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

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