire then do a set % of damage only
1747 * Note - put a check in to make sure this attack is actually 1589 * Note - put a check in to make sure this attack is actually
1748 * doing damage - otherwise, the +1 in the code below will make 1590 * doing damage - otherwise, the +1 in the code below will make
1749 * an attack do damage before when it otherwise didn't 1591 * an attack do damage before when it otherwise didn't
1750 */ 1592 */
1751 friendlyfire = friendly_fire(op, hitter); 1593 friendlyfire = friendly_fire (op, hitter);
1752 if (friendlyfire && maxdam){ 1594 if (friendlyfire && maxdam)
1595 {
1753 maxdam = ((dam * settings.set_friendly_fire) / 100); 1596 maxdam = ((dam * settings.set_friendly_fire) / 100);
1754#ifndef COZY_SERVER 1597
1598#ifdef ATTACK_DEBUG
1599 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1600 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1601#endif
1602 }
1603
1604 if (!full_hit)
1605 {
1606 int area;
1607 int remainder;
1608
1609 area = 0;
1610
1611 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1612 area++;
1613
1614 assert (area > 0);
1615
1616 /* basically: maxdam /= area; we try to "simulate" a float
1617 value-effect */
1618 remainder = 100 * (maxdam % area) / area;
1619 maxdam /= area;
1620 if (rndm (100) < remainder)
1755 maxdam++; 1621 maxdam++;
1622 }
1623
1624#ifdef ATTACK_DEBUG
1625 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1756#endif 1626#endif
1757
1758#ifdef ATTACK_DEBUG
1759 LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1760 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1761#endif
1762 }
1763 1627
1764 if (!full_hit) { 1628 // for now, only do this for active objects, otherwise they
1765 archetype *at; 1629 // keep a refcount for a long time and I see no usefulness
1766 int area; 1630 // for an non-active objetc to know its enemy.
1767 int remainder; 1631 if (op->active)
1768 1632 if (hitter->owner)
1769 area = 0;
1770 for(at = op->arch; at != NULL; at = at->more)
1771 area++;
1772 assert(area > 0);
1773
1774 /* basically: maxdam /= area; we try to "simulate" a float
1775 value-effect */
1776 remainder = 100*(maxdam%area)/area;
1777 maxdam /= area;
1778 if (RANDOM()%100 < remainder)
1779 maxdam++;
1780 }
1781
1782#ifdef ATTACK_DEBUG
1783 LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam);
1784#endif
1785
1786 if(get_owner(hitter))
1787 op->enemy=hitter->owner; 1633 op->enemy = hitter->owner;
1788 else if (QUERY_FLAG(hitter,FLAG_ALIVE)) 1634 else if (hitter->flag [FLAG_ALIVE])
1789 op->enemy=hitter; 1635 op->enemy = hitter;
1790 1636
1791 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { 1637 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1638 {
1792 /* The unaggressives look after themselves 8) */ 1639 /* The unaggressives look after themselves 8) */
1793 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 1640 op->clr_flag (FLAG_UNAGGRESSIVE);
1794 npc_call_help(op); 1641 npc_call_help (op);
1795 } 1642 }
1796 1643
1797 if (magic && did_make_save(op, op->level, 0)) 1644 if (magic && did_make_save (op, op->level, 0))
1798 maxdam=maxdam/2; 1645 maxdam = maxdam / 2;
1799 1646
1800 attack_message(maxdam, maxattacktype, op, hitter); 1647 attack_message (maxdam, maxattacktype, op, hitter);
1801 1648
1802 op->stats.hp-=maxdam; 1649 op->stats.hp -= maxdam;
1803 1650
1804 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1651 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1805 if ((op->stats.hp>=0) && 1652 if (op->stats.hp >= 0
1806 (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && 1653 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1807 op->stats.hp<(signed short)(((float)op->run_away/(float)100)* 1654 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1808 (float)op->stats.maxhp)) { 1655 {
1809 1656
1810 if (QUERY_FLAG(op, FLAG_MONSTER)) 1657 if (op->flag [FLAG_MONSTER])
1811 SET_FLAG(op, FLAG_RUN_AWAY); 1658 op->set_flag (FLAG_RUN_AWAY);
1812 else 1659 else
1813 scare_creature(op, hitter); 1660 scare_creature (op, hitter);
1661 }
1662
1663 if (op->flag [FLAG_TEAR_DOWN])
1814 } 1664 {
1815
1816 if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) {
1817 if (maxdam) 1665 if (maxdam)
1818 tear_down_wall(op); 1666 tear_down_wall (op);
1667
1819 return maxdam; /* nothing more to do for wall */ 1668 return maxdam; /* nothing more to do for wall */
1820 } 1669 }
1821 1670
1822 /* See if the creature has been killed */ 1671 /* See if the creature has been killed */
1823 rtn_kill = kill_object(op, maxdam, hitter, type); 1672 rtn_kill = kill_object (op, maxdam, hitter, type);
1824 if (rtn_kill != -1) 1673 if (rtn_kill != -1)
1825 return rtn_kill; 1674 return rtn_kill;
1826 1675
1827
1828 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1676 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1829 * that before if the player was immune to ghosthit, the monster 1677 * that before if the player was immune to ghosthit, the monster
1830 * remained - that is no longer the case. 1678 * remained - that is no longer the case.
1831 */ 1679 */
1832 if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { 1680 if (hitter->flag [FLAG_ONE_HIT])
1833 if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) 1681 hitter->drop_and_destroy ();
1834 remove_friendly_object(hitter);
1835 remove_ob(hitter);
1836 free_object(hitter);
1837 }
1838 /* Lets handle creatures that are splitting now */ 1682 /* Lets handle creatures that are splitting now */
1839 else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { 1683 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1840 int i; 1684 {
1841 int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); 1685 int friendly = op->flag [FLAG_FRIENDLY];
1842 int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); 1686 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1843 object *owner = get_owner(op); 1687 object *owner = op->owner;
1844 1688
1845 if(!op->other_arch) { 1689 if (!op->other_arch)
1690 {
1846 LOG(llevError,"SPLITTING without other_arch error.\n"); 1691 LOG (llevError, "SPLITTING without other_arch error.\n");
1847 return maxdam; 1692 return maxdam;
1848 } 1693 }
1849 remove_ob(op);
1850 for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */
1851 object *tmp=arch_to_object(op->other_arch);
1852 int j;
1853 1694
1695 op->remove ();
1696
1697 for (int i = 0; i < op->stats.food; i++)
1698 { /* This doesn't handle op->more yet */
1699 object *tmp = op->other_arch->instance ();
1700
1854 tmp->stats.hp=op->stats.hp; 1701 tmp->stats.hp = op->stats.hp;
1702
1855 if (friendly) { 1703 if (friendly)
1856 SET_FLAG(tmp, FLAG_FRIENDLY); 1704 {
1857 add_friendly_object(tmp); 1705 add_friendly_object (tmp);
1858 tmp->attack_movement = PETMOVE; 1706 tmp->attack_movement = PETMOVE;
1859 if (owner!=NULL) 1707
1860 set_owner(tmp,owner); 1708 if (owner)
1709 tmp->set_owner (owner);
1710 }
1711
1712 if (unaggressive)
1713 tmp->set_flag (FLAG_UNAGGRESSIVE);
1714
1715 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1716
1717 if (j == -1) /* No spot to put this monster */
1718 tmp->destroy ();
1719 else
1720 {
1721 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j];
1722 insert_ob_in_map (tmp, op->map, NULL, 0);
1723 }
1724 }
1725
1726 op->destroy ();
1861 } 1727 }
1862 if (unaggressive)
1863 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
1864 j=find_first_free_spot(tmp,op->map,op->x,op->y);
1865 if (j==-1) /* No spot to put this monster */
1866 free_object(tmp);
1867 else {
1868 tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j];
1869 insert_ob_in_map(tmp,op->map,NULL,0);
1870 }
1871 }
1872 if(friendly)
1873 remove_friendly_object(op);
1874 free_object(op);
1875 }
1876 else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { 1728 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
1877 remove_ob(hitter); 1729 hitter->drop_and_destroy ();
1878 free_object(hitter); 1730
1879 }
1880 return maxdam; 1731 return maxdam;
1881} 1732}
1882 1733
1883 1734static void
1884void poison_player(object *op, object *hitter, int dam) 1735poison_player (object *op, object *hitter, int dam)
1885{ 1736{
1886 archetype *at = find_archetype("poisoning"); 1737 archetype *at = archetype::find (shstr_poisoning);
1887 object *tmp=present_arch_in_ob(at,op); 1738 object *tmp = present_arch_in_ob (at, op);
1888 1739
1889 if(tmp==NULL) { 1740 if (!tmp)
1890 if((tmp=arch_to_object(at))==NULL) 1741 {
1891 LOG(llevError,"Failed to clone arch poisoning.\n");
1892 else {
1893 tmp = insert_ob_in_ob(tmp,op); 1742 tmp = insert_ob_in_ob (at->instance (), op);
1894 /* peterm: give poisoning some teeth. It should 1743 /* peterm: give poisoning some teeth. It should
1895 * be able to kill things better than it does: 1744 * be able to kill things better than it does:
1896 * damage should be dependent something--I choose to 1745 * damage should be dependent something--I choose to
1897 * do this: if it's a monster, the damage from the 1746 * do this: if it's a monster, the damage from the
1898 * poisoning goes as the level of the monster/2. 1747 * poisoning goes as the level of the monster/2.
1899 * If anything else, goes as damage. 1748 * If anything else, goes as damage.
1900 */ 1749 */
1901 1750
1902 if(QUERY_FLAG(hitter,FLAG_ALIVE)) 1751 if (hitter->flag [FLAG_ALIVE])
1903 tmp->stats.dam += hitter->level/2; 1752 tmp->stats.dam += hitter->level / 2;
1904 else 1753 else
1905 tmp->stats.dam = dam; 1754 tmp->stats.dam = dam;
1906 1755
1907 copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ 1756 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
1908 if(hitter->skill && hitter->skill != tmp->skill) { 1757 if (hitter->skill && hitter->skill != tmp->skill)
1909 if (tmp->skill) free_string(tmp->skill); 1758 tmp->skill = hitter->skill;
1910 tmp->skill = add_refcount(hitter->skill);
1911 }
1912 1759
1913 tmp->stats.food+=dam; /* more damage, longer poisoning */ 1760 tmp->stats.food += dam; /* more damage, longer poisoning */
1914 1761
1915 if(op->type==PLAYER) { 1762 if (op->type == PLAYER)
1763 {
1916 /* player looses stats, maximum is -10 of each */ 1764 /* player looses stats, maximum is -10 of each */
1917 tmp->stats.Con= MAX(-(dam/4+1), -10); 1765 tmp->stats.Con = max (-(dam / 4 + 1), -10);
1918 tmp->stats.Str= MAX(-(dam/3+2), -10); 1766 tmp->stats.Str = max (-(dam / 3 + 2), -10);
1919 tmp->stats.Dex= MAX(-(dam/6+1), -10); 1767 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
1920 tmp->stats.Int= MAX(-dam/7, -10); 1768 tmp->stats.Int = max (-(dam / 7 ), -10);
1921 SET_FLAG(tmp,FLAG_APPLIED); 1769 tmp->set_flag (FLAG_APPLIED);
1922 fix_player(op); 1770 op->update_stats ();
1923 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1924 } 1772 op->play_sound (tmp->sound);
1773 }
1774
1925 if (hitter->type == PLAYER) 1775 if (hitter->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", 1776 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
1927 op->name);
1928 else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) 1777 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
1929 new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, 1778 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
1930 "Your %s poisons %s.", hitter->name, op->name); 1779
1931 }
1932 tmp->speed_left=0; 1780 tmp->speed_left = 0;
1933 } 1781 }
1934 else 1782 else
1935 tmp->stats.food++; 1783 tmp->stats.food++;
1936} 1784}
1937 1785
1786static void
1938void slow_player(object *op,object *hitter,int dam) 1787slow_player (object *op, object *hitter, int dam)
1788{
1939{ archetype *at = find_archetype("slowness"); 1789 archetype *at = archetype::find (shstr_slowness);
1940 object *tmp; 1790 object *tmp;
1941 if(at == NULL) { 1791
1792 if (!at)
1942 LOG(llevError,"Can't find slowness archetype.\n"); 1793 LOG (llevError, "Can't find slowness archetype.\n");
1943 } 1794
1944 if((tmp=present_arch_in_ob(at,op)) == NULL) { 1795 if ((tmp = present_arch_in_ob (at, op)) == NULL)
1945 tmp = arch_to_object(at); 1796 {
1797 tmp = at->instance ();
1946 tmp = insert_ob_in_ob(tmp,op); 1798 tmp = insert_ob_in_ob (tmp, op);
1947 new_draw_info(NDI_UNIQUE, 0,op,"The world suddenly moves very fast!"); 1799 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
1800 }
1948 } else 1801 else
1949 tmp->stats.food++; 1802 tmp->stats.food++;
1950 SET_FLAG(tmp, FLAG_APPLIED); 1803
1804 tmp->set_flag (FLAG_APPLIED);
1951 tmp->speed_left=0; 1805 tmp->speed_left = 0;
1952 fix_player(op); 1806 op->update_stats ();
1953} 1807}
1954 1808
1809void
1955void confuse_player(object *op, object *hitter, int dam) 1810confuse_player (object *op, object *hitter, int dam)
1956{ 1811{
1957 object *tmp; 1812 object *tmp;
1958 int maxduration; 1813 int maxduration;
1959 1814
1960 tmp = present_in_ob_by_name(FORCE,"confusion", op); 1815 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
1961 if(!tmp) { 1816 if (!tmp)
1962 tmp = get_archetype(FORCE_NAME);
1963 tmp = insert_ob_in_ob(tmp,op);
1964 }
1965 1817 {
1818 tmp = get_archetype (FORCE_NAME);
1819 tmp = insert_ob_in_ob (tmp, op);
1820 }
1821
1966 /* Duration added per hit and max. duration of confusion both depend 1822 /* Duration added per hit and max. duration of confusion both depend
1967 * on the player's resistance 1823 * on the player's resistance
1968 */ 1824 */
1969 tmp->speed = 0.05; 1825 tmp->speed = 0.05;
1970 tmp->subtype = FORCE_CONFUSION; 1826 tmp->subtype = FORCE_CONFUSION;
1971 tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); 1827 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1972 if (tmp->name) free_string(tmp->name);
1973 tmp->name = add_string("confusion"); 1828 tmp->name = shstr_confusion;
1974 maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); 1829 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1830
1975 if( tmp->duration > maxduration) 1831 if (tmp->duration > maxduration)
1976 tmp->duration = maxduration; 1832 tmp->duration = maxduration;
1977 1833
1978 if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) 1834 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
1979 new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); 1835 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
1980 SET_FLAG(op, FLAG_CONFUSED);
1981}
1982 1836
1837 op->set_flag (FLAG_CONFUSED);
1838}
1839
1840void
1983void blind_player(object *op, object *hitter, int dam) 1841blind_player (object *op, object *hitter, int dam)
1984{ 1842{
1985 object *tmp,*owner; 1843 object *tmp, *owner;
1986 1844
1987 /* Save some work if we know it isn't going to affect the player */ 1845 /* Save some work if we know it isn't going to affect the player */
1988 if (op->resist[ATNR_BLIND]==100) return; 1846 if (op->resist[ATNR_BLIND] == 100)
1847 return;
1989 1848
1990 tmp = present_in_ob(BLINDNESS,op); 1849 tmp = present_in_ob (BLINDNESS, op);
1991 if(!tmp) { 1850 if (!tmp)
1851 {
1992 tmp = get_archetype("blindness"); 1852 tmp = get_archetype (shstr_blindness);
1993 SET_FLAG(tmp, FLAG_BLIND); 1853 tmp->set_flag (FLAG_BLIND);
1994 SET_FLAG(tmp, FLAG_APPLIED); 1854 tmp->set_flag (FLAG_APPLIED);
1995 /* use floats so we don't lose too much precision due to rounding errors. 1855 /* use floats so we don't lose too much precision due to rounding errors.
1996 * speed is a float anyways. 1856 * speed is a float anyways.
1997 */ 1857 */
1998 tmp->speed = tmp->speed * (100.0 - (float)op->resist[ATNR_BLIND]) / 100; 1858 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
1999 1859
2000 tmp = insert_ob_in_ob(tmp,op); 1860 tmp = insert_ob_in_ob (tmp, op);
2001 change_abil(op,tmp); /* Mostly to display any messages */ 1861 change_abil (op, tmp); /* Mostly to display any messages */
2002 fix_player(op); /* This takes care of some other stuff */ 1862 op->update_stats (); /* This takes care of some other stuff */
2003 1863
2004 if(hitter->owner) owner = get_owner(hitter); 1864 if (hitter->owner)
1865 owner = hitter->owner;
1866 else
2005 else owner = hitter; 1867 owner = hitter;
2006 1868
2007 new_draw_info_format(NDI_UNIQUE,0,owner, 1869 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2008 "Your attack blinds %s!",query_name(op));
2009 } 1870 }
2010 tmp->stats.food += dam; 1871 tmp->stats.food += dam;
2011 if(tmp->stats.food > 10) tmp->stats.food = 10; 1872 if (tmp->stats.food > 10)
1873 tmp->stats.food = 10;
2012} 1874}
2013 1875
1876void
2014void paralyze_player(object *op, object *hitter, int dam) 1877paralyze_player (object *op, object *hitter, int dam)
2015{ 1878{
2016 float effect,max;
2017 /* object *tmp; */
2018
2019 /* This is strange stuff... someone knows for what this is 1879 /* This is strange stuff... someone knows for what this is
2020 * written? Well, i think this can and should be removed 1880 * written? Well, i think this can and should be removed
2021 */ 1881 */
2022 1882
2023 /* 1883 /*
2024 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1884 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2025 tmp=clone_arch(PARAIMAGE); 1885 tmp=clone_arch(PARAIMAGE);
2026 tmp->x=op->x,tmp->y=op->y; 1886 tmp->x=op->x,tmp->y=op->y;
2027 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1887 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2028 } 1888 }
2029 */ 1889 */
2030 1890
2031 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1891 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2032 effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1892 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2033 1893
2034 if (effect==0) return;
2035
2036 op->speed_left-=FABS(op->speed)*effect; 1894 op->speed_left -= op->speed * effect;
2037 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1895 /* tmp->stats.food+=(signed short) effect/op->speed; */
2038 1896
2039 /* max number of ticks to be affected for. */ 1897 /* max number of ticks to be affected for. */
2040 max = (100 - op->resist[ATNR_PARALYZE])/ 2; 1898 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1899
2041 if (op->speed_left< -(FABS(op->speed)*max)) 1900 max_it (op->speed_left, -op->speed * max);
2042 op->speed_left = (float) -(FABS(op->speed)*max);
2043 1901
2044/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1902/* tmp->stats.food = (signed short) (max / op->speed); */
2045} 1903}
2046
2047 1904
2048/* Attempts to kill 'op'. hitter is the attack object, dam is 1905/* Attempts to kill 'op'. hitter is the attack object, dam is
2049 * the computed damaged. 1906 * the computed damaged.
2050 */ 1907 */
1908static void
2051void deathstrike_player(object *op, object *hitter, int *dam) 1909deathstrike_player (object *op, object *hitter, int *dam)
2052{ 1910{
2053 /* The intention of a death attack is to kill outright things 1911 /* The intention of a death attack is to kill outright things
2054 ** that are a lot weaker than the attacker, have a chance of killing 1912 ** that are a lot weaker than the attacker, have a chance of killing
2055 ** things somewhat weaker than the caster, and no chance of 1913 ** things somewhat weaker than the caster, and no chance of
2056 ** killing something equal or stronger than the attacker. 1914 ** killing something equal or stronger than the attacker.
2057 ** Also, if a deathstrike attack has a slaying, any monster 1915 ** Also, if a deathstrike attack has a slaying, any monster
2058 ** whose name or race matches a comma-delimited list in the slaying 1916 ** whose name or race matches a comma-delimited list in the slaying
2059 ** field of the deathstriking object */ 1917 ** field of the deathstriking object */
2060 1918
2061 int atk_lev, def_lev, kill_lev; 1919 int atk_lev, def_lev, kill_lev;
2062 1920
2063 if(hitter->slaying) 1921 if (hitter->slaying)
2064 if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || 1922 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
2065 (op->race&&strstr(hitter->slaying,op->race)))) return; 1923 || (op->race && hitter->slaying.contains (op->race))))
1924 return;
2066 1925
2067 def_lev = op->level; 1926 def_lev = op->level;
2068 if (def_lev < 1) { 1927 if (def_lev < 1)
2069 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", 1928 {
2070 op->arch->name, op->name); 1929 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2071 def_lev = 1; 1930 def_lev = 1;
2072 } 1931 }
1932
2073 atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; 1933 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2074 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1934 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2075 atk_lev, def_lev); */ 1935 atk_lev, def_lev); */
2076 1936
2077 if(atk_lev >= def_lev ){ 1937 if (atk_lev >= def_lev)
1938 {
2078 kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); 1939 kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH);
2079 1940
2080 /* Note that the below effectively means the ratio of the atk vs 1941 /* Note that the below effectively means the ratio of the atk vs
2081 * defener level is important - if level 52 character has very little 1942 * defener level is important - if level 52 character has very little
2082 * chance of killing a level 50 monster. This should probably be 1943 * chance of killing a level 50 monster. This should probably be
2083 * redone. 1944 * redone.
2084 */ 1945 */
2085 if(kill_lev >= def_lev) { 1946 if (kill_lev >= def_lev)
1947 {
2086 *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ 1948 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2087 /* I think this doesn't really do much. Because of 1949 /* I think this doesn't really do much. Because of
2088 * integer rounding, this only makes any difference if the 1950 * integer rounding, this only makes any difference if the
2089 * attack level is double the defender level. 1951 * attack level is double the defender level.
2090 */ 1952 */
2091 *dam *= kill_lev / def_lev; 1953 *dam *= kill_lev / def_lev;
2092 } 1954 }
1955 }
1956 else
1957 *dam = 0; /* no harm done */
1958}
1959
1960/* This returns the amount of damage hitter does to op with the
1961 * appropriate attacktype. Only 1 attacktype should be set at a time.
1962 * This doesn't damage the player, but returns how much it should
1963 * take. However, it will do other effects (paralyzation, slow, etc.)
1964 * Note - changed for PR code - we now pass the attack number and not
1965 * the attacktype. Makes it easier for the PR code. */
1966int
1967hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1968{
1969 int doesnt_slay = 1;
1970
1971 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1972 if (attacknum >= NROFATTACKS)
1973 {
1974 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1975 return 0;
1976 }
1977
1978 if (dam < 0)
1979 {
1980 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1981 dam, hitter->debug_desc (), op->debug_desc ());
1982 return 0;
1983 }
1984
1985 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1986 * people can't mess with that or it otherwise get confused. */
1987 if (attacknum == ATNR_INTERNAL)
1988 return dam;
1989
1990 if (hitter->slaying)
1991 {
1992 if ((op->race && hitter->slaying.contains (op->race))
1993 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1994 {
1995 doesnt_slay = 0;
1996 dam *= 3;
1997 }
1998 }
1999
2000 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2001 if (op->resist[attacknum])
2002 {
2003 /* basically: dam = dam*(100-op->resist[attacknum])/100;
2004 * in case 0>dam>1, we try to "simulate" a float value-effect */
2005 dam *= (100 - op->resist[attacknum]);
2006 if (dam >= 100)
2007 dam /= 100;
2093 } else { 2008 else
2094 *dam = 0; /* no harm done */ 2009 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2095 } 2010 }
2096}
2097 2011
2098/* thrown_item_effect() - handles any special effects of thrown 2012 /* Special hack. By default, if immune to something, you
2099 * items (like attacking living creatures--a potion thrown at a 2013 * shouldn't need to worry. However, acid is an exception, since
2100 * monster). 2014 * it can still damage your items. Only include attacktypes if
2101 */ 2015 * special processing is needed */
2102static void thrown_item_effect (object *hitter, object *victim)
2103{
2104 if(!QUERY_FLAG(hitter,FLAG_ALIVE)) {
2105 /* May not need a switch for just 2 types, but this makes it
2106 * easier for expansion.
2107 */
2108 switch (hitter->type) {
2109 case POTION:
2110 /* should player get a save throw instead of checking magic protection? */
2111 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD)
2112 &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter);
2113 break;
2114 2016
2115 case POISON: /* poison drinks */ 2017 if (op->resist[attacknum] >= 100
2116 /* As with potions, should monster get a save? */ 2018 && doesnt_slay
2117 if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) 2019 && attacknum != ATNR_ACID)
2118 &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter);
2119 break;
2120
2121 /* Removed case statements that did nothing.
2122 * food may be poisonous, but monster must be willing to eat it,
2123 * so we don't handle it here.
2124 * Containers should perhaps break open, but that code was disabled.
2125 */
2126 }
2127 }
2128}
2129
2130/* adj_attackroll() - adjustments to attacks by various conditions */
2131
2132int adj_attackroll (object *hitter, object *target) {
2133 object *attacker = hitter;
2134 int adjust=0;
2135
2136 /* safety */
2137 if(!target||!hitter||!hitter->map||!target->map||!on_same_map(hitter,target)) {
2138 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same "
2139 "map\n");
2140 return 0; 2020 return 0;
2141 }
2142 2021
2143 /* aimed missiles use the owning object's sight */ 2022 /* Keep this in order - makes things easier to find */
2144 if(is_aimed_missile(hitter)) {
2145 if ((attacker = get_owner(hitter))==NULL) attacker = hitter;
2146 /* A player who saves but hasn't quit still could have objects
2147 * owned by him - need to handle that case to avoid crashes.
2148 */
2149 if (QUERY_FLAG(attacker, FLAG_REMOVED)) attacker = hitter;
2150 }
2151 else if(!QUERY_FLAG(hitter,FLAG_ALIVE))
2152 return 0;
2153 2023
2154 /* determine the condtions under which we make an attack. 2024 switch (attacknum)
2155 * Add more cases, as the need occurs. */
2156
2157 if(!can_see_enemy(attacker,target)) {
2158 /* target is unseen */
2159 if(target->invisible || QUERY_FLAG(attacker,FLAG_BLIND))
2160 adjust -= 10;
2161 /* dark map penalty for the hitter (lacks infravision if we got here). */
2162 else if(target->map&&target->map->darkness>0&&!stand_in_light(target))
2163 adjust -= target->map->darkness;
2164 }
2165
2166 if(QUERY_FLAG(attacker,FLAG_SCARED))
2167 adjust -= 3;
2168
2169 if(QUERY_FLAG(target,FLAG_UNAGGRESSIVE))
2170 adjust += 1;
2171
2172 if(QUERY_FLAG(target,FLAG_SCARED))
2173 adjust += 1;
2174
2175 if(QUERY_FLAG(attacker,FLAG_CONFUSED))
2176 adjust -= 3;
2177
2178 /* if we attack at a different 'altitude' its harder */
2179 if((attacker->move_type & target->move_type)==0)
2180 adjust -= 2;
2181
2182#if 0
2183 /* slower attacks are less likely to succeed. We should use a
2184 * comparison between attacker/target speeds BUT, players have
2185 * a generally faster speed, so this will wind up being a HUGE
2186 * disadantage for the monsters! Too bad, because missiles which
2187 * fly fast should have a better chance of hitting a slower target.
2188 */
2189 if(hitter->speed<target->speed)
2190 adjust += ((float) hitter->speed-target->speed);
2191#endif
2192
2193#if 0
2194 LOG(llevDebug,"adj_attackroll() returns %d (%d)\n",adjust,attacker->count);
2195#endif
2196
2197 return adjust;
2198}
2199
2200
2201/* determine if the object is an 'aimed' missile */
2202int is_aimed_missile ( object *op) {
2203
2204 /* I broke what used to be one big if into a few nested
2205 * ones so that figuring out the logic is at least possible.
2206 */
2207 if (op && (op->move_type & MOVE_FLYING)) {
2208 if (op->type==ARROW || op->type==THROWN_OBJ)
2209 return 1;
2210 else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET ||
2211 op->subtype == SP_EXPLOSION))
2212 return 1;
2213 } 2025 {
2026 case ATNR_PHYSICAL:
2027 /* here also check for diseases */
2028 check_physically_infect (op, hitter);
2029 break;
2030
2031 /* Don't need to do anything for:
2032 magic,
2033 fire,
2034 electricity,
2035 cold */
2036
2037 case ATNR_CONFUSION:
2038 case ATNR_POISON:
2039 case ATNR_SLOW:
2040 case ATNR_PARALYZE:
2041 case ATNR_FEAR:
2042 case ATNR_CANCELLATION:
2043 case ATNR_DEPLETE:
2044 case ATNR_BLIND:
2045 {
2046 /* chance for inflicting a special attack depends on the
2047 * difference between attacker's and defender's level
2048 */
2049 int level_diff = min (110, max (0, op->level - hitter->level));
2050
2051 /* First, only creatures/players with speed can be affected.
2052 * Second, just getting hit doesn't mean it always affects
2053 * you. Third, you still get a saving through against the
2054 * effect.
2055 */
2056 if (op->has_active_speed ()
2057 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2058 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2059 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2060 {
2061
2062 /* Player has been hit by something */
2063 if (attacknum == ATNR_CONFUSION)
2064 confuse_player (op, hitter, dam);
2065 else if (attacknum == ATNR_POISON)
2066 poison_player (op, hitter, dam);
2067 else if (attacknum == ATNR_SLOW)
2068 slow_player (op, hitter, dam);
2069 else if (attacknum == ATNR_PARALYZE)
2070 paralyze_player (op, hitter, dam);
2071 else if (attacknum == ATNR_FEAR)
2072 scare_creature (op, hitter);
2073 else if (attacknum == ATNR_CANCELLATION)
2074 cancellation (op);
2075 else if (attacknum == ATNR_DEPLETE)
2076 op->drain_stat ();
2077 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2078 blind_player (op, hitter, dam);
2079 }
2080
2081 dam = 0; /* These are all effects and don't do real damage */
2082 }
2083 break;
2084
2085 case ATNR_ACID:
2086 {
2087 int flag = 0;
2088
2089 /* Items only get corroded if you're not on a battleground and
2090 * if your acid resistance is below 50%. */
2091 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2092 {
2093 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2094 {
2095 if (tmp->invisible)
2096 continue;
2097 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2098 /* >= 10% acid res. on items will protect these */
2099 continue;
2100 if (!(tmp->materials & M_IRON))
2101 continue;
2102 if (tmp->magic < -4) /* Let's stop at -5 */
2103 continue;
2104 if (tmp->type == RING
2105 /* removed boots and gloves from exclusion list in PR */
2106 || tmp->type == GIRDLE
2107 || tmp->type == AMULET
2108 || tmp->type == WAND
2109 || tmp->type == ROD
2110 || tmp->type == HORN)
2111 continue; /* To avoid some strange effects */
2112
2113 /* High damage acid has better chance of corroding
2114 objects */
2115 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2116 {
2117 flag = 1;
2118 tmp->magic--;
2119
2120 if (object *pl = tmp->visible_to ())
2121 {
2122 /* Make this more visible */
2123 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2124 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2125
2126 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2127 }
2128 }
2129 }
2130
2131 if (flag)
2132 op->update_stats (); /* Something was corroded */
2133 }
2134 }
2135 break;
2136
2137 case ATNR_DRAIN:
2138 {
2139 /* rate is the proportion of exp drained. High rate means
2140 * not much is drained, low rate means a lot is drained.
2141 */
2142 int rate;
2143
2144 if (op->resist[ATNR_DRAIN] >= 0)
2145 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2146 else
2147 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2148
2149 if (op->stats.exp <= rate)
2150 {
2151 if (op->type == GOLEM)
2152 dam = 9998; /* Its force is "sucked" away. 8) */
2153 else
2154 /* If we can't drain, lets try to do physical damage */
2155 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2156 }
2157 else
2158 {
2159 /* Randomly give the hitter some hp */
2160 if (hitter->stats.hp < hitter->stats.maxhp &&
2161 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2162 hitter->stats.hp++;
2163
2164 /* Can't do drains on battleground spaces.
2165 * Move the wiz check up here - before, the hitter wouldn't gain exp
2166 * exp, but the wiz would still lose exp! If drainee is a wiz,
2167 * nothing happens.
2168 * Try to credit the owner. We try to display player -> player drain
2169 * attacks, hence all the != PLAYER checks.
2170 */
2171 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2172 {
2173 object *owner = hitter->owner;
2174
2175 if (owner && owner != hitter)
2176 {
2177 if (op->type != PLAYER || owner->type != PLAYER)
2178 change_exp (owner, op->stats.exp / (rate * 2),
2179 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
2180 }
2181 else if (op->type != PLAYER || hitter->type != PLAYER)
2182 change_exp (hitter, op->stats.exp / (rate * 2),
2183 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
2184
2185 change_exp (op, -op->stats.exp / rate, NULL, 0);
2186 }
2187
2188 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2189 * drain attack, you won't know that you are actually sucking out EXP,
2190 * as the messages will say you missed
2191 */
2192 }
2193 }
2194 break;
2195
2196 case ATNR_TURN_UNDEAD:
2197 {
2198 if (op->flag [FLAG_UNDEAD])
2199 {
2200 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2201 object *god = find_god (determine_god (owner));
2202 int div = 1;
2203
2204 /* if undead are not an enemy of your god, you turn them
2205 * at half strength */
2206 if (!god || !god->slaying.contains (shstr_undead))
2207 div = 2;
2208
2209 /* Give a bonus if you resist turn undead */
2210 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2211 scare_creature (op, owner);
2212 }
2213 else
2214 dam = 0; /* don't damage non undead - should we damage
2215 undead? */
2216 }
2217 break;
2218
2219 case ATNR_DEATH:
2220 deathstrike_player (op, hitter, &dam);
2221 break;
2222
2223 case ATNR_CHAOS:
2224 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2225 dam = 0;
2226 break;
2227
2228 case ATNR_COUNTERSPELL:
2229 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2230 dam = 0;
2231 /* This should never happen. Counterspell is handled
2232 * seperately and filtered out. If this does happen,
2233 * Counterspell has no effect on anything but spells, so it
2234 * does no damage. */
2235 break;
2236
2237 case ATNR_HOLYWORD:
2238 {
2239 /* This has already been handled by hit_player,
2240 * no need to check twice -- DAMN */
2241 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2242
2243 /* As with turn undead above, give a bonus on the saving throw */
2244 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2245 scare_creature (op, owner);
2246 }
2247 break;
2248
2249 case ATNR_LIFE_STEALING:
2250 {
2251 int new_hp;
2252
2253 /* this is replacement to drain for players, instead of taking
2254 * exp it takes hp. It is geared for players, probably not
2255 * much use giving it to monsters
2256 *
2257 * life stealing doesn't do a lot of damage, but it gives the
2258 * damage it does do to the player. Given that,
2259 * it only does 1/10'th normal damage (hence the divide by
2260 * 1000).
2261 */
2262 /* You can't steal life from something undead */
2263 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2264 return 0;
2265
2266 /* If drain protection is higher than life stealing, use that */
2267 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2268 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2269 else
2270 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2271
2272 /* You die at -1 hp, not zero. */
2273 if (dam > (op->stats.hp + 1))
2274 dam = op->stats.hp + 1;
2275
2276 new_hp = hitter->stats.hp + dam;
2277 if (new_hp > hitter->stats.maxhp)
2278 new_hp = hitter->stats.maxhp;
2279
2280 if (new_hp > hitter->stats.hp)
2281 hitter->stats.hp = new_hp;
2282 }
2283 }
2284
2214 return 0; 2285 return dam;
2215} 2286}
2216 2287

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