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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.48 by root, Thu Jan 18 22:20:00 2007 UTC vs.
Revision 1.155 by root, Sat Oct 8 21:54:05 2022 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
25
24#include <assert.h> 26#include <assert.h>
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <material.h> 29#include <material.h>
28#include <skills.h> 30#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 31#include <sounds.h>
35 32#include <sproto.h>
36typedef struct att_msg_str
37{
38 char *msg1;
39 char *msg2;
40} att_msg;
41 33
42/*#define ATTACK_DEBUG*/ 34/*#define ATTACK_DEBUG*/
43
44/* cancels object *op. Cancellation basically means an object loses
45 * its magical benefits.
46 */
47void
48cancellation (object *op)
49{
50 if (op->invisible)
51 return;
52
53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
54 {
55 /* Recurse through the inventory */
56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
58 cancellation (tmp);
59 }
60 else if (FABS (op->magic) <= rndm (0, 5))
61 {
62 /* Nullify this object. This code could probably be more complete */
63 /* in what abilities it should cancel */
64 op->magic = 0;
65
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
71 if (op->env && op->env->type == PLAYER)
72 esrv_send_item (op->env, op);
73 }
74}
75 35
76/* did_make_save_item just checks to make sure the item actually 36/* did_make_save_item just checks to make sure the item actually
77 * made its saving throw based on the tables. It does not take 37 * made its saving throw based on the tables. It does not take
78 * any further action (like destroying the item). 38 * any further action (like destroying the item).
79 */ 39 */
80int 40static int
81did_make_save_item (object *op, int type, object *originator) 41did_make_save_item (object *op, uint32_t type, object *originator)
82{ 42{
83 int i, roll, saves = 0, attacks = 0, number; 43 int saves = 0, attacks = 0;
84 materialtype_t *mt; 44 materialtype_t *mt = op->material;
85 45
86 if (op->materialname == NULL) 46 // destroying objects without material has many bad effects
87 {
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
95 if (mt == NULL) 47 if (mt == MATERIAL_NULL)
96 return TRUE; 48 return 1;
97 49
98 roll = rndm (1, 20); 50 int roll = rndm (1, 20);
99 51
100 /* the attacktypes have no meaning for object saves 52 /* the attacktypes have no meaning for object saves
101 * If the type is only magic, don't adjust type - basically, if 53 * If the type is only magic, don't adjust type - basically, if
102 * pure magic is hitting an object, it should save. However, if it 54 * pure magic is hitting an object, it should save. However, if it
103 * is magic teamed with something else, then strip out the 55 * is magic teamed with something else, then strip out the
104 * magic type, and instead let the fire, cold, or whatever component 56 * magic type, and instead let the fire, cold, or whatever component
105 * destroy the item. Otherwise, you get the case of poisoncloud 57 * destroy the item. Otherwise, you get the case of poisoncloud
106 * destroying objects because it has magic attacktype. 58 * destroying objects because it has magic attacktype.
107 */ 59 */
108 if (type != AT_MAGIC) 60 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 61 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 62 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 63 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 64
113 if (type == 0)
114 return TRUE;
115 if (roll == 20)
116 return TRUE;
117 if (roll == 1)
118 return FALSE;
119 65
120 for (number = 0; number < NROFATTACKS; number++) 66 if (type == 0) return TRUE;
67
68 if (roll == 20) return TRUE;
69 if (roll == 1) return FALSE;
70
71 for_all_bits_sparse_32 (type, number)
121 { 72 {
122 i = 1 << number;
123 if (!(i & type))
124 continue;
125 attacks++; 73 attacks++;
74
126 if (op->resist[number] == 100) 75 if (op->resist[number] == 100)
127 saves++; 76 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 77 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++; 78 saves++;
130 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 79 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
138 return FALSE; 87 return FALSE;
139 88
140 return TRUE; 89 return TRUE;
141} 90}
142 91
92/* cancels object *op. Cancellation basically means an object loses
93 * its magical benefits.
94 */
95void
96cancellation (object *op)
97{
98 if (op->invisible)
99 return;
100
101 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
102 {
103 /* Recurse through the inventory */
104 for (object *tmp = op->inv; tmp; tmp = tmp->below)
105 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
106 cancellation (tmp);
107 }
108 else if (fabs (op->magic) <= rndm (0, 5))
109 {
110 /* Nullify this object. This code could probably be more complete */
111 /* in what abilities it should cancel */
112 op->magic = 0;
113
114 op->clr_flag (FLAG_DAMNED);
115 op->clr_flag (FLAG_CURSED);
116 op->clr_flag (FLAG_KNOWN_MAGICAL);
117 op->clr_flag (FLAG_KNOWN_CURSED);
118
119 if (object *pl = op->visible_to ())
120 esrv_update_item (UPD_FLAGS, pl, op);
121 }
122}
123
143/* This function calls did_make_save_item. It then performs the 124/* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up, 125 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.) 126 * calling cancellation, etc.)
146 */ 127 */
147void 128void
148save_throw_object (object *op, int type, object *originator) 129save_throw_object (object *op, int type, object *originator)
149{ 130{
131 op = op->head_ ();
132
150 if (!did_make_save_item (op, type, originator)) 133 if (!did_make_save_item (op, type, originator))
151 { 134 {
152 object *env = op->env; 135 object *env = op->env;
153 int x = op->x, y = op->y; 136 int x = op->x, y = op->y;
154 maptile *m = op->map; 137 maptile *m = op->map;
155 138
156 op = stop_item (op); 139 op = stop_item (op);
157 if (op == NULL) 140 if (!op)
158 return; 141 return;
159 142
160 /* Hacked the following so that type LIGHTER will work. 143 /* Hacked the following so that type LIGHTER will work.
161 * Also, objects which are potenital "lights" that are hit by 144 * Also, objects which are potential "lights" that are hit by
162 * flame/elect attacks will be set to glow. "lights" are any 145 * flame/elect attacks will be set to glow. "lights" are any
163 * object with +/- glow_radius and an "other_arch" to change to. 146 * object with +/- glow_radius and an "other_arch" to change to.
164 * (and please note that we cant fail our save and reach this 147 * (and please note that we cant fail our save and reach this
165 * function if the object doesnt contain a material that can burn. 148 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t. 149 * So forget lighting magical swords on fire with this!) -b.t.
167 */ 150 */
168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 151 if (type & (AT_FIRE | AT_ELECTRICITY))
169 { 152 {
170 const char *arch = op->other_arch->name; 153 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
171 154 if (op->type == LAMP || op->type == TORCH)
172 op = decrease_ob_nr (op, 1);
173
174 if (op)
175 fix_stopped_item (op, m, originator);
176
177 if ((op = get_archetype (arch)) != NULL)
178 { 155 {
179 if (env) 156 apply_lamp (op, true); // turn on a lamp
157 return;
158 }
159 else if (op->flag [FLAG_IS_LIGHTABLE])
160 {
161 if (op->other_arch)
180 { 162 {
181 op->x = env->x, op->y = env->y; 163 const char *arch = op->other_arch->archname;
182 insert_ob_in_ob (op, env); 164
165 if (op->decrease ())
166 fix_stopped_item (op, m, originator);
167
168 if ((op = archetype::get (arch)))
169 {
183 if (env->contr) 170 if (env)
184 esrv_send_item (env, op); 171 env->insert (op);
172 else
173 m->insert (op, x, y, originator);
174 }
185 } 175 }
176
186 else 177 return;
187 {
188 op->x = x, op->y = y;
189 insert_ob_in_map (op, m, originator, 0);
190 }
191 } 178 }
192
193 return;
194 } 179 }
195 180
196 if (type & AT_CANCELLATION) 181 if (type & AT_CANCELLATION)
197 { /* Cancellation. */ 182 { /* Cancellation. */
198 cancellation (op); 183 cancellation (op);
199 fix_stopped_item (op, m, originator); 184 fix_stopped_item (op, m, originator);
185
200 return; 186 return;
201 }
202
203 if (op->nrof > 1)
204 {
205 op = decrease_ob_nr (op, rndm (0, op->nrof - 1));
206
207 if (op)
208 fix_stopped_item (op, m, originator);
209 }
210 else
211 {
212 if (op->env)
213 {
214 object *tmp = op->in_player ();
215
216 if (tmp)
217 esrv_del_item (tmp->contr, op->count);
218 }
219
220 op->destroy ();
221 } 187 }
222 188
223 if (type & (AT_FIRE | AT_ELECTRICITY)) 189 if (type & (AT_FIRE | AT_ELECTRICITY))
224 if (env) 190 if (env)
225 { 191 {
226 op = get_archetype ("burnout"); 192 object *op = archetype::get (shstr_burnout);
227 op->x = env->x, op->y = env->y; 193 op->x = env->x, op->y = env->y;
228 insert_ob_in_ob (op, env); 194 env->insert (op);
229 } 195 }
230 else 196 else
231 replace_insert_ob_in_map ("burnout", originator); 197 replace_insert_ob_in_map (shstr_burnout, originator);
198
199 if (op->nrof > 1)
200 {
201 if (op->decrease (rndm (0, op->nrof - 1)))
202 fix_stopped_item (op, m, originator);
203 }
204 else
205 {
206 // drop everything to the ground, if possible
207 op->insert_at (originator);
208 op->drop_and_destroy ();
209 }
232 210
233 return; 211 return;
234 } 212 }
235 213
236 /* The value of 50 is arbitrary. */ 214 /* The value of 50 is arbitrary. */
237 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 215 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
238 { 216 {
239 object *tmp;
240 archetype *at = archetype::find ("icecube"); 217 archetype *at = archetype::find (shstr_icecube);
241 218
242 if (at == NULL) 219 if (at == NULL)
243 return; 220 return;
244 221
245 op = stop_item (op); 222 op = stop_item (op);
246 if (op == NULL) 223 if (op == NULL)
247 return; 224 return;
248 225
249 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 226 object *tmp = present_arch (at, op->map, op->x, op->y);
227 if (!tmp)
250 { 228 {
251 tmp = arch_to_object (at); 229 tmp = at->instance ();
252 tmp->x = op->x, tmp->y = op->y; 230 tmp->x = op->x, tmp->y = op->y;
253 /* This was in the old (pre new movement code) - 231 /* This was in the old (pre new movement code) -
254 * icecubes have slow_move set to 1 - don't want 232 * icecubes have slow_move set to 1 - don't want
255 * that for ones we create. 233 * that for ones we create.
256 */ 234 */
257 tmp->move_slow_penalty = 0; 235 tmp->move_slow_penalty = 0;
258 tmp->move_slow = 0; 236 tmp->move_slow = 0;
259 insert_ob_in_map (tmp, op->map, originator, 0); 237 insert_ob_in_map (tmp, op->map, originator, 0);
260 } 238 }
261 239
262 if (!QUERY_FLAG (op, FLAG_REMOVED)) 240 tmp->insert (op);
263 op->remove ();
264
265 insert_ob_in_ob (op, tmp);
266 return; 241 return;
267 } 242 }
268} 243}
269 244
270/* Object op is hitting the map. 245/* Object op is hitting the map.
271 * op is going in direction 'dir' 246 * op is going in direction 'dir'
272 * type is the attacktype of the object. 247 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 248 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 249 * returns 1 if it hits something, 0 otherwise.
275 */ 250 */
276
277int 251int
278hit_map (object *op, int dir, int type, int full_hit) 252hit_map (object *op, int dir, uint32_t type, int full_hit)
279{ 253{
280 maptile *map;
281 sint16 x, y; 254 sint16 x, y;
282 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 255 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
283 256
284 if (QUERY_FLAG (op, FLAG_FREED)) 257 if (op->flag [FLAG_FREED])
285 { 258 {
286 LOG (llevError, "BUG: hit_map(): free object\n"); 259 LOG (llevError, "BUG: hit_map(): free object\n");
287 return 0; 260 return 0;
288 } 261 }
289 262
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 263 if (op->flag [FLAG_REMOVED] || op->env != NULL)
291 { 264 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 265 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
293 return 0; 266 return 0;
294 } 267 }
295 268
296 if (!op->map) 269 if (!op->map)
297 { 270 {
300 } 273 }
301 274
302 if (op->head) 275 if (op->head)
303 op = op->head; 276 op = op->head;
304 277
305 map = op->map; 278 mapxy pos (op);
306 x = op->x + freearr_x[dir]; 279 pos.move (dir);
307 y = op->y + freearr_y[dir];
308 280
309 if (!xy_normalise (map, x, y)) 281 if (!pos.normalise ())
310 return 0; 282 return 0;
311 283
312 // elmex: a safe map tile can't be hit! 284 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there. 285 // this should prevent most harmful effects on items and players there.
314 mapspace &ms = map->at (x, y); 286 mapspace &ms = pos.ms ();
315 287
316 if (ms.flags () & P_SAFE) 288 if (ms.flags () & P_SAFE)
317 return 0; 289 return 0;
318 290
319 /* peterm: a few special cases for special attacktypes --counterspell 291 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 292 * must be out here because it strikes things which are not alive
321 */ 293 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 294 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 295 {
324 if (type & AT_COUNTERSPELL) 296 if (type & AT_COUNTERSPELL)
357 329
358 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 330 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
359 * For example, 'tmp' was put in an icecube. 331 * For example, 'tmp' was put in an icecube.
360 * This is one of the few cases where on_same_map should not be used. 332 * This is one of the few cases where on_same_map should not be used.
361 */ 333 */
362 if (tmp->map != map || tmp->x != x || tmp->y != y) 334 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
363 continue; 335 continue;
364 336
365 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 337 if (tmp->flag [FLAG_ALIVE])
366 { 338 {
367 hit_player (tmp, op->stats.dam, op, type, full_hit); 339 hit_player (tmp, op->stats.dam, op, type, full_hit);
368 retflag |= 1; 340 retflag |= 1;
369 341
370 if (op->destroyed ()) 342 if (op->destroyed ())
371 break; 343 break;
372 } 344 }
373 /* Here we are potentially destroying an object. If the object has 345 /* Here we are potentially destroying an object. If the object has
374 * NO_PASS set, it is also immune - you can't destroy walls. Note 346 * NO_PASS set, it is also immune - you can't destroy walls. Note
375 * that weak walls have is_alive set, which prevent objects from 347 * that weak walls have is_alive set, which prevent objects from
376 * passing over/through them. We don't care what type of movement 348 * passing over/through them. We don't care what type of movement
377 * the wall blocks - if it blocks any type of movement, can't be 349 * the wall blocks - if it blocks any type of movement, can't be
378 * destroyed right now. 350 * destroyed right now.
351 * Without the material check the server completely fails to work,
352 * objects detsroy themselves, floors get destroyed etc. etc.
379 */ 353 */
380 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 354 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
381 { 355 {
382 save_throw_object (tmp, type, op); 356 save_throw_object (tmp, type, op);
383 357
384 if (op->destroyed ()) 358 if (op->destroyed ())
385 break; 359 break;
386 } 360 }
387 } 361 }
388 362
389 return 0; 363 return retflag;
390} 364}
391 365
392void 366static void
393attack_message (int dam, int type, object *op, object *hitter) 367attack_message (int dam, int type, object *op, object *hitter)
394{ 368{
395 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 369 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
396 int i, found = 0; 370 int i, found = 0;
397 maptile *map; 371 maptile *map;
399 373
400 /* put in a few special messages for some of the common attacktypes 374 /* put in a few special messages for some of the common attacktypes
401 * a player might have. For example, fire, electric, cold, etc 375 * a player might have. For example, fire, electric, cold, etc
402 * [garbled 20010919] 376 * [garbled 20010919]
403 */ 377 */
404
405 if (dam == 9998 && op->type == DOOR) 378 if (dam == 9998 && op->type == DOOR)
406 { 379 {
407 sprintf (buf1, "unlock %s", &op->name); 380 sprintf (buf1, "unlock %s", &op->name);
408 sprintf (buf2, " unlocks"); 381 sprintf (buf2, " unlocks");
409 found++; 382 found++;
410 } 383 }
411 if (dam < 0) 384 else if (dam < 0)
412 { 385 {
413 sprintf (buf1, "hit %s", &op->name); 386 sprintf (buf1, "hit %s", &op->name);
414 sprintf (buf2, " hits"); 387 sprintf (buf2, " hits");
415 found++; 388 found++;
416 } 389 }
538 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 511 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
539 found++; 512 found++;
540 break; 513 break;
541 } 514 }
542 } 515 }
543 else if (hitter->current_weapon != NULL) 516 else if (hitter->current_weapon)
544 { 517 {
545 int mtype; 518 int mtype;
546 519
547 switch (hitter->current_weapon->weapontype) 520 switch (hitter->current_weapon->weapontype)
548 { 521 {
549 case WEAP_HIT: 522 case WEAP_HIT: mtype = ATM_BASIC; break;
550 mtype = ATM_BASIC; 523 case WEAP_SLASH: mtype = ATM_SLASH; break;
551 break; 524 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
552 case WEAP_SLASH: 525 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
553 mtype = ATM_SLASH; 526 case WEAP_SLICE: mtype = ATM_SLICE; break;
554 break; 527 case WEAP_STAB: mtype = ATM_STAB; break;
555 case WEAP_PIERCE: 528 case WEAP_WHIP: mtype = ATM_WHIP; break;
556 mtype = ATM_PIERCE; 529 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
557 break; 530 case WEAP_BLUD: mtype = ATM_BLUD; break;
558 case WEAP_CLEAVE: 531 default: mtype = ATM_BASIC; break;
559 mtype = ATM_CLEAVE;
560 break;
561 case WEAP_SLICE:
562 mtype = ATM_SLICE;
563 break;
564 case WEAP_STAB:
565 mtype = ATM_STAB;
566 break;
567 case WEAP_WHIP:
568 mtype = ATM_WHIP;
569 break;
570 case WEAP_CRUSH:
571 mtype = ATM_CRUSH;
572 break;
573 case WEAP_BLUD:
574 mtype = ATM_BLUD;
575 break;
576 default:
577 mtype = ATM_BASIC;
578 break;
579 } 532 }
533
580 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 534 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
581 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 535 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
582 { 536 {
583 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 537 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
584 strcpy (buf2, attack_mess[mtype][i].buf3); 538 strcpy (buf2, attack_mess[mtype][i].buf3);
613 return; 567 return;
614 568
615 /* Did a player hurt another player? Inform both! */ 569 /* Did a player hurt another player? Inform both! */
616 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) 570 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
617 { 571 {
618 if (hitter->owner != NULL) 572 if (hitter->owner)
619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 573 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
620 else 574 else
621 { 575 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 576 sprintf (buf, "%s%s you.", &hitter->name, buf2);
577
623 if (dam != 0) 578 if (dam != 0)
624 { 579 {
625 if (dam < 10) 580 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 581 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 582 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 583 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 584 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 585 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 586 }
632 } 587 }
588
633 new_draw_info (NDI_BLACK, 0, op, buf); 589 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 590 } /* end of player hitting player */
635 591
636 if (hitter->type == PLAYER) 592 if (hitter->type == PLAYER)
637 { 593 {
638 sprintf (buf, "You %s.", buf1); 594 sprintf (buf, "You %s.", buf1);
595
639 if (dam != 0) 596 if (dam != 0)
640 { 597 {
641 if (dam < 10) 598 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 599 op->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 600 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 601 op->play_sound (sound_find ("player_hits2"));
645 else 602 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 603 op->play_sound (sound_find ("player_hits3"));
647 } 604 }
605
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 606 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 607 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 608 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 609 {
652 /* look for stacked spells and start reducing the message chances */ 610 /* look for stacked spells and start reducing the message chances */
654 { 612 {
655 i = 4; 613 i = 4;
656 map = hitter->map; 614 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 615 if (out_of_map (map, hitter->x, hitter->y))
658 return; 616 return;
617
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 618 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 619 if (next)
661 while (next) 620 while (next)
662 { 621 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 622 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 623 i *= 3;
624
665 tmp = next; 625 tmp = next;
666 next = tmp->above; 626 next = tmp->above;
667 } 627 }
628
668 if (i < 0) 629 if (i < 0)
669 return; 630 return;
631
670 if (rndm (0, i) != 0) 632 if (rndm (0, i) != 0)
671 return; 633 return;
672 } 634 }
673 else if (rndm (0, 5) != 0) 635 else if (rndm (0, 5) != 0)
674 return; 636 return;
637
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 638 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 639 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 640 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 641 }
679} 642}
680
681 643
682static int 644static int
683get_attack_mode (object **target, object **hitter, int *simple_attack) 645get_attack_mode (object **target, object **hitter, int *simple_attack)
684{ 646{
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 647 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
686 { 648 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 649 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 650 return 1;
689 } 651 }
690 if ((*target)->head) 652
691 *target = (*target)->head; 653 *target = (*target)->head_ ();
692 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 654 *hitter = (*hitter)->head_ ();
655
656 if ((*target)->type == LOCKED_DOOR)
657 return 1; // locked doors cannot be hit
658
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 659 if ((*hitter)->env || (*target)->env)
695 { 660 {
696 *simple_attack = 1; 661 *simple_attack = 1;
697 return 0; 662 return 0;
698 } 663 }
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 664
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 665 if ((*target)->flag [FLAG_REMOVED]
666 || (*hitter)->flag [FLAG_REMOVED]
667 || !(*hitter)->map
668 || !on_same_map (*hitter, *target))
701 { 669 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 670 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
671 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 672 return 1;
704 } 673 }
674
705 *simple_attack = 0; 675 *simple_attack = 0;
706 return 0; 676 return 0;
707} 677}
708 678
709static int 679static int
710abort_attack (object *target, object *hitter, int simple_attack) 680abort_attack (object *target, object *hitter, int simple_attack)
711{ 681{
712
713/* Check if target and hitter are still in a relation similar to the one 682 /* Check if target and hitter are still in a relation similar to the one
714 * determined by get_attack_mode(). Returns true if the relation has changed. 683 * determined by get_attack_mode(). Returns true if the relation has changed.
715 */ 684 */
716 int new_mode; 685 int new_mode;
717 686
718 if (hitter->env == target || target->env == hitter) 687 if (hitter->env == target || target->env == hitter)
719 new_mode = 1; 688 new_mode = 1;
720 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 689 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
690 || hitter->map == NULL || !on_same_map (hitter, target))
721 return 1; 691 return 1;
722 else 692 else
723 new_mode = 0; 693 new_mode = 0;
694
724 return new_mode != simple_attack; 695 return new_mode != simple_attack;
725} 696}
726 697
698/* thrown_item_effect() - handles any special effects of thrown
699 * items (like attacking living creatures--a potion thrown at a
700 * monster).
701 */
702static void
727static void thrown_item_effect (object *, object *); 703thrown_item_effect (object *hitter, object *victim)
704{
705 if (!hitter->flag [FLAG_ALIVE])
706 {
707 /* May not need a switch for just 2 types, but this makes it
708 * easier for expansion.
709 */
710 switch (hitter->type)
711 {
712 case POTION:
713 /* should player get a save throw instead of checking magic protection? */
714 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
715 apply_potion (victim, hitter);
716 break;
717
718 case POISON: /* poison drinks */
719 /* As with potions, should monster get a save? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
721 apply_poison (victim, hitter);
722 break;
723
724 /* Removed case statements that did nothing.
725 * food may be poisonous, but monster must be willing to eat it,
726 * so we don't handle it here.
727 * Containers should perhaps break open, but that code was disabled.
728 */
729 }
730 }
731}
732
733/* determine if the object is an 'aimed' missile */
734static int
735is_aimed_missile (object *op)
736{
737 /* I broke what used to be one big if into a few nested
738 * ones so that figuring out the logic is at least possible.
739 */
740 if (op && (op->move_type & MOVE_FLYING))
741 if (op->type == ARROW || op->type == THROWN_OBJ)
742 return 1;
743 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
744 return 1;
745
746 return 0;
747}
748/* adj_attackroll() - adjustments to attacks by various conditions */
749static int
750adj_attackroll (object *hitter, object *target)
751{
752 object *attacker = hitter;
753 int adjust = 0;
754
755 /* safety */
756 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
757 {
758 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
759 return 0;
760 }
761
762 /* aimed missiles use the owning object's sight */
763 if (is_aimed_missile (hitter))
764 {
765 if ((attacker = hitter->owner) == NULL)
766 attacker = hitter;
767 /* A player who saves but hasn't quit still could have objects
768 * owned by him - need to handle that case to avoid crashes.
769 */
770 if (attacker->flag [FLAG_REMOVED])
771 attacker = hitter;
772 }
773 else if (!hitter->flag [FLAG_ALIVE])
774 return 0;
775
776 /* determine the condtions under which we make an attack.
777 * Add more cases, as the need occurs. */
778
779 if (!can_see_enemy (attacker, target))
780 {
781 /* target is unseen */
782 if (target->invisible || attacker->flag [FLAG_BLIND])
783 adjust -= 10;
784 /* dark map penalty for the hitter (lacks infravision if we got here). */
785 else if (!stand_in_light (target))
786 adjust -= target->map->darklevel ();
787 }
788
789 if (attacker->flag [FLAG_SCARED])
790 adjust -= 3;
791
792 if (target->flag [FLAG_UNAGGRESSIVE])
793 adjust += 1;
794
795 if (target->flag [FLAG_SCARED])
796 adjust += 1;
797
798 if (attacker->flag [FLAG_CONFUSED])
799 adjust -= 3;
800
801 /* if we attack at a different 'altitude' its harder */
802 if ((attacker->move_type & target->move_type) == 0)
803 adjust -= 2;
804
805#if 0
806 /* slower attacks are less likely to succeed. We should use a
807 * comparison between attacker/target speeds BUT, players have
808 * a generally faster speed, so this will wind up being a HUGE
809 * disadantage for the monsters! Too bad, because missiles which
810 * fly fast should have a better chance of hitting a slower target.
811 */
812 if (hitter->speed < target->speed)
813 adjust += ((float) hitter->speed - target->speed);
814#endif
815
816#if 0
817 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
818#endif
819
820 return adjust;
821}
728 822
729static int 823static int
730attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 824attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
731{ 825{
732 int simple_attack, roll, dam = 0; 826 int simple_attack, roll, dam = 0;
745 839
746 /* 840 /*
747 * A little check to make it more difficult to dance forward and back 841 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 842 * to avoid ever being hit by monsters.
749 */ 843 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 844 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
751 { 845 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 846 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 847 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 848 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 849 * we call process_object, the 'if' statement above will fail.
756 */ 850 */
757 op->speed_left--; 851 --op->speed_left;
758 process_object (op); 852 process_object (op);
759 853
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 854 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 855 goto error;
762 } 856 }
772 /* See if we hit the creature */ 866 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 867 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 868 {
775 int hitdam = base_dam; 869 int hitdam = base_dam;
776 870
777 if (settings.casting_time == TRUE)
778 {
779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
780 {
781 hitter->casting_time = -1;
782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
783 }
784 if ((op->casting_time > -1) && (hitdam > 0))
785 {
786 op->casting_time = -1;
787 if (op->type == PLAYER)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
791 }
792 }
793 }
794 if (!simple_attack) 871 if (!simple_attack)
795 { 872 {
796 /* If you hit something, the victim should *always* wake up. 873 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 874 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 875 * -b.t. */
799 if (QUERY_FLAG (op, FLAG_SLEEP)) 876 if (op->flag [FLAG_SLEEP])
800 CLEAR_FLAG (op, FLAG_SLEEP); 877 op->clr_flag (FLAG_SLEEP);
801 878
802 /* If the victim can't see the attacker, it may alert others 879 /* If the victim can't see the attacker, it may alert others
803 * for help. */ 880 * for help. */
804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 881 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 npc_call_help (op); 882 npc_call_help (op);
806 883
807 /* if you were hidden and hit by a creature, you are discovered */ 884 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 885 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
809 { 886 {
810 make_visible (op); 887 make_visible (op);
888
811 if (op->type == PLAYER) 889 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 890 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
813 } 891 }
814 892
815 /* thrown items (hitter) will have various effects 893 /* thrown items (hitter) will have various effects
816 * when they hit the victim. For things like thrown daggers, 894 * when they hit the victim. For things like thrown daggers,
817 * this sets 'hitter' to the actual dagger, and not the 895 * this sets 'hitter' to the actual dagger, and not the
824 } 902 }
825 903
826 /* Need to do at least 1 damage, otherwise there is no point 904 /* Need to do at least 1 damage, otherwise there is no point
827 * to go further and it will cause FPE's below. 905 * to go further and it will cause FPE's below.
828 */ 906 */
829 if (hitdam <= 0) 907 max_it (hitdam, 1);
830 hitdam = 1;
831 908
832 type = hitter->attacktype; 909 type = hitter->attacktype;
833 910
911 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
912 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
913 * This check is important for the most simple monsters out there in the
914 * game content (maps, archs). For example orcs: They would have
915 * no attacktype at all.
916 *
917 * Some time in the future someone should just go into the game data
918 * and fix every monster out there ;-/ Until then we will kill some
919 * more trees in the african rain forests with this check.
920 */
834 if (!type) 921 if (!type)
835 type = AT_PHYSICAL; 922 type = AT_PHYSICAL;
836 923
837 /* Handle monsters that hit back */ 924 /* Handle monsters that hit back */
838 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 925 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
839 { 926 {
840 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 927 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
841 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 928 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
842 929
843 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 930 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
869} 956}
870 957
871int 958int
872attack_ob (object *op, object *hitter) 959attack_ob (object *op, object *hitter)
873{ 960{
874
875 if (hitter->head)
876 hitter = hitter->head;
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 961 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
878} 962}
879 963
880/* op is the arrow, tmp is what is stopping the arrow. 964/* op is the arrow, tmp is what is stopping the arrow.
881 * 965 *
882 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 966 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 974 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 975 * stick around.
892 */ 976 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 977 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 978 {
895 if (tmp->head != NULL) 979 tmp->head_ ()->insert (op);
896 tmp = tmp->head;
897
898 op->remove ();
899 op = insert_ob_in_ob (op, tmp);
900
901 if (tmp->type == PLAYER)
902 esrv_send_item (tmp, op);
903
904 return 1; 980 return 1;
905 } 981 }
906 else 982 else
907 return 0; 983 return 0;
908} 984}
922 /* Disassemble missile */ 998 /* Disassemble missile */
923 if (op->inv) 999 if (op->inv)
924 { 1000 {
925 container = op; 1001 container = op;
926 hitter = op->inv; 1002 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1003 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
929 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1004 /* Note that we now have an empty THROWN_OBJ on the map. Code that
930 * might be called until this THROWN_OBJ is either reassembled or 1005 * might be called until this THROWN_OBJ is either reassembled or
931 * removed at the end of this function must be able to deal with empty 1006 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */ 1007 * THROWN_OBJs. */
933 } 1008 }
944 * arrow, move_apply() calls this function, arrow sticks in demon, 1019 * arrow, move_apply() calls this function, arrow sticks in demon,
945 * attack_ob_simple() returns, and we've got an arrow that still exists 1020 * attack_ob_simple() returns, and we've got an arrow that still exists
946 * but is no longer on the map. Ugh. (Beware: Such things can happen at 1021 * but is no longer on the map. Ugh. (Beware: Such things can happen at
947 * other places as well!) 1022 * other places as well!)
948 */ 1023 */
949 if (hitter->destroyed () || hitter->env != NULL) 1024 if (hitter->destroyed () || hitter->env)
950 { 1025 {
951 if (container) 1026 if (container)
1027 container->destroy ();
1028
1029 return 0;
1030 }
1031
1032 /* Missile hit victim */
1033 /* if the speed is >= 10, then this is a fast moving arrow, we go straight
1034 * through the target
1035 */
1036 if (hit_something)
1037 if (op->speed < 10.0)
952 { 1038 {
953 container->remove (); 1039 /* Stop arrow */
1040 if (container)
954 container->destroy (); 1041 container->destroy ();
955 } 1042 else
956
957 return 0;
958 }
959
960 /* Missile hit victim */
961 /* if the speed is > 10, then this is a fast moving arrow, we go straight
962 * through the target
963 */
964 if (hit_something && op->speed <= 10.0)
965 {
966 /* Stop arrow */
967 if (!container)
968 { 1043 {
969 hitter = fix_stopped_arrow (hitter); 1044 hitter = fix_stopped_arrow (hitter);
970 if (!hitter) 1045 if (!hitter)
971 return 0; 1046 return 0;
972 } 1047 }
973 else
974 container->destroy ();
975 1048
976 /* Try to stick arrow into victim */ 1049 /* Try to stick arrow into victim */
977 if (!victim->destroyed () && stick_arrow (hitter, victim)) 1050 if (!victim->destroyed () && stick_arrow (hitter, victim))
1051 return 0;
1052
1053 /* Else try to put arrow on victim's map square
1054 * remove check for P_WALL here. If the arrow got to this
1055 * space, that is good enough - with the new movement code,
1056 * there is now the potential for lots of spaces where something
1057 * can fly over but not otherwise move over. What is the correct
1058 * way to handle those otherwise?
1059 */
1060 if (victim->x != hitter->x || victim->y != hitter->y)
1061 {
1062 if (victim->destroyed ())
1063 hitter->destroy ();
1064 else
1065 {
1066 hitter->remove ();
1067 hitter->x = victim->x;
1068 hitter->y = victim->y;
1069 insert_ob_in_map (hitter, victim->map, hitter, 0);
1070 }
1071 }
1072 else
1073 /* Else leave arrow where it is */
1074 merge_ob (hitter, NULL);
1075
978 return 0; 1076 return 0;
979
980 /* Else try to put arrow on victim's map square
981 * remove check for P_WALL here. If the arrow got to this
982 * space, that is good enough - with the new movement code,
983 * there is now the potential for lots of spaces where something
984 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise?
986 */
987 if (victim->x != hitter->x || victim->y != hitter->y)
988 {
989 hitter->remove ();
990 hitter->x = victim->x;
991 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0);
993 } 1077 }
994 else 1078 else
995 /* Else leave arrow where it is */ 1079 op->set_speed (op->speed - 1.f);
996 merge_ob (hitter, NULL);
997
998 return 0;
999 }
1000
1001 if (hit_something && op->speed >= 10.0)
1002 op->speed -= 1.0;
1003 1080
1004 /* Missile missed victim - reassemble missile */ 1081 /* Missile missed victim - reassemble missile */
1005 if (container) 1082 if (container)
1006 { 1083 {
1007 hitter->remove (); 1084 hitter->remove ();
1009 } 1086 }
1010 1087
1011 return op; 1088 return op;
1012} 1089}
1013 1090
1014 1091static void
1015void
1016tear_down_wall (object *op) 1092tear_down_wall (object *op)
1017{ 1093{
1018 int perc = 0;
1019
1020 if (!op->stats.maxhp) 1094 if (!op->stats.maxhp)
1021 {
1022 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1095 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1023 perc = 1; 1096 else if (!op->has_anim ())
1024 }
1025 else if (!GET_ANIM_ID (op))
1026 { 1097 {
1027 /* Object has been called - no animations, so remove it */ 1098 /* Object has been called - no animations, so remove it */
1028 if (op->stats.hp < 0) 1099 if (op->stats.hp < 0)
1029 op->destroy (); 1100 op->destroy ();
1030 1101
1031 return; /* no animations, so nothing more to do */ 1102 return; /* no animations, so nothing more to do */
1032 } 1103 }
1033 1104
1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1105 // we use frames 1..num-2 as intermediate frames, so
1106 // the last frame is used only when hp < 0.
1107 int perc = clamp (
1108 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1109 0, op->anim_frames () - 1
1110 );
1035 1111
1036 if (perc >= (int) NUM_ANIMATIONS (op)) 1112 op->set_anim_frame (perc);
1037 perc = NUM_ANIMATIONS (op) - 1;
1038 else if (perc < 1)
1039 perc = 1;
1040
1041 SET_ANIMATION (op, perc);
1042 update_object (op, UP_OBJ_FACE); 1113 update_object (op, UP_OBJ_FACE);
1043 1114
1044 if (perc == NUM_ANIMATIONS (op) - 1) 1115 if (op->stats.hp < 0)
1045 { /* Reached the last animation */ 1116 { /* Reached the last animation */
1046 if (op->face == blank_face) 1117 if (op->face == blank_face)
1047 /* If the last face is blank, remove the ob */ 1118 /* If the last face is blank, remove the ob */
1048 op->destroy (); 1119 op->destroy ();
1049 else 1120 else
1050 { /* The last face was not blank, leave an image */ 1121 { /* The last face was not blank, leave an image */
1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1122 op->flag [FLAG_BLOCKSVIEW] = false;
1052 update_all_los (op->map, op->x, op->y); 1123 update_all_los (op->map, op->x, op->y);
1053 op->move_block = 0; 1124 op->move_block = 0;
1054 CLEAR_FLAG (op, FLAG_ALIVE); 1125 op->flag [FLAG_ALIVE] = false;
1055 } 1126 }
1056 } 1127 }
1057} 1128}
1058 1129
1059void 1130static void
1060scare_creature (object *target, object *hitter) 1131scare_creature (object *target, object *hitter)
1061{ 1132{
1062 object *owner = hitter->owner; 1133 target->flag [FLAG_SCARED] = true;
1063 1134
1064 if (!owner)
1065 owner = hitter;
1066
1067 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1135 if (!target->enemy)
1069 target->enemy = owner; 1136 target->enemy = hitter->outer_owner ();
1070}
1071
1072
1073/* This returns the amount of damage hitter does to op with the
1074 * appropriate attacktype. Only 1 attacktype should be set at a time.
1075 * This doesn't damage the player, but returns how much it should
1076 * take. However, it will do other effects (paralyzation, slow, etc.)
1077 * Note - changed for PR code - we now pass the attack number and not
1078 * the attacktype. Makes it easier for the PR code. */
1079int
1080hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1081{
1082 int doesnt_slay = 1;
1083
1084 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1085 if (attacknum >= NROFATTACKS)
1086 {
1087 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
1088 return 0;
1089 }
1090
1091 if (dam < 0)
1092 {
1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1094 return 0;
1095 }
1096
1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1098 * people can't mess with that or it otherwise get confused. */
1099 if (attacknum == ATNR_INTERNAL)
1100 return dam;
1101
1102 if (hitter->slaying)
1103 {
1104 if (((op->race != NULL) && strstr (hitter->slaying, op->race)) ||
1105 (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying)))
1106 {
1107 doesnt_slay = 0;
1108 dam *= 3;
1109 }
1110 }
1111
1112 /* Adjust the damage for resistance. Note that neg. values increase damage. */
1113 if (op->resist[attacknum])
1114 {
1115 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1116 * in case 0>dam>1, we try to "simulate" a float value-effect */
1117 dam *= (100 - op->resist[attacknum]);
1118 if (dam >= 100)
1119 dam /= 100;
1120 else
1121 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1122 }
1123
1124 /* Special hack. By default, if immune to something, you
1125 * shouldn't need to worry. However, acid is an exception, since
1126 * it can still damage your items. Only include attacktypes if
1127 * special processing is needed */
1128
1129 if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID))
1130 return 0;
1131
1132 /* Keep this in order - makes things easier to find */
1133
1134 switch (attacknum)
1135 {
1136 case ATNR_PHYSICAL:
1137 /* here also check for diseases */
1138 check_physically_infect (op, hitter);
1139 break;
1140
1141 /* Don't need to do anything for:
1142 magic,
1143 fire,
1144 electricity,
1145 cold */
1146
1147 case ATNR_CONFUSION:
1148 case ATNR_POISON:
1149 case ATNR_SLOW:
1150 case ATNR_PARALYZE:
1151 case ATNR_FEAR:
1152 case ATNR_CANCELLATION:
1153 case ATNR_DEPLETE:
1154 case ATNR_BLIND:
1155 {
1156 /* chance for inflicting a special attack depends on the
1157 * difference between attacker's and defender's level
1158 */
1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1160
1161 /* First, only creatures/players with speed can be affected.
1162 * Second, just getting hit doesn't mean it always affects
1163 * you. Third, you still get a saving through against the
1164 * effect.
1165 */
1166 if (op->speed &&
1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1168 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1169 {
1170
1171 /* Player has been hit by something */
1172 if (attacknum == ATNR_CONFUSION)
1173 confuse_player (op, hitter, dam);
1174 else if (attacknum == ATNR_POISON)
1175 poison_player (op, hitter, dam);
1176 else if (attacknum == ATNR_SLOW)
1177 slow_player (op, hitter, dam);
1178 else if (attacknum == ATNR_PARALYZE)
1179 paralyze_player (op, hitter, dam);
1180 else if (attacknum == ATNR_FEAR)
1181 scare_creature (op, hitter);
1182 else if (attacknum == ATNR_CANCELLATION)
1183 cancellation (op);
1184 else if (attacknum == ATNR_DEPLETE)
1185 op->drain_stat ();
1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1187 blind_player (op, hitter, dam);
1188 }
1189 dam = 0; /* These are all effects and don't do real damage */
1190 }
1191 break;
1192
1193 case ATNR_ACID:
1194 {
1195 int flag = 0;
1196
1197 /* Items only get corroded if you're not on a battleground and
1198 * if your acid resistance is below 50%. */
1199 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1200 {
1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1202 {
1203 if (tmp->invisible)
1204 continue;
1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1206 /* >= 10% acid res. on items will protect these */
1207 continue;
1208 if (!(tmp->material & M_IRON))
1209 continue;
1210 if (tmp->magic < -4) /* Let's stop at -5 */
1211 continue;
1212 if (tmp->type == RING
1213 /* removed boots and gloves from exclusion list in PR */
1214 || tmp->type == GIRDLE
1215 || tmp->type == AMULET
1216 || tmp->type == WAND
1217 || tmp->type == ROD
1218 || tmp->type == HORN)
1219 continue; /* To avoid some strange effects */
1220
1221 /* High damage acid has better chance of corroding
1222 objects */
1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1224 {
1225 if (op->type == PLAYER)
1226 /* Make this more visible */
1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1229 flag = 1;
1230 tmp->magic--;
1231 if (op->type == PLAYER)
1232 esrv_send_item (op, tmp);
1233 }
1234 }
1235
1236 if (flag)
1237 op->update_stats (); /* Something was corroded */
1238 }
1239 }
1240 break;
1241
1242 case ATNR_DRAIN:
1243 {
1244 /* rate is the proportion of exp drained. High rate means
1245 * not much is drained, low rate means a lot is drained.
1246 */
1247 int rate;
1248
1249 if (op->resist[ATNR_DRAIN] >= 0)
1250 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1251 else
1252 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1253
1254 if (op->stats.exp <= rate)
1255 {
1256 if (op->type == GOLEM)
1257 dam = 999; /* Its force is "sucked" away. 8) */
1258 else
1259 /* If we can't drain, lets try to do physical damage */
1260 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1261 }
1262 else
1263 {
1264 /* Randomly give the hitter some hp */
1265 if (hitter->stats.hp < hitter->stats.maxhp &&
1266 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1267 hitter->stats.hp++;
1268
1269 /* Can't do drains on battleground spaces.
1270 * Move the wiz check up here - before, the hitter wouldn't gain exp
1271 * exp, but the wiz would still lose exp! If drainee is a wiz,
1272 * nothing happens.
1273 * Try to credit the owner. We try to display player -> player drain
1274 * attacks, hence all the != PLAYER checks.
1275 */
1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1277 {
1278 object *owner = hitter->owner;
1279
1280 if (owner && owner != hitter)
1281 {
1282 if (op->type != PLAYER || owner->type != PLAYER)
1283 change_exp (owner, op->stats.exp / (rate * 2),
1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1285 }
1286 else if (op->type != PLAYER || hitter->type != PLAYER)
1287 {
1288 change_exp (hitter, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1290 }
1291 change_exp (op, -op->stats.exp / rate, NULL, 0);
1292 }
1293
1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1295 * drain attack, you won't know that you are actually sucking out EXP,
1296 * as the messages will say you missed
1297 */
1298 }
1299 }
1300 break;
1301
1302 case ATNR_TURN_UNDEAD:
1303 {
1304 if (QUERY_FLAG (op, FLAG_UNDEAD))
1305 {
1306 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1307 object *god = find_god (determine_god (owner));
1308 int div = 1;
1309
1310 /* if undead are not an enemy of your god, you turn them
1311 * at half strength */
1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1313 div = 2;
1314 /* Give a bonus if you resist turn undead */
1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1316 scare_creature (op, owner);
1317 }
1318 else
1319 dam = 0; /* don't damage non undead - should we damage
1320 undead? */
1321 }
1322 break;
1323
1324 case ATNR_DEATH:
1325 deathstrike_player (op, hitter, &dam);
1326 break;
1327
1328 case ATNR_CHAOS:
1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1330 dam = 0;
1331 break;
1332
1333 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1335 dam = 0;
1336 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */
1340 break;
1341
1342 case ATNR_HOLYWORD:
1343 {
1344 /* This has already been handled by hit_player,
1345 * no need to check twice -- DAMN */
1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1347
1348 /* As with turn undead above, give a bonus on the saving throw */
1349 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1350 scare_creature (op, owner);
1351 }
1352 break;
1353
1354 case ATNR_LIFE_STEALING:
1355 {
1356 int new_hp;
1357
1358 /* this is replacement to drain for players, instead of taking
1359 * exp it takes hp. It is geared for players, probably not
1360 * much use giving it to monsters
1361 *
1362 * life stealing doesn't do a lot of damage, but it gives the
1363 * damage it does do to the player. Given that,
1364 * it only does 1/10'th normal damage (hence the divide by
1365 * 1000).
1366 */
1367 /* You can't steal life from something undead */
1368 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1369 return 0;
1370
1371 /* If drain protection is higher than life stealing, use that */
1372 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1373 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1374 else
1375 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1376
1377 /* You die at -1 hp, not zero. */
1378 if (dam > (op->stats.hp + 1))
1379 dam = op->stats.hp + 1;
1380
1381 new_hp = hitter->stats.hp + dam;
1382 if (new_hp > hitter->stats.maxhp)
1383 new_hp = hitter->stats.maxhp;
1384
1385 if (new_hp > hitter->stats.hp)
1386 hitter->stats.hp = new_hp;
1387 }
1388 }
1389
1390 return dam;
1391} 1137}
1392 1138
1393/* GROS: This code comes from hit_player. It has been made external to 1139/* GROS: This code comes from hit_player. It has been made external to
1394 * allow script procedures to "kill" objects in a combat-like fashion. 1140 * allow script procedures to "kill" objects in a combat-like fashion.
1395 * It was initially used by (kill-object) developed for the Collector's 1141 * It was initially used by (kill-object) developed for the Collector's
1406 * MSW 2002-07-17 1152 * MSW 2002-07-17
1407 */ 1153 */
1408int 1154int
1409kill_object (object *op, int dam, object *hitter, int type) 1155kill_object (object *op, int dam, object *hitter, int type)
1410{ 1156{
1411 char buf[MAX_BUF]; 1157 shstr skill;
1412 const char *skill;
1413 int maxdam = 0; 1158 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1159 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1160 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1161 object *owner = 0;
1417 object *skop = NULL; 1162 object *skop = 0;
1418 1163
1419 if (op->stats.hp >= 0) 1164 if (op->stats.hp >= 0)
1420 return -1; 1165 return -1;
1421 1166
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1167 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1426 * this creature. The function(s) that call us have already 1171 * this creature. The function(s) that call us have already
1427 * adjusted the creatures HP total, so that is negative. 1172 * adjusted the creatures HP total, so that is negative.
1428 */ 1173 */
1429 maxdam = dam + op->stats.hp + 1; 1174 maxdam = dam + op->stats.hp + 1;
1430 1175
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1176 if (op->flag [FLAG_BLOCKSVIEW])
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1177 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1178
1434 if (op->type == DOOR) 1179 if (op->type == DOOR)
1435 { 1180 {
1436 op->set_speed (0.1); 1181 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1182 op->speed_left = -0.05f;
1438 return maxdam; 1183 return maxdam;
1439 } 1184 }
1440 1185
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1186 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1442 { 1187 {
1443 remove_friendly_object (op);
1444
1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1446 op->owner->contr->ranges[range_golem] = 0;
1447
1448 op->destroy (); 1188 op->drop_and_destroy ();
1449 return maxdam; 1189 return maxdam;
1450 } 1190 }
1451 1191
1452 /* Now lets start dealing with experience we get for killing something */ 1192 /* Now lets start dealing with experience we get for killing something */
1453 1193
1454 owner = hitter->owner; 1194 owner = hitter->outer_owner ();
1455 if (!owner) 1195 if (!owner)
1456 owner = hitter; 1196 owner = hitter;
1457 1197
1458 /* is the victim (op) standing on battleground? */ 1198 /* is the victim (op) standing on battleground? */
1459 if (op_on_battleground (op, NULL, NULL)) 1199 if (op_on_battleground (op, NULL, NULL))
1464 pk = 1; 1204 pk = 1;
1465 1205
1466 /* Player killed something */ 1206 /* Player killed something */
1467 if (owner->type == PLAYER) 1207 if (owner->type == PLAYER)
1468 { 1208 {
1469 Log_Kill (owner->name,
1470 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1471
1472 /* Log players killing other players - makes it easier to detect 1209 /* Log players killing other players - makes it easier to detect
1473 * and filter out malicious player killers - that is why the 1210 * and filter out malicious player killers - that is why the
1474 * ip address is included. 1211 * ip address is included.
1475 */ 1212 */
1476 if (op->type == PLAYER && !battleg) 1213 if (op->type == PLAYER && !battleg)
1496 else 1233 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1234 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498 1235
1499 /* Only play sounds for melee kills */ 1236 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1237 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1238 owner->play_sound (sound_find ("player_kills"));
1502 } 1239 }
1503 1240
1504 /* If a player kills another player, not on 1241 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1242 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1243 * not reversible, it's actually quite a pain IMHO. -AV
1507 * Fix bug in that we were changing the luck of the hitter, not 1244 * Fix bug in that we were changing the luck of the hitter, not
1508 * player that the object belonged to - so if you killed another player 1245 * player that the object belonged to - so if you killed another player
1509 * with spells, pets, whatever, there was no penalty. 1246 * with spells, pets, whatever, there was no penalty.
1510 * Changed to make luck penalty configurable in settings. 1247 * Changed to make luck penalty configurable in settings.
1511 */ 1248 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1249 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1250 owner->change_luck (-settings.pk_luck_penalty);
1514 1251
1515 /* This code below deals with finding the appropriate skill 1252 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1253 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1254 * probably never really have to look at current_weapon->skill
1518 */ 1255 */
1519 skill = 0;
1520
1521 if (hitter->skill && hitter->type != PLAYER) 1256 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1257 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1258 else if (owner->chosen_skill)
1524 { 1259 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1260 skop = owner->chosen_skill;
1261 skill = skop->skill;
1527 } 1262 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1263 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1529 skill = owner->current_weapon->skill; 1264 skill = owner->current_weapon->skill;
1530 else 1265 else
1266 {
1267 LOG (llevError | logBacktrace,
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1268 "BUG: kill_object - unable to find skill that killed monster\n"
1269 "op: %s\n" "hitter: %s\n" "op: %s\n",
1270 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1271 skill = 0;
1272 }
1532 1273
1533 /* We have the skill we want to credit to - now find the object this goes 1274 /* We have the skill we want to credit to - now find the object this goes
1534 * to. Make sure skop is an actual skill, and not a skill tool! 1275 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1276 */
1536 if ((!skop || skop->type != SKILL) && skill) 1277 skop = owner->contr->find_skill (skill);
1537 {
1538 int i;
1539
1540 for (i = 0; i < NUM_SKILLS; i++)
1541 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1542 {
1543 skop = owner->contr->last_skill_ob[i];
1544 break;
1545 }
1546 }
1547 } /* Was it a player that hit somethign */ 1278 } /* Was it a player that hit somethign */
1548 else 1279 else
1549 skill = 0; 1280 skill = 0;
1550 1281
1551 /* Pet (or spell) killed something. */
1552 if (owner != hitter)
1553 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1554 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1555 else
1556 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1557 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1558 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1559
1560 /* These may have been set in the player code section above */ 1282 /* These may have been set in the player code section above */
1561 if (!skop) 1283 if (!skop)
1562 skop = hitter->chosen_skill; 1284 skop = hitter->chosen_skill;
1563 1285
1564 if (!skill && skop) 1286 if (!skill && skop)
1565 skill = skop->skill; 1287 skill = skop->skill;
1566 1288
1567 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1568
1569 /* If you didn't kill yourself, and your not the wizard */ 1289 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1290 if (owner != op && !op->flag [FLAG_WIZ])
1571 { 1291 {
1572 int exp; 1292 int exp;
1573 1293
1574 /* Really don't give much experience for killing other players */ 1294 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1295 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1576 if (op->type == PLAYER)
1577 {
1578 if (battleg) 1296 if (battleg)
1297 {
1298 if (op->is_player ())
1579 { 1299 {
1580 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1300 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1581 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1301 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1582 } 1302 }
1583 else 1303
1304 exp = 0;
1305 }
1306 else if (op->is_player ())
1584 exp = op->stats.exp / 1000; 1307 exp = op->stats.exp / 1000;
1585 }
1586 else 1308 else
1587 exp = calc_skill_exp (owner, op, skop); 1309 exp = calc_skill_exp (owner, op, skop);
1588
1589 /* if op is standing on "battleground" (arena), no way to gain
1590 * exp by killing him
1591 */
1592 if (battleg)
1593 exp = 0;
1594 1310
1595 /* Don't know why this is set this way - doesn't make 1311 /* Don't know why this is set this way - doesn't make
1596 * sense to just divide everything by two for no reason. 1312 * sense to just divide everything by two for no reason.
1597 */ 1313 */
1598 1314
1602 if (owner->type != PLAYER || owner->contr->party == NULL) 1318 if (owner->type != PLAYER || owner->contr->party == NULL)
1603 change_exp (owner, exp, skill, 0); 1319 change_exp (owner, exp, skill, 0);
1604 else 1320 else
1605 { 1321 {
1606 int shares = 0, count = 0; 1322 int shares = 0, count = 0;
1607 player *pl;
1608 partylist *party = owner->contr->party; 1323 partylist *party = owner->contr->party;
1609 1324
1610 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1325 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1611 1326
1612 for_all_players (pl) 1327 for_all_players (pl)
1637 } /* else part of a party */ 1352 } /* else part of a party */
1638 } /* end if person didn't kill himself */ 1353 } /* end if person didn't kill himself */
1639 1354
1640 if (op->type != PLAYER) 1355 if (op->type != PLAYER)
1641 { 1356 {
1642 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1357 if (op->flag [FLAG_FRIENDLY])
1643 { 1358 {
1644 object *owner1 = op->owner; 1359 object *owner1 = op->owner;
1645 1360
1646 if (owner1 && owner1->type == PLAYER) 1361 if (owner1 && owner1->type == PLAYER)
1647 { 1362 {
1648 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1363 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1649 /* Maybe we should include the owner that killed this, maybe not */ 1364 /* Maybe we should include the owner that killed this, maybe not */
1650 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1365 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1651 } 1366 }
1652 1367
1653 remove_friendly_object (op); 1368 remove_friendly_object (op);
1654 } 1369 }
1655 1370
1656 op->destroy (); 1371 op->drop_and_destroy ();
1657 } 1372 }
1658 else 1373 else
1659 {
1660 /* Player has been killed! */ 1374 /* Player has been killed! */
1661 if (owner->type == PLAYER) 1375 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1662 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1663 else
1664 assign (op->contr->killer, hitter->name);
1665 }
1666 1376
1667 /* This was return -1 - that doesn't seem correct - if we return -1, process 1377 /* This was return -1 - that doesn't seem correct - if we return -1, process
1668 * continues in the calling function. 1378 * continues in the calling function.
1669 */ 1379 */
1670 return maxdam; 1380 return maxdam;
1671} 1381}
1672 1382
1673/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1383/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1674 * Returns 0 this is not friendly fire 1384 * Returns 0 this is not friendly fire
1675 */ 1385 */
1676
1677int 1386int
1678friendly_fire (object *op, object *hitter) 1387friendly_fire (object *op, object *hitter)
1679{ 1388{
1680 object *owner; 1389 object *owner;
1681 int friendlyfire; 1390 int friendlyfire;
1700 } 1409 }
1701 1410
1702 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1411 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1703 friendlyfire = 0; 1412 friendlyfire = 0;
1704 } 1413 }
1414
1705 return friendlyfire; 1415 return friendlyfire;
1706} 1416}
1707
1708 1417
1709/* This isn't used just for players, but in fact most objects. 1418/* This isn't used just for players, but in fact most objects.
1710 * op is the object to be hit, dam is the amount of damage, hitter 1419 * op is the object to be hit, dam is the amount of damage, hitter
1711 * is what is hitting the object, type is the attacktype, and 1420 * is what is hitting the object, type is the attacktype, and
1712 * full_hit is set if monster area does not matter. 1421 * full_hit is set if monster area does not matter.
1714 * modify it. 1423 * modify it.
1715 */ 1424 */
1716/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1425/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1717 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1426 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1718int 1427int
1719hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1428hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1720{ 1429{
1721 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1430 int magic = type & AT_MAGIC;
1722 int maxattacktype, attacknum;
1723 int body_attack = op && op->head; /* Did we hit op's head? */ 1431 int body_attack = op && op->head; /* Did we hit op's head? */
1432 int maxdam = 0, ndam = 0;
1433 int maxattacktype;
1724 int simple_attack; 1434 int simple_attack;
1725 int rtn_kill = 0; 1435 int rtn_kill = 0;
1726 int friendlyfire; 1436 int friendlyfire;
1727 1437
1728 if (get_attack_mode (&op, &hitter, &simple_attack)) 1438 if (get_attack_mode (&op, &hitter, &simple_attack))
1729 return 0; 1439 return 0;
1730 1440
1731 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1441 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1732 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1442 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1733 return 0; 1443 return 0;
1734 1444
1735#ifdef PROHIBIT_PLAYERKILL 1445 // only allow pk for hostile players
1736 if (op->type == PLAYER) 1446 if (op->type == PLAYER)
1737 { 1447 {
1738 object *owner = hitter->owner; 1448 object *owner = hitter->owner;
1739 1449
1740 if (!owner) 1450 if (!owner)
1741 owner = hitter; 1451 owner = hitter;
1742 1452
1743 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1453 if (owner->type == PLAYER
1454 && (!op_on_battleground (op, 0, 0)
1455 && (op->contr->peaceful || owner->contr->peaceful))
1456 && op != owner)
1744 return 0; 1457 return 0;
1745 } 1458 }
1746#endif
1747 1459
1748 if (body_attack) 1460 if (body_attack)
1749 { 1461 {
1750 /* slow and paralyze must hit the head. But we don't want to just 1462 /* slow and paralyze must hit the head. But we don't want to just
1751 * return - we still need to process other attacks the spell still 1463 * return - we still need to process other attacks the spell still
1777 1489
1778 break; 1490 break;
1779 } 1491 }
1780 } 1492 }
1781 1493
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1494 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1783 { 1495 {
1784 /* FIXME: If a player is killed by a rune in a door, the 1496 /* FIXME: If a player is killed by a rune in a door, the
1785 * destroyed() check above doesn't return, and might get here. 1497 * destroyed() check above doesn't return, and might get here.
1786 */ 1498 */
1499
1500 /* FIXME: This for example happens when a dead door is on a mover and
1501 gets it's speed_left raised on each mover-tick.
1502 Doors are removed in a kinda funny way by giving them speed and speed_left
1503 and waiting for that to run out.
1504 */
1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1505 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1788 return 0; 1506 return 0;
1789 } 1507 }
1790 1508
1791#ifdef ATTACK_DEBUG 1509#ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1510 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1819 */ 1537 */
1820 if (type & AT_HOLYWORD) 1538 if (type & AT_HOLYWORD)
1821 { 1539 {
1822 object *god; 1540 object *god;
1823 1541
1824 if ((!hitter->slaying || 1542 if ((!hitter->slaying
1825 (!(op->race && strstr (hitter->slaying, op->race)) && 1543 || (!(op->race && hitter->slaying.contains (op->race))
1826 !(op->name && strstr (hitter->slaying, op->name)))) && 1544 && !(op->name && hitter->slaying.contains (op->name))))
1827 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1545 && (!op->flag [FLAG_UNDEAD]
1828 (hitter->title != NULL 1546 || (hitter->title
1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1547 && (god = find_god (determine_god (hitter))) != NULL
1548 && god->race.contains (shstr_undead))))
1830 return 0; 1549 return 0;
1831 } 1550 }
1832 1551
1833 maxattacktype = type; /* initialise this to something */ 1552 maxattacktype = type; /* initialise this to something */
1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1553 for_all_bits_sparse_32 (type, attacknum)
1835 { 1554 {
1555 uint32_t attacktype = 1 << attacknum;
1556
1836 /* Magic isn't really a true attack type - it gets combined with other 1557 /* Magic isn't really a true attack type - it gets combined with other
1837 * attack types. As such, skip it over. However, if magic is 1558 * attack types. As such, skip it over. However, if magic is
1838 * the only attacktype in the group, then still attack with it 1559 * the only attacktype in the group, then still attack with it
1839 */ 1560 */
1840 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1561 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1843 /* Go through and hit the player with each attacktype, one by one. 1564 /* Go through and hit the player with each attacktype, one by one.
1844 * hit_player_attacktype only figures out the damage, doesn't inflict 1565 * hit_player_attacktype only figures out the damage, doesn't inflict
1845 * it. It will do the appropriate action for attacktypes with 1566 * it. It will do the appropriate action for attacktypes with
1846 * effects (slow, paralization, etc. 1567 * effects (slow, paralization, etc.
1847 */ 1568 */
1848 if (type & attacktype)
1849 {
1850 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1569 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1570
1851 /* the >= causes us to prefer messages from special attacks, if 1571 /* the >= causes us to prefer messages from special attacks, if
1852 * the damage is equal. 1572 * the damage is equal.
1853 */ 1573 */
1854 if (ndam >= maxdam) 1574 if (ndam >= maxdam)
1855 { 1575 {
1856 maxdam = ndam; 1576 maxdam = ndam;
1857 maxattacktype = 1 << attacknum; 1577 maxattacktype = 1 << attacknum;
1858 }
1859 } 1578 }
1860 } 1579 }
1861 1580
1862 /* if this is friendly fire then do a set % of damage only 1581 /* if this is friendly fire then do a set % of damage only
1863 * Note - put a check in to make sure this attack is actually 1582 * Note - put a check in to make sure this attack is actually
1866 */ 1585 */
1867 friendlyfire = friendly_fire (op, hitter); 1586 friendlyfire = friendly_fire (op, hitter);
1868 if (friendlyfire && maxdam) 1587 if (friendlyfire && maxdam)
1869 { 1588 {
1870 maxdam = ((dam * settings.set_friendly_fire) / 100); 1589 maxdam = ((dam * settings.set_friendly_fire) / 100);
1871#ifndef COZY_SERVER
1872 maxdam++;
1873#endif
1874 1590
1875#ifdef ATTACK_DEBUG 1591#ifdef ATTACK_DEBUG
1876 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1592 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1877 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1593 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1878#endif 1594#endif
1879 } 1595 }
1880 1596
1881 if (!full_hit) 1597 if (!full_hit)
1882 { 1598 {
1883 archetype *at;
1884 int area; 1599 int area;
1885 int remainder; 1600 int remainder;
1886 1601
1887 area = 0; 1602 area = 0;
1888 for (at = op->arch; at != NULL; at = at->more) 1603
1604 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1889 area++; 1605 area++;
1606
1890 assert (area > 0); 1607 assert (area > 0);
1891 1608
1892 /* basically: maxdam /= area; we try to "simulate" a float 1609 /* basically: maxdam /= area; we try to "simulate" a float
1893 value-effect */ 1610 value-effect */
1894 remainder = 100 * (maxdam % area) / area; 1611 remainder = 100 * (maxdam % area) / area;
1899 1616
1900#ifdef ATTACK_DEBUG 1617#ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1618 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902#endif 1619#endif
1903 1620
1621 // for now, only do this for active objects, otherwise they
1622 // keep a refcount for a long time and I see no usefulness
1623 // for an non-active objetc to know its enemy.
1624 if (op->active)
1904 if (hitter->owner) 1625 if (hitter->owner)
1905 op->enemy = hitter->owner; 1626 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1627 else if (hitter->flag [FLAG_ALIVE])
1907 op->enemy = hitter; 1628 op->enemy = hitter;
1908 1629
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1630 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1910 { 1631 {
1911 /* The unaggressives look after themselves 8) */ 1632 /* The unaggressives look after themselves 8) */
1912 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1633 op->clr_flag (FLAG_UNAGGRESSIVE);
1913 npc_call_help (op); 1634 npc_call_help (op);
1914 } 1635 }
1915 1636
1916 if (magic && did_make_save (op, op->level, 0)) 1637 if (magic && did_make_save (op, op->level, 0))
1917 maxdam = maxdam / 2; 1638 maxdam = maxdam / 2;
1919 attack_message (maxdam, maxattacktype, op, hitter); 1640 attack_message (maxdam, maxattacktype, op, hitter);
1920 1641
1921 op->stats.hp -= maxdam; 1642 op->stats.hp -= maxdam;
1922 1643
1923 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1644 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1924 if ((op->stats.hp >= 0) && 1645 if (op->stats.hp >= 0
1925 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1646 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1926 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1647 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1927 { 1648 {
1928 1649
1929 if (QUERY_FLAG (op, FLAG_MONSTER)) 1650 if (op->flag [FLAG_MONSTER])
1930 SET_FLAG (op, FLAG_RUN_AWAY); 1651 op->set_flag (FLAG_RUN_AWAY);
1931 else 1652 else
1932 scare_creature (op, hitter); 1653 scare_creature (op, hitter);
1933 } 1654 }
1934 1655
1935 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1656 if (op->flag [FLAG_TEAR_DOWN])
1936 { 1657 {
1937 if (maxdam) 1658 if (maxdam)
1938 tear_down_wall (op); 1659 tear_down_wall (op);
1939 1660
1940 return maxdam; /* nothing more to do for wall */ 1661 return maxdam; /* nothing more to do for wall */
1943 /* See if the creature has been killed */ 1664 /* See if the creature has been killed */
1944 rtn_kill = kill_object (op, maxdam, hitter, type); 1665 rtn_kill = kill_object (op, maxdam, hitter, type);
1945 if (rtn_kill != -1) 1666 if (rtn_kill != -1)
1946 return rtn_kill; 1667 return rtn_kill;
1947 1668
1948
1949 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1669 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1950 * that before if the player was immune to ghosthit, the monster 1670 * that before if the player was immune to ghosthit, the monster
1951 * remained - that is no longer the case. 1671 * remained - that is no longer the case.
1952 */ 1672 */
1953 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1673 if (hitter->flag [FLAG_ONE_HIT])
1954 {
1955 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1956 remove_friendly_object (hitter);
1957
1958 hitter->destroy (); 1674 hitter->drop_and_destroy ();
1959 }
1960 /* Lets handle creatures that are splitting now */ 1675 /* Lets handle creatures that are splitting now */
1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1676 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1962 { 1677 {
1963 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1678 int friendly = op->flag [FLAG_FRIENDLY];
1965 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1679 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1966 object *owner = op->owner; 1680 object *owner = op->owner;
1967 1681
1968 if (!op->other_arch) 1682 if (!op->other_arch)
1969 { 1683 {
1970 LOG (llevError, "SPLITTING without other_arch error.\n"); 1684 LOG (llevError, "SPLITTING without other_arch error.\n");
1971 return maxdam; 1685 return maxdam;
1972 } 1686 }
1973 1687
1974 op->remove (); 1688 op->remove ();
1975 1689
1976 for (i = 0; i < NROFNEWOBJS (op); i++) 1690 for (int i = 0; i < op->stats.food; i++)
1977 { /* This doesn't handle op->more yet */ 1691 { /* This doesn't handle op->more yet */
1978 object *tmp = arch_to_object (op->other_arch); 1692 object *tmp = op->other_arch->instance ();
1979 int j;
1980 1693
1981 tmp->stats.hp = op->stats.hp; 1694 tmp->stats.hp = op->stats.hp;
1982 1695
1983 if (friendly) 1696 if (friendly)
1984 { 1697 {
1988 if (owner) 1701 if (owner)
1989 tmp->set_owner (owner); 1702 tmp->set_owner (owner);
1990 } 1703 }
1991 1704
1992 if (unaggressive) 1705 if (unaggressive)
1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1706 tmp->set_flag (FLAG_UNAGGRESSIVE);
1994 1707
1995 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1708 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1996 1709
1997 if (j == -1) /* No spot to put this monster */ 1710 if (j == -1) /* No spot to put this monster */
1998 tmp->destroy (); 1711 tmp->destroy ();
1999 else 1712 else
2000 { 1713 {
2001 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 1714 tmp->x = op->x + DIRX (j), tmp->y = op->y + DIRY (j);
2002 insert_ob_in_map (tmp, op->map, NULL, 0); 1715 insert_ob_in_map (tmp, op->map, NULL, 0);
2003 } 1716 }
2004 } 1717 }
2005 1718
2006 op->destroy (); 1719 op->destroy ();
2007 } 1720 }
2008 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1721 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2009 hitter->destroy (); 1722 hitter->drop_and_destroy ();
2010 1723
2011 return maxdam; 1724 return maxdam;
2012} 1725}
2013 1726
2014 1727static void
2015void
2016poison_player (object *op, object *hitter, int dam) 1728poison_player (object *op, object *hitter, int dam)
2017{ 1729{
2018 archetype *at = archetype::find ("poisoning"); 1730 archetype *at = archetype::find (shstr_poisoning);
2019 object *tmp = present_arch_in_ob (at, op); 1731 object *tmp = present_arch_in_ob (at, op);
2020 1732
2021 if (tmp == NULL) 1733 if (!tmp)
2022 { 1734 {
2023 if ((tmp = arch_to_object (at)) == NULL) 1735 tmp = insert_ob_in_ob (at->instance (), op);
2024 LOG (llevError, "Failed to clone arch poisoning.\n"); 1736 /* peterm: give poisoning some teeth. It should
1737 * be able to kill things better than it does:
1738 * damage should be dependent something--I choose to
1739 * do this: if it's a monster, the damage from the
1740 * poisoning goes as the level of the monster/2.
1741 * If anything else, goes as damage.
1742 */
1743
1744 if (hitter->flag [FLAG_ALIVE])
1745 tmp->stats.dam += hitter->level / 2;
2025 else 1746 else
2026 {
2027 tmp = insert_ob_in_ob (tmp, op);
2028 /* peterm: give poisoning some teeth. It should
2029 * be able to kill things better than it does:
2030 * damage should be dependent something--I choose to
2031 * do this: if it's a monster, the damage from the
2032 * poisoning goes as the level of the monster/2.
2033 * If anything else, goes as damage.
2034 */
2035
2036 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2037 tmp->stats.dam += hitter->level / 2;
2038 else
2039 tmp->stats.dam = dam; 1747 tmp->stats.dam = dam;
2040 1748
2041 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1749 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2042 if (hitter->skill && hitter->skill != tmp->skill) 1750 if (hitter->skill && hitter->skill != tmp->skill)
2043 {
2044 tmp->skill = hitter->skill; 1751 tmp->skill = hitter->skill;
2045 }
2046 1752
2047 tmp->stats.food += dam; /* more damage, longer poisoning */ 1753 tmp->stats.food += dam; /* more damage, longer poisoning */
2048 1754
2049 if (op->type == PLAYER) 1755 if (op->type == PLAYER)
2050 { 1756 {
2051 /* player looses stats, maximum is -10 of each */ 1757 /* player looses stats, maximum is -10 of each */
2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1758 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1759 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1760 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2055 tmp->stats.Int = MAX (-dam / 7, -10); 1761 tmp->stats.Int = max (-(dam / 7 ), -10);
2056 SET_FLAG (tmp, FLAG_APPLIED); 1762 tmp->set_flag (FLAG_APPLIED);
2057 op->update_stats (); 1763 op->update_stats ();
2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1764 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1765 op->play_sound (tmp->sound);
2059 } 1766 }
1767
2060 if (hitter->type == PLAYER) 1768 if (hitter->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1769 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1770 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2063 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1771 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2064 } 1772
2065 tmp->speed_left = 0; 1773 tmp->speed_left = 0;
2066 } 1774 }
2067 else 1775 else
2068 tmp->stats.food++; 1776 tmp->stats.food++;
2069} 1777}
2070 1778
2071void 1779static void
2072slow_player (object *op, object *hitter, int dam) 1780slow_player (object *op, object *hitter, int dam)
2073{ 1781{
2074 archetype *at = archetype::find ("slowness"); 1782 archetype *at = archetype::find (shstr_slowness);
2075 object *tmp; 1783 object *tmp;
2076 1784
2077 if (at == NULL) 1785 if (!at)
2078 {
2079 LOG (llevError, "Can't find slowness archetype.\n"); 1786 LOG (llevError, "Can't find slowness archetype.\n");
2080 } 1787
2081 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1788 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2082 { 1789 {
2083 tmp = arch_to_object (at); 1790 tmp = at->instance ();
2084 tmp = insert_ob_in_ob (tmp, op); 1791 tmp = insert_ob_in_ob (tmp, op);
2085 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1792 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2086 } 1793 }
2087 else 1794 else
2088 tmp->stats.food++; 1795 tmp->stats.food++;
2089 SET_FLAG (tmp, FLAG_APPLIED); 1796
1797 tmp->set_flag (FLAG_APPLIED);
2090 tmp->speed_left = 0; 1798 tmp->speed_left = 0;
2091 op->update_stats (); 1799 op->update_stats ();
2092} 1800}
2093 1801
2094void 1802void
2095confuse_player (object *op, object *hitter, int dam) 1803confuse_player (object *op, object *hitter, int dam)
2096{ 1804{
2097 object *tmp; 1805 object *tmp;
2098 int maxduration; 1806 int maxduration;
2099 1807
2100 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1808 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2101 if (!tmp) 1809 if (!tmp)
2102 { 1810 {
2103 tmp = get_archetype (FORCE_NAME); 1811 tmp = archetype::get (FORCE_NAME);
2104 tmp = insert_ob_in_ob (tmp, op); 1812 tmp = insert_ob_in_ob (tmp, op);
2105 } 1813 }
2106 1814
2107 /* Duration added per hit and max. duration of confusion both depend 1815 /* Duration added per hit and max. duration of confusion both depend
2108 * on the player's resistance 1816 * on the player's resistance
2109 */ 1817 */
2110 tmp->speed = 0.05; 1818 tmp->set_speed (0.05);
2111 tmp->subtype = FORCE_CONFUSION; 1819 tmp->subtype = FORCE_CONFUSION;
2112 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1820 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2113 tmp->name = "confusion"; 1821 tmp->name = shstr_confusion;
2114 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1822 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1823
2115 if (tmp->duration > maxduration) 1824 if (tmp->duration > maxduration)
2116 tmp->duration = maxduration; 1825 tmp->duration = maxduration;
2117 1826
2118 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1827 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2119 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1828 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2120 SET_FLAG (op, FLAG_CONFUSED); 1829
1830 op->set_flag (FLAG_CONFUSED);
2121} 1831}
2122 1832
2123void 1833void
2124blind_player (object *op, object *hitter, int dam) 1834blind_player (object *op, object *hitter, int dam)
2125{ 1835{
2126 object *tmp, *owner;
2127
2128 /* Save some work if we know it isn't going to affect the player */ 1836 /* Save some work if we know it isn't going to affect the player */
2129 if (op->resist[ATNR_BLIND] == 100) 1837 if (op->resist[ATNR_BLIND] == 100)
2130 return; 1838 return;
2131 1839
2132 tmp = present_in_ob (BLINDNESS, op); 1840 object *tmp = present_in_ob (BLINDNESS, op);
2133 if (!tmp) 1841 if (!tmp)
2134 { 1842 {
2135 tmp = get_archetype ("blindness"); 1843 tmp = archetype::get (shstr_blindness);
2136 SET_FLAG (tmp, FLAG_BLIND); 1844 tmp->set_flag (FLAG_BLIND);
2137 SET_FLAG (tmp, FLAG_APPLIED); 1845 tmp->set_flag (FLAG_APPLIED);
2138 /* use floats so we don't lose too much precision due to rounding errors. 1846 // use floats so we don't lose too much precision due to rounding errors.
2139 * speed is a float anyways. 1847 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2140 */
2141 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2142 1848
2143 tmp = insert_ob_in_ob (tmp, op); 1849 tmp = insert_ob_in_ob (tmp, op);
2144 change_abil (op, tmp); /* Mostly to display any messages */ 1850 change_abil (op, tmp); /* Mostly to display any messages */
2145 op->update_stats (); /* This takes care of some other stuff */ 1851 op->update_stats (); /* This takes care of some other stuff */
2146 1852
2147 if (hitter->owner)
2148 owner = hitter->owner;
2149 else
2150 owner = hitter;
2151
2152 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1853 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2153 } 1854 }
1855
2154 tmp->stats.food += dam; 1856 tmp->stats.food += dam;
2155 if (tmp->stats.food > 10) 1857 min_it (tmp->stats.food, 10);
2156 tmp->stats.food = 10;
2157} 1858}
2158 1859
2159void 1860void
2160paralyze_player (object *op, object *hitter, int dam) 1861paralyze_player (object *op, object *hitter, int dam)
2161{ 1862{
2162 float effect, max;
2163
2164 /* object *tmp; */
2165
2166 /* This is strange stuff... someone knows for what this is 1863 /* This is strange stuff... someone knows for what this is
2167 * written? Well, i think this can and should be removed 1864 * written? Well, i think this can and should be removed
2168 */ 1865 */
2169 1866
2170 /* 1867 /*
2171 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { 1868 if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) {
2172 tmp=clone_arch(PARAIMAGE); 1869 tmp=clone_arch(PARAIMAGE);
2174 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1871 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2175 } 1872 }
2176 */ 1873 */
2177 1874
2178 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1875 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2179 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1876 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2180 1877
2181 if (effect == 0)
2182 return;
2183
2184 op->speed_left -= FABS (op->speed) * effect; 1878 op->speed_left -= op->speed * effect;
2185 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1879 /* tmp->stats.food+=(signed short) effect/op->speed; */
2186 1880
2187 /* max number of ticks to be affected for. */ 1881 /* max number of ticks to be affected for. */
2188 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1882 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1883
2189 if (op->speed_left < -(FABS (op->speed) * max)) 1884 max_it (op->speed_left, -op->speed * max);
2190 op->speed_left = (float) -(FABS (op->speed) * max);
2191 1885
2192/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1886/* tmp->stats.food = (signed short) (max / op->speed); */
2193} 1887}
2194
2195 1888
2196/* Attempts to kill 'op'. hitter is the attack object, dam is 1889/* Attempts to kill 'op'. hitter is the attack object, dam is
2197 * the computed damaged. 1890 * the computed damaged.
2198 */ 1891 */
2199void 1892static void
2200deathstrike_player (object *op, object *hitter, int *dam) 1893deathstrike_player (object *op, object *hitter, int *dam)
2201{ 1894{
2202 /* The intention of a death attack is to kill outright things 1895 /* The intention of a death attack is to kill outright things
2203 ** that are a lot weaker than the attacker, have a chance of killing 1896 ** that are a lot weaker than the attacker, have a chance of killing
2204 ** things somewhat weaker than the caster, and no chance of 1897 ** things somewhat weaker than the caster, and no chance of
2208 ** field of the deathstriking object */ 1901 ** field of the deathstriking object */
2209 1902
2210 int atk_lev, def_lev, kill_lev; 1903 int atk_lev, def_lev, kill_lev;
2211 1904
2212 if (hitter->slaying) 1905 if (hitter->slaying)
2213 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1906 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1907 || (op->race && hitter->slaying.contains (op->race))))
2214 return; 1908 return;
2215 1909
2216 def_lev = op->level; 1910 def_lev = op->level;
2217 if (def_lev < 1) 1911 if (def_lev < 1)
2218 { 1912 {
2219 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1913 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2220 def_lev = 1; 1914 def_lev = 1;
2221 } 1915 }
1916
2222 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1917 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2223 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1918 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2224 atk_lev, def_lev); */ 1919 atk_lev, def_lev); */
2225 1920
2226 if (atk_lev >= def_lev) 1921 if (atk_lev >= def_lev)
2233 * redone. 1928 * redone.
2234 */ 1929 */
2235 if (kill_lev >= def_lev) 1930 if (kill_lev >= def_lev)
2236 { 1931 {
2237 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ 1932 *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */
2238 /* I think this doesn't really do much. Because of 1933 /* I think this doesn't really do much. Because of
2239 * integer rounding, this only makes any difference if the 1934 * integer rounding, this only makes any difference if the
2240 * attack level is double the defender level. 1935 * attack level is double the defender level.
2241 */ 1936 */
2242 *dam *= kill_lev / def_lev; 1937 *dam *= kill_lev / def_lev;
2243 } 1938 }
2244 } 1939 }
2245 else 1940 else
2246 {
2247 *dam = 0; /* no harm done */ 1941 *dam = 0; /* no harm done */
1942}
1943
1944/* This returns the amount of damage hitter does to op with the
1945 * appropriate attacktype. Only 1 attacktype should be set at a time.
1946 * This doesn't damage the player, but returns how much it should
1947 * take. However, it will do other effects (paralyzation, slow, etc.)
1948 * Note - changed for PR code - we now pass the attack number and not
1949 * the attacktype. Makes it easier for the PR code. */
1950int
1951hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1952{
1953 int doesnt_slay = 1;
1954
1955 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1956 if (attacknum >= NROFATTACKS)
2248 } 1957 {
2249} 1958 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2250 1959 return 0;
2251/* thrown_item_effect() - handles any special effects of thrown
2252 * items (like attacking living creatures--a potion thrown at a
2253 * monster).
2254 */
2255static void
2256thrown_item_effect (object *hitter, object *victim)
2257{
2258 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2259 { 1960 }
2260 /* May not need a switch for just 2 types, but this makes it 1961
2261 * easier for expansion. 1962 if (dam < 0)
1963 {
1964 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1965 dam, hitter->debug_desc (), op->debug_desc ());
1966 return 0;
1967 }
1968
1969 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1970 * people can't mess with that or it otherwise get confused. */
1971 if (attacknum == ATNR_INTERNAL)
1972 return dam;
1973
1974 if (hitter->slaying)
1975 {
1976 if ((op->race && hitter->slaying.contains (op->race))
1977 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2262 */ 1978 {
2263 switch (hitter->type) 1979 doesnt_slay = 0;
1980 dam *= 3;
2264 { 1981 }
2265 case POTION: 1982 }
2266 /* should player get a save throw instead of checking magic protection? */ 1983
2267 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1984 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2268 (void) apply_potion (victim, hitter); 1985 if (op->resist[attacknum])
1986 {
1987 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1988 * in case 0>dam>1, we try to "simulate" a float value-effect */
1989 dam *= (100 - op->resist[attacknum]);
1990 if (dam >= 100)
1991 dam /= 100;
1992 else
1993 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
1994 }
1995
1996 /* Special hack. By default, if immune to something, you
1997 * shouldn't need to worry. However, acid is an exception, since
1998 * it can still damage your items. Only include attacktypes if
1999 * special processing is needed */
2000
2001 if (op->resist[attacknum] >= 100
2002 && doesnt_slay
2003 && attacknum != ATNR_ACID)
2004 return 0;
2005
2006 /* Keep this in order - makes things easier to find */
2007
2008 switch (attacknum)
2009 {
2010 case ATNR_PHYSICAL:
2011 /* here also check for diseases */
2012 check_physically_infect (op, hitter);
2269 break; 2013 break;
2270 2014
2271 case POISON: /* poison drinks */ 2015 /* Don't need to do anything for:
2272 /* As with potions, should monster get a save? */ 2016 magic,
2273 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2017 fire,
2274 apply_poison (victim, hitter); 2018 electricity,
2019 cold */
2020
2021 case ATNR_CONFUSION:
2022 case ATNR_POISON:
2023 case ATNR_SLOW:
2024 case ATNR_PARALYZE:
2025 case ATNR_FEAR:
2026 case ATNR_CANCELLATION:
2027 case ATNR_DEPLETE:
2028 case ATNR_BLIND:
2029 {
2030 /* chance for inflicting a special attack depends on the
2031 * difference between attacker's and defender's level
2032 */
2033 int level_diff = min (110, max (0, op->level - hitter->level));
2034
2035 /* First, only creatures/players with speed can be affected.
2036 * Second, just getting hit doesn't mean it always affects
2037 * you. Third, you still get a saving through against the
2038 * effect.
2039 */
2040 if (op->has_active_speed ()
2041 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2042 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2043 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2044 {
2045
2046 /* Player has been hit by something */
2047 if (attacknum == ATNR_CONFUSION)
2048 confuse_player (op, hitter, dam);
2049 else if (attacknum == ATNR_POISON)
2050 poison_player (op, hitter, dam);
2051 else if (attacknum == ATNR_SLOW)
2052 slow_player (op, hitter, dam);
2053 else if (attacknum == ATNR_PARALYZE)
2054 paralyze_player (op, hitter, dam);
2055 else if (attacknum == ATNR_FEAR)
2056 scare_creature (op, hitter);
2057 else if (attacknum == ATNR_CANCELLATION)
2058 cancellation (op);
2059 else if (attacknum == ATNR_DEPLETE)
2060 op->drain_stat ();
2061 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2062 blind_player (op, hitter, dam);
2063 }
2064
2065 dam = 0; /* These are all effects and don't do real damage */
2066 }
2275 break; 2067 break;
2276 2068
2277 /* Removed case statements that did nothing. 2069 case ATNR_ACID:
2278 * food may be poisonous, but monster must be willing to eat it, 2070 {
2279 * so we don't handle it here. 2071 int flag = 0;
2280 * Containers should perhaps break open, but that code was disabled. 2072
2073 /* Items only get corroded if you're not on a battleground and
2074 * if your acid resistance is below 50%. */
2075 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2076 {
2077 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 {
2079 if (tmp->invisible)
2080 continue;
2081 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2082 /* >= 10% acid res. on items will protect these */
2083 continue;
2084 if (!(tmp->materials & M_IRON))
2085 continue;
2086 if (tmp->magic < -4) /* Let's stop at -5 */
2087 continue;
2088 if (tmp->type == RING
2089 /* removed boots and gloves from exclusion list in PR */
2090 || tmp->type == GIRDLE
2091 || tmp->type == AMULET
2092 || tmp->type == WAND
2093 || tmp->type == ROD
2094 || tmp->type == HORN)
2095 continue; /* To avoid some strange effects */
2096
2097 /* High damage acid has better chance of corroding
2098 objects */
2099 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2100 {
2101 flag = 1;
2102 tmp->magic--;
2103
2104 if (object *pl = tmp->visible_to ())
2105 {
2106 /* Make this more visible */
2107 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2108 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2109
2110 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2111 }
2112 }
2113 }
2114
2115 if (flag)
2116 op->update_stats (); /* Something was corroded */
2117 }
2118 }
2119 break;
2120
2121 case ATNR_DRAIN:
2122 {
2123 /* rate is the proportion of exp drained. High rate means
2124 * not much is drained, low rate means a lot is drained.
2125 */
2126 int rate;
2127
2128 if (op->resist[ATNR_DRAIN] >= 0)
2129 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2130 else
2131 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2132
2133 if (op->stats.exp <= rate)
2134 {
2135 if (op->type == GOLEM)
2136 dam = 9998; /* Its force is "sucked" away. 8) */
2137 else
2138 /* If we can't drain, lets try to do physical damage */
2139 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2140 }
2141 else
2142 {
2143 /* Randomly give the hitter some hp */
2144 if (hitter->stats.hp < hitter->stats.maxhp &&
2145 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2146 hitter->stats.hp++;
2147
2148 /* Can't do drains on battleground spaces.
2149 * Move the wiz check up here - before, the hitter wouldn't gain exp
2150 * exp, but the wiz would still lose exp! If drainee is a wiz,
2151 * nothing happens.
2152 * Try to credit the owner. We try to display player -> player drain
2153 * attacks, hence all the != PLAYER checks.
2281 */ 2154 */
2155 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2156 {
2157 object *owner = hitter->owner;
2158
2159 if (owner && owner != hitter)
2160 {
2161 if (op->type != PLAYER || owner->type != PLAYER)
2162 change_exp (owner, op->stats.exp / (rate * 2),
2163 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2164 }
2165 else if (op->type != PLAYER || hitter->type != PLAYER)
2166 change_exp (hitter, op->stats.exp / (rate * 2),
2167 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2168
2169 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2170 }
2171
2172 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2173 * drain attack, you won't know that you are actually sucking out EXP,
2174 * as the messages will say you missed
2175 */
2176 }
2177 }
2178 break;
2179
2180 case ATNR_TURN_UNDEAD:
2282 } 2181 {
2283 } 2182 if (op->flag [FLAG_UNDEAD])
2284} 2183 {
2184 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2185 object *god = find_god (determine_god (owner));
2186 int div = 1;
2285 2187
2286/* adj_attackroll() - adjustments to attacks by various conditions */ 2188 /* if undead are not an enemy of your god, you turn them
2189 * at half strength */
2190 if (!god || !god->slaying.contains (shstr_undead))
2191 div = 2;
2287 2192
2288int 2193 /* Give a bonus if you resist turn undead */
2289adj_attackroll (object *hitter, object *target) 2194 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2290{ 2195 scare_creature (op, owner);
2291 object *attacker = hitter; 2196 }
2292 int adjust = 0; 2197 else
2198 dam = 0; /* don't damage non undead - should we damage
2199 undead? */
2200 }
2201 break;
2293 2202
2294 /* safety */ 2203 case ATNR_DEATH:
2295 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2204 deathstrike_player (op, hitter, &dam);
2296 { 2205 break;
2297 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2298 return 0;
2299 }
2300 2206
2301 /* aimed missiles use the owning object's sight */ 2207 case ATNR_CHAOS:
2302 if (is_aimed_missile (hitter)) 2208 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2303 { 2209 dam = 0;
2304 if ((attacker = hitter->owner) == NULL) 2210 break;
2305 attacker = hitter; 2211
2306 /* A player who saves but hasn't quit still could have objects 2212 case ATNR_COUNTERSPELL:
2307 * owned by him - need to handle that case to avoid crashes. 2213 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2214 dam = 0;
2215 /* This should never happen. Counterspell is handled
2216 * seperately and filtered out. If this does happen,
2217 * Counterspell has no effect on anything but spells, so it
2218 * does no damage. */
2219 break;
2220
2221 case ATNR_HOLYWORD:
2222 {
2223 /* This has already been handled by hit_player,
2224 * no need to check twice -- DAMN */
2225 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2226
2227 /* As with turn undead above, give a bonus on the saving throw */
2228 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2229 scare_creature (op, owner);
2230 }
2231 break;
2232
2233 case ATNR_LIFE_STEALING:
2234 {
2235 int new_hp;
2236
2237 /* this is replacement to drain for players, instead of taking
2238 * exp it takes hp. It is geared for players, probably not
2239 * much use giving it to monsters
2240 *
2241 * life stealing doesn't do a lot of damage, but it gives the
2242 * damage it does do to the player. Given that,
2243 * it only does 1/10'th normal damage (hence the divide by
2244 * 1000).
2308 */ 2245 */
2309 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2246 /* You can't steal life from something undead */
2310 attacker = hitter; 2247 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2311 }
2312 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2313 return 0;
2314
2315 /* determine the condtions under which we make an attack.
2316 * Add more cases, as the need occurs. */
2317
2318 if (!can_see_enemy (attacker, target))
2319 {
2320 /* target is unseen */
2321 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2322 adjust -= 10;
2323 /* dark map penalty for the hitter (lacks infravision if we got here). */
2324 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2325 adjust -= target->map->darkness;
2326 }
2327
2328 if (QUERY_FLAG (attacker, FLAG_SCARED))
2329 adjust -= 3;
2330
2331 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2332 adjust += 1;
2333
2334 if (QUERY_FLAG (target, FLAG_SCARED))
2335 adjust += 1;
2336
2337 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2338 adjust -= 3;
2339
2340 /* if we attack at a different 'altitude' its harder */
2341 if ((attacker->move_type & target->move_type) == 0)
2342 adjust -= 2;
2343
2344#if 0
2345 /* slower attacks are less likely to succeed. We should use a
2346 * comparison between attacker/target speeds BUT, players have
2347 * a generally faster speed, so this will wind up being a HUGE
2348 * disadantage for the monsters! Too bad, because missiles which
2349 * fly fast should have a better chance of hitting a slower target.
2350 */
2351 if (hitter->speed < target->speed)
2352 adjust += ((float) hitter->speed - target->speed);
2353#endif
2354
2355#if 0
2356 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2357#endif
2358
2359 return adjust;
2360}
2361
2362
2363/* determine if the object is an 'aimed' missile */
2364int
2365is_aimed_missile (object *op)
2366{
2367
2368 /* I broke what used to be one big if into a few nested
2369 * ones so that figuring out the logic is at least possible.
2370 */
2371 if (op && (op->move_type & MOVE_FLYING))
2372 {
2373 if (op->type == ARROW || op->type == THROWN_OBJ)
2374 return 1; 2248 return 0;
2375 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2249
2376 return 1; 2250 /* If drain protection is higher than life stealing, use that */
2251 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2252 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2253 else
2254 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2255
2256 /* You die at -1 hp, not zero. */
2257 if (dam > (op->stats.hp + 1))
2258 dam = op->stats.hp + 1;
2259
2260 new_hp = hitter->stats.hp + dam;
2261 if (new_hp > hitter->stats.maxhp)
2262 new_hp = hitter->stats.maxhp;
2263
2264 if (new_hp > hitter->stats.hp)
2265 hitter->stats.hp = new_hp;
2266 }
2377 } 2267 }
2268
2378 return 0; 2269 return dam;
2379} 2270}
2271

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