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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.26 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.48 by root, Thu Jan 18 22:20:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23#include <assert.h> 24#include <assert.h>
24#include <global.h> 25#include <global.h>
25#include <living.h> 26#include <living.h>
26#include <material.h> 27#include <material.h>
27#include <skills.h> 28#include <skills.h>
44 * its magical benefits. 45 * its magical benefits.
45 */ 46 */
46void 47void
47cancellation (object *op) 48cancellation (object *op)
48{ 49{
49 object *tmp;
50
51 if (op->invisible) 50 if (op->invisible)
52 return; 51 return;
53 52
54 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) 53 if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ)
55 { 54 {
56 /* Recur through the inventory */ 55 /* Recurse through the inventory */
57 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 56 for (object *tmp = op->inv; tmp; tmp = tmp->below)
58 if (!did_make_save_item (tmp, AT_CANCELLATION, op)) 57 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
59 cancellation (tmp); 58 cancellation (tmp);
60 } 59 }
61 else if (FABS (op->magic) <= (rndm (0, 5))) 60 else if (FABS (op->magic) <= rndm (0, 5))
62 { 61 {
63 /* Nullify this object. This code could probably be more complete */ 62 /* Nullify this object. This code could probably be more complete */
64 /* in what abilities it should cancel */ 63 /* in what abilities it should cancel */
65 op->magic = 0; 64 op->magic = 0;
65
66 CLEAR_FLAG (op, FLAG_DAMNED); 66 CLEAR_FLAG (op, FLAG_DAMNED);
67 CLEAR_FLAG (op, FLAG_CURSED); 67 CLEAR_FLAG (op, FLAG_CURSED);
68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 68 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 69 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
70
70 if (op->env && op->env->type == PLAYER) 71 if (op->env && op->env->type == PLAYER)
71 {
72 esrv_send_item (op->env, op); 72 esrv_send_item (op->env, op);
73 }
74 } 73 }
75} 74}
76 75
77/* did_make_save_item just checks to make sure the item actually 76/* did_make_save_item just checks to make sure the item actually
78 * made its saving throw based on the tables. It does not take 77 * made its saving throw based on the tables. It does not take
90 if (op->material & mt->material) 89 if (op->material & mt->material)
91 break; 90 break;
92 } 91 }
93 else 92 else
94 mt = name_to_material (op->materialname); 93 mt = name_to_material (op->materialname);
94
95 if (mt == NULL) 95 if (mt == NULL)
96 return TRUE; 96 return TRUE;
97
97 roll = rndm (1, 20); 98 roll = rndm (1, 20);
98 99
99 /* the attacktypes have no meaning for object saves 100 /* the attacktypes have no meaning for object saves
100 * If the type is only magic, don't adjust type - basically, if 101 * If the type is only magic, don't adjust type - basically, if
101 * pure magic is hitting an object, it should save. However, if it 102 * pure magic is hitting an object, it should save. However, if it
130 saves++; 131 saves++;
131 } 132 }
132 133
133 if (saves == attacks || attacks == 0) 134 if (saves == attacks || attacks == 0)
134 return TRUE; 135 return TRUE;
136
135 if ((saves == 0) || (rndm (1, attacks) > saves)) 137 if (saves == 0 || (rndm (1, attacks) > saves))
136 return FALSE; 138 return FALSE;
139
137 return TRUE; 140 return TRUE;
138} 141}
139 142
140/* This function calls did_make_save_item. It then performs the 143/* This function calls did_make_save_item. It then performs the
141 * appropriate actions to the item (such as burning the item up, 144 * appropriate actions to the item (such as burning the item up,
142 * calling cancellation, etc.) 145 * calling cancellation, etc.)
143 */ 146 */
144
145void 147void
146save_throw_object (object *op, int type, object *originator) 148save_throw_object (object *op, int type, object *originator)
147{ 149{
148 if (!did_make_save_item (op, type, originator)) 150 if (!did_make_save_item (op, type, originator))
149 { 151 {
207 } 209 }
208 else 210 else
209 { 211 {
210 if (op->env) 212 if (op->env)
211 { 213 {
212 object *tmp = is_player_inv (op->env); 214 object *tmp = op->in_player ();
213 215
214 if (tmp) 216 if (tmp)
215 esrv_del_item (tmp->contr, op->count); 217 esrv_del_item (tmp->contr, op->count);
216 } 218 }
217 219
273 */ 275 */
274 276
275int 277int
276hit_map (object *op, int dir, int type, int full_hit) 278hit_map (object *op, int dir, int type, int full_hit)
277{ 279{
278 object *tmp, *next;
279 maptile *map; 280 maptile *map;
280 sint16 x, y; 281 sint16 x, y;
281 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 282 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
282 283
283 if (QUERY_FLAG (op, FLAG_FREED)) 284 if (QUERY_FLAG (op, FLAG_FREED))
303 304
304 map = op->map; 305 map = op->map;
305 x = op->x + freearr_x[dir]; 306 x = op->x + freearr_x[dir];
306 y = op->y + freearr_y[dir]; 307 y = op->y + freearr_y[dir];
307 308
308 int mflags = get_map_flags (map, &map, x, y, &x, &y); 309 if (!xy_normalise (map, x, y))
310 return 0;
309 311
310 // elmex: a safe map tile can't be hit! 312 // elmex: a safe map tile can't be hit!
311 // this should prevent most harmful effects on items and players there. 313 // this should prevent most harmful effects on items and players there.
312 if (mflags & (P_OUT_OF_MAP | P_SAFE)) 314 mapspace &ms = map->at (x, y);
315
316 if (ms.flags () & P_SAFE)
313 return 0; 317 return 0;
314 318
315 /* peterm: a few special cases for special attacktypes --counterspell 319 /* peterm: a few special cases for special attacktypes --counterspell
316 * must be out here because it strikes things which are not alive 320 * must be out here because it strikes things which are not alive
317 */ 321 */
318 322 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 {
319 if (type & AT_COUNTERSPELL) 324 if (type & AT_COUNTERSPELL)
320 { 325 {
321 counterspell (op, dir); /* see spell_effect.c */ 326 counterspell (op, dir); /* see spell_effect.c */
322 327
323 /* If the only attacktype is counterspell or magic, don't need 328 /* If the only attacktype is counterspell or magic, don't need
324 * to do any further processing. 329 * to do any further processing.
325 */
326 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
327 return 0;
328
329 type &= ~AT_COUNTERSPELL;
330 }
331
332 if (type & AT_CHAOS)
333 {
334 shuffle_attack (op, 1); /*1 flag tells it to change the face */
335 update_object (op, UP_OBJ_FACE);
336 type &= ~AT_CHAOS;
337 }
338
339 next = get_map_ob (map, x, y);
340
341 while (next)
342 {
343 if (next->destroyed ())
344 {
345 /* There may still be objects that were above 'next', but there is no
346 * simple way to find out short of copying all object references and
347 * tags into a temporary array before we start processing the first
348 * object. That's why we just abort.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error. The errormessage
352 * below was spamming the logs for absolutely no reason.
353 */ 330 */
354 /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ 331 if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC)))
355 break; 332 return 0;
333
334 type &= ~AT_COUNTERSPELL;
335 }
336
337 if (type & AT_CHAOS)
356 } 338 {
339 shuffle_attack (op, 1); /* flag tells it to change the face */
340 update_object (op, UP_OBJ_FACE);
341 type &= ~AT_CHAOS;
342 }
343 }
357 344
345 /* There may still be objects that were above 'next', but there is no
346 * simple way to find out short of copying all object references and
347 * tags into a temporary array before we start processing the first
348 * object. That's why we just abort on destroy.
349 *
350 * This happens whenever attack spells (like fire) hit a pile
351 * of objects. This is not a bug - nor an error.
352 */
353 for (object *next = ms.bot; next && !next->destroyed (); )
354 {
358 tmp = next; 355 object *tmp = next;
359 next = tmp->above; 356 next = tmp->above;
360
361 if (tmp->destroyed ())
362 {
363 LOG (llevError, "BUG: hit_map(): found freed object\n");
364 break;
365 }
366 357
367 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 358 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
368 * For example, 'tmp' was put in an icecube. 359 * For example, 'tmp' was put in an icecube.
369 * This is one of the few cases where on_same_map should not be used. 360 * This is one of the few cases where on_same_map should not be used.
370 */ 361 */
373 364
374 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 365 if (QUERY_FLAG (tmp, FLAG_ALIVE))
375 { 366 {
376 hit_player (tmp, op->stats.dam, op, type, full_hit); 367 hit_player (tmp, op->stats.dam, op, type, full_hit);
377 retflag |= 1; 368 retflag |= 1;
369
378 if (op->destroyed ()) 370 if (op->destroyed ())
379 break; 371 break;
380 } 372 }
381
382 /* Here we are potentially destroying an object. If the object has 373 /* Here we are potentially destroying an object. If the object has
383 * NO_PASS set, it is also immune - you can't destroy walls. Note 374 * NO_PASS set, it is also immune - you can't destroy walls. Note
384 * that weak walls have is_alive set, which prevent objects from 375 * that weak walls have is_alive set, which prevent objects from
385 * passing over/through them. We don't care what type of movement 376 * passing over/through them. We don't care what type of movement
386 * the wall blocks - if it blocks any type of movement, can't be 377 * the wall blocks - if it blocks any type of movement, can't be
387 * destroyed right now. 378 * destroyed right now.
388 */ 379 */
389 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) 380 else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block)
390 { 381 {
391 save_throw_object (tmp, type, op); 382 save_throw_object (tmp, type, op);
383
392 if (op->destroyed ()) 384 if (op->destroyed ())
393 break; 385 break;
394 } 386 }
395 } 387 }
396 388
427 sprintf (buf1, "missed %s", &op->name); 419 sprintf (buf1, "missed %s", &op->name);
428 sprintf (buf2, " misses"); 420 sprintf (buf2, " misses");
429 found++; 421 found++;
430 } 422 }
431 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || 423 else if ((hitter->type == DISEASE || hitter->type == SYMPTOM ||
432 hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) 424 hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found)
433 { 425 {
434 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) 426 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++)
435 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) 427 if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1)
436 { 428 {
437 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); 429 sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2);
449 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); 441 strcpy (buf2, attack_mess[ATM_DOOR][i].buf3);
450 found++; 442 found++;
451 break; 443 break;
452 } 444 }
453 } 445 }
454 else if (hitter->type == PLAYER && IS_LIVE (op)) 446 else if (hitter->type == PLAYER && op->is_alive ())
455 { 447 {
456 if (USING_SKILL (hitter, SK_KARATE)) 448 if (USING_SKILL (hitter, SK_KARATE))
457 { 449 {
458 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) 450 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++)
459 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) 451 if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1)
485 found++; 477 found++;
486 break; 478 break;
487 } 479 }
488 } 480 }
489 } 481 }
482
490 if (found) 483 if (found)
491 { 484 {
492 /* done */ 485 /* done */
493 } 486 }
494 else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) 487 else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC))
495 { 488 {
496 sprintf (buf1, "hit"); /* just in case */ 489 sprintf (buf1, "hit"); /* just in case */
497 for (i = 0; i < MAXATTACKMESS; i++) 490 for (i = 0; i < MAXATTACKMESS; i++)
498 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) 491 if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1)
499 { 492 {
500 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); 493 strcpy (buf2, attack_mess[ATM_ARROW][i].buf3);
501 found++; 494 found++;
502 break; 495 break;
503 } 496 }
504 } 497 }
505 else if (type & AT_DRAIN && IS_LIVE (op)) 498 else if (type & AT_DRAIN && op->is_alive ())
506 { 499 {
507 /* drain is first, because some items have multiple attypes */ 500 /* drain is first, because some items have multiple attypes */
508 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) 501 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++)
509 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) 502 if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1)
510 { 503 {
512 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); 505 strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3);
513 found++; 506 found++;
514 break; 507 break;
515 } 508 }
516 } 509 }
517 else if (type & AT_ELECTRICITY && IS_LIVE (op)) 510 else if (type & AT_ELECTRICITY && op->is_alive ())
518 { 511 {
519 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) 512 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++)
520 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) 513 if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1)
521 { 514 {
522 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); 515 sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2);
523 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); 516 strcpy (buf2, attack_mess[ATM_ELEC][i].buf3);
524 found++; 517 found++;
525 break; 518 break;
526 } 519 }
527 } 520 }
528 else if (type & AT_COLD && IS_LIVE (op)) 521 else if (type & AT_COLD && op->is_alive ())
529 { 522 {
530 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) 523 for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++)
531 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) 524 if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1)
532 { 525 {
533 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); 526 sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2);
610 strcpy (buf1, "hit"); 603 strcpy (buf1, "hit");
611 strcpy (buf2, " hits"); 604 strcpy (buf2, " hits");
612 } 605 }
613 606
614 /* bail out if a monster is casting spells */ 607 /* bail out if a monster is casting spells */
615 if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) 608 if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER)))
616 return; 609 return;
617 610
618 /* scale down magic considerably. */ 611 /* scale down magic considerably. */
619 if (type & AT_MAGIC && rndm (0, 5)) 612 if (type & AT_MAGIC && rndm (0, 5))
620 return; 613 return;
621 614
622 /* Did a player hurt another player? Inform both! */ 615 /* Did a player hurt another player? Inform both! */
623 if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) 616 if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER)
624 { 617 {
625 if (get_owner (hitter) != NULL) 618 if (hitter->owner != NULL)
626 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
627 else 620 else
628 { 621 {
629 sprintf (buf, "%s%s you.", &hitter->name, buf2); 622 sprintf (buf, "%s%s you.", &hitter->name, buf2);
630 if (dam != 0) 623 if (dam != 0)
652 else 645 else
653 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0);
654 } 647 }
655 new_draw_info (NDI_BLACK, 0, hitter, buf); 648 new_draw_info (NDI_BLACK, 0, hitter, buf);
656 } 649 }
657 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
658 { 651 {
659 /* look for stacked spells and start reducing the message chances */ 652 /* look for stacked spells and start reducing the message chances */
660 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) 653 if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE))
661 { 654 {
662 i = 4; 655 i = 4;
663 map = hitter->map; 656 map = hitter->map;
664 if (out_of_map (map, hitter->x, hitter->y)) 657 if (out_of_map (map, hitter->x, hitter->y))
665 return; 658 return;
666 next = get_map_ob (map, hitter->x, hitter->y); 659 next = GET_MAP_OB (map, hitter->x, hitter->y);
667 if (next) 660 if (next)
668 while (next) 661 while (next)
669 { 662 {
670 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
671 i *= 3; 664 i *= 3;
784 if (settings.casting_time == TRUE) 777 if (settings.casting_time == TRUE)
785 { 778 {
786 if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) 779 if ((hitter->type == PLAYER) && (hitter->casting_time > -1))
787 { 780 {
788 hitter->casting_time = -1; 781 hitter->casting_time = -1;
789 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); 782 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
790 } 783 }
791 if ((op->casting_time > -1) && (hitdam > 0)) 784 if ((op->casting_time > -1) && (hitdam > 0))
792 { 785 {
793 op->casting_time = -1; 786 op->casting_time = -1;
794 if (op->type == PLAYER) 787 if (op->type == PLAYER)
795 { 788 {
796 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); 789 new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!");
797 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); 790 new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name);
798 } 791 }
799 } 792 }
800 } 793 }
801 if (!simple_attack) 794 if (!simple_attack)
806 if (QUERY_FLAG (op, FLAG_SLEEP)) 799 if (QUERY_FLAG (op, FLAG_SLEEP))
807 CLEAR_FLAG (op, FLAG_SLEEP); 800 CLEAR_FLAG (op, FLAG_SLEEP);
808 801
809 /* If the victim can't see the attacker, it may alert others 802 /* If the victim can't see the attacker, it may alert others
810 * for help. */ 803 * for help. */
811 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) 804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
812 npc_call_help (op); 805 npc_call_help (op);
813 806
814 /* if you were hidden and hit by a creature, you are discovered */ 807 /* if you were hidden and hit by a creature, you are discovered */
815 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE))
816 { 809 {
1064} 1057}
1065 1058
1066void 1059void
1067scare_creature (object *target, object *hitter) 1060scare_creature (object *target, object *hitter)
1068{ 1061{
1069 object *owner = get_owner (hitter); 1062 object *owner = hitter->owner;
1070 1063
1071 if (!owner) 1064 if (!owner)
1072 owner = hitter; 1065 owner = hitter;
1073 1066
1074 SET_FLAG (target, FLAG_SCARED); 1067 SET_FLAG (target, FLAG_SCARED);
1081 * appropriate attacktype. Only 1 attacktype should be set at a time. 1074 * appropriate attacktype. Only 1 attacktype should be set at a time.
1082 * This doesn't damage the player, but returns how much it should 1075 * This doesn't damage the player, but returns how much it should
1083 * take. However, it will do other effects (paralyzation, slow, etc.) 1076 * take. However, it will do other effects (paralyzation, slow, etc.)
1084 * Note - changed for PR code - we now pass the attack number and not 1077 * Note - changed for PR code - we now pass the attack number and not
1085 * the attacktype. Makes it easier for the PR code. */ 1078 * the attacktype. Makes it easier for the PR code. */
1086
1087int 1079int
1088hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) 1080hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1089{ 1081{
1090
1091 int doesnt_slay = 1; 1082 int doesnt_slay = 1;
1092 1083
1093 /* Catch anyone that may be trying to send us a bitmask instead of the number */ 1084 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1094 if (attacknum >= NROFATTACKS) 1085 if (attacknum >= NROFATTACKS)
1095 { 1086 {
1097 return 0; 1088 return 0;
1098 } 1089 }
1099 1090
1100 if (dam < 0) 1091 if (dam < 0)
1101 { 1092 {
1102 LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); 1093 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ());
1103 return 0; 1094 return 0;
1104 } 1095 }
1105 1096
1106 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so 1097 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1107 * people can't mess with that or it otherwise get confused. */ 1098 * people can't mess with that or it otherwise get confused. */
1140 1131
1141 /* Keep this in order - makes things easier to find */ 1132 /* Keep this in order - makes things easier to find */
1142 1133
1143 switch (attacknum) 1134 switch (attacknum)
1144 { 1135 {
1145 case ATNR_PHYSICAL: 1136 case ATNR_PHYSICAL:
1146 /* here also check for diseases */ 1137 /* here also check for diseases */
1147 check_physically_infect (op, hitter); 1138 check_physically_infect (op, hitter);
1148 break; 1139 break;
1149 1140
1150 /* Don't need to do anything for: 1141 /* Don't need to do anything for:
1151 magic, 1142 magic,
1152 fire, 1143 fire,
1153 electricity, 1144 electricity,
1154 cold */ 1145 cold */
1155 1146
1156 case ATNR_CONFUSION: 1147 case ATNR_CONFUSION:
1157 case ATNR_POISON: 1148 case ATNR_POISON:
1158 case ATNR_SLOW: 1149 case ATNR_SLOW:
1159 case ATNR_PARALYZE: 1150 case ATNR_PARALYZE:
1160 case ATNR_FEAR: 1151 case ATNR_FEAR:
1161 case ATNR_CANCELLATION: 1152 case ATNR_CANCELLATION:
1162 case ATNR_DEPLETE: 1153 case ATNR_DEPLETE:
1163 case ATNR_BLIND: 1154 case ATNR_BLIND:
1164 { 1155 {
1165 /* chance for inflicting a special attack depends on the 1156 /* chance for inflicting a special attack depends on the
1166 * difference between attacker's and defender's level 1157 * difference between attacker's and defender's level
1167 */ 1158 */
1168 int level_diff = MIN (110, MAX (0, op->level - hitter->level)); 1159 int level_diff = MIN (110, MAX (0, op->level - hitter->level));
1169 1160
1170 /* First, only creatures/players with speed can be affected. 1161 /* First, only creatures/players with speed can be affected.
1171 * Second, just getting hit doesn't mean it always affects 1162 * Second, just getting hit doesn't mean it always affects
1172 * you. Third, you still get a saving through against the 1163 * you. Third, you still get a saving through against the
1173 * effect. 1164 * effect.
1174 */ 1165 */
1175 if (op->speed && 1166 if (op->speed &&
1176 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1167 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) &&
1177 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) 1168 !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
1178 { 1169 {
1179 1170
1180 /* Player has been hit by something */ 1171 /* Player has been hit by something */
1181 if (attacknum == ATNR_CONFUSION) 1172 if (attacknum == ATNR_CONFUSION)
1182 confuse_player (op, hitter, dam); 1173 confuse_player (op, hitter, dam);
1183 else if (attacknum == ATNR_POISON) 1174 else if (attacknum == ATNR_POISON)
1184 poison_player (op, hitter, dam); 1175 poison_player (op, hitter, dam);
1185 else if (attacknum == ATNR_SLOW) 1176 else if (attacknum == ATNR_SLOW)
1186 slow_player (op, hitter, dam); 1177 slow_player (op, hitter, dam);
1187 else if (attacknum == ATNR_PARALYZE) 1178 else if (attacknum == ATNR_PARALYZE)
1188 paralyze_player (op, hitter, dam); 1179 paralyze_player (op, hitter, dam);
1189 else if (attacknum == ATNR_FEAR) 1180 else if (attacknum == ATNR_FEAR)
1190 scare_creature (op, hitter); 1181 scare_creature (op, hitter);
1191 else if (attacknum == ATNR_CANCELLATION) 1182 else if (attacknum == ATNR_CANCELLATION)
1192 cancellation (op); 1183 cancellation (op);
1193 else if (attacknum == ATNR_DEPLETE) 1184 else if (attacknum == ATNR_DEPLETE)
1194 drain_stat (op); 1185 op->drain_stat ();
1195 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) 1186 else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR))
1196 blind_player (op, hitter, dam); 1187 blind_player (op, hitter, dam);
1197 } 1188 }
1198 dam = 0; /* These are all effects and don't do real damage */ 1189 dam = 0; /* These are all effects and don't do real damage */
1199 } 1190 }
1200 break; 1191 break;
1192
1201 case ATNR_ACID: 1193 case ATNR_ACID:
1202 { 1194 {
1203 int flag = 0; 1195 int flag = 0;
1204 1196
1205 /* Items only get corroded if you're not on a battleground and 1197 /* Items only get corroded if you're not on a battleground and
1206 * if your acid resistance is below 50%. */ 1198 * if your acid resistance is below 50%. */
1207 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) 1199 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
1208 { 1200 {
1209 object *tmp;
1210
1211 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1212 { 1202 {
1213 if (tmp->invisible) 1203 if (tmp->invisible)
1214 continue; 1204 continue;
1215 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) 1205 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10))
1216 /* >= 10% acid res. on itmes will protect these */ 1206 /* >= 10% acid res. on items will protect these */
1217 continue; 1207 continue;
1218 if (!(tmp->material & M_IRON)) 1208 if (!(tmp->material & M_IRON))
1219 continue; 1209 continue;
1220 if (tmp->magic < -4) /* Let's stop at -5 */ 1210 if (tmp->magic < -4) /* Let's stop at -5 */
1221 continue; 1211 continue;
1222 if (tmp->type == RING || 1212 if (tmp->type == RING
1223 /* removed boots and gloves from exclusion list in 1213 /* removed boots and gloves from exclusion list in PR */
1224 PR */ 1214 || tmp->type == GIRDLE
1225 tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1215 || tmp->type == AMULET
1216 || tmp->type == WAND
1217 || tmp->type == ROD
1218 || tmp->type == HORN)
1226 continue; /* To avoid some strange effects */ 1219 continue; /* To avoid some strange effects */
1227 1220
1228 /* High damage acid has better chance of corroding 1221 /* High damage acid has better chance of corroding
1229 objects */ 1222 objects */
1230 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1223 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1231 { 1224 {
1232 if (op->type == PLAYER) 1225 if (op->type == PLAYER)
1233 /* Make this more visible */ 1226 /* Make this more visible */
1234 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, 1227 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1235 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); 1228 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1236 flag = 1; 1229 flag = 1;
1237 tmp->magic--; 1230 tmp->magic--;
1238 if (op->type == PLAYER) 1231 if (op->type == PLAYER)
1239 esrv_send_item (op, tmp); 1232 esrv_send_item (op, tmp);
1240 } 1233 }
1241 } 1234 }
1242 if (flag)
1243 fix_player (op); /* Something was corroded */
1244 } 1235
1236 if (flag)
1237 op->update_stats (); /* Something was corroded */
1245 } 1238 }
1239 }
1246 break; 1240 break;
1241
1247 case ATNR_DRAIN: 1242 case ATNR_DRAIN:
1248 { 1243 {
1249 /* rate is the proportion of exp drained. High rate means 1244 /* rate is the proportion of exp drained. High rate means
1250 * not much is drained, low rate means a lot is drained. 1245 * not much is drained, low rate means a lot is drained.
1251 */ 1246 */
1252 int rate; 1247 int rate;
1253 1248
1254 if (op->resist[ATNR_DRAIN] >= 0) 1249 if (op->resist[ATNR_DRAIN] >= 0)
1255 rate = 400 + op->resist[ATNR_DRAIN] * 3; 1250 rate = 400 + op->resist[ATNR_DRAIN] * 3;
1256 else 1251 else
1257 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); 1252 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
1258 1253
1259 if (op->stats.exp <= rate) 1254 if (op->stats.exp <= rate)
1260 { 1255 {
1261 if (op->type == GOLEM) 1256 if (op->type == GOLEM)
1262 dam = 999; /* Its force is "sucked" away. 8) */ 1257 dam = 999; /* Its force is "sucked" away. 8) */
1263 else 1258 else
1264 /* If we can't drain, lets try to do physical damage */ 1259 /* If we can't drain, lets try to do physical damage */
1265 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); 1260 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
1266 } 1261 }
1267 else 1262 else
1268 { 1263 {
1269 /* Randomly give the hitter some hp */ 1264 /* Randomly give the hitter some hp */
1270 if (hitter->stats.hp < hitter->stats.maxhp && 1265 if (hitter->stats.hp < hitter->stats.maxhp &&
1271 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) 1266 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
1272 hitter->stats.hp++; 1267 hitter->stats.hp++;
1273 1268
1274 /* Can't do drains on battleground spaces. 1269 /* Can't do drains on battleground spaces.
1275 * Move the wiz check up here - before, the hitter wouldn't gain exp 1270 * Move the wiz check up here - before, the hitter wouldn't gain exp
1276 * exp, but the wiz would still lose exp! If drainee is a wiz, 1271 * exp, but the wiz would still lose exp! If drainee is a wiz,
1277 * nothing happens. 1272 * nothing happens.
1278 * Try to credit the owner. We try to display player -> player drain 1273 * Try to credit the owner. We try to display player -> player drain
1279 * attacks, hence all the != PLAYER checks. 1274 * attacks, hence all the != PLAYER checks.
1280 */ 1275 */
1281 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1276 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ))
1282 { 1277 {
1283 object *owner = get_owner (hitter); 1278 object *owner = hitter->owner;
1284 1279
1285 if (owner && owner != hitter) 1280 if (owner && owner != hitter)
1286 { 1281 {
1287 if (op->type != PLAYER || owner->type != PLAYER) 1282 if (op->type != PLAYER || owner->type != PLAYER)
1288 change_exp (owner, op->stats.exp / (rate * 2), 1283 change_exp (owner, op->stats.exp / (rate * 2),
1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); 1284 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL);
1290 } 1285 }
1291 else if (op->type != PLAYER || hitter->type != PLAYER) 1286 else if (op->type != PLAYER || hitter->type != PLAYER)
1292 { 1287 {
1293 change_exp (hitter, op->stats.exp / (rate * 2), 1288 change_exp (hitter, op->stats.exp / (rate * 2),
1294 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); 1289 hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0);
1295 } 1290 }
1296 change_exp (op, -op->stats.exp / rate, NULL, 0); 1291 change_exp (op, -op->stats.exp / rate, NULL, 0);
1297 } 1292 }
1293
1298 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure 1294 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
1299 * drain attack, you won't know that you are actually sucking out EXP, 1295 * drain attack, you won't know that you are actually sucking out EXP,
1300 * as the messages will say you missed 1296 * as the messages will say you missed
1301 */ 1297 */
1302 } 1298 }
1303 } 1299 }
1304 break; 1300 break;
1301
1305 case ATNR_TURN_UNDEAD: 1302 case ATNR_TURN_UNDEAD:
1306 { 1303 {
1307 if (QUERY_FLAG (op, FLAG_UNDEAD)) 1304 if (QUERY_FLAG (op, FLAG_UNDEAD))
1308 { 1305 {
1309 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1306 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1310 object *god = find_god (determine_god (owner)); 1307 object *god = find_god (determine_god (owner));
1311 int div = 1; 1308 int div = 1;
1312 1309
1313 /* if undead are not an enemy of your god, you turn them 1310 /* if undead are not an enemy of your god, you turn them
1314 * at half strength */ 1311 * at half strength */
1315 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1312 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL)
1316 div = 2; 1313 div = 2;
1317 /* Give a bonus if you resist turn undead */ 1314 /* Give a bonus if you resist turn undead */
1318 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1315 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1319 scare_creature (op, owner); 1316 scare_creature (op, owner);
1320 } 1317 }
1321 else 1318 else
1322 dam = 0; /* don't damage non undead - should we damage 1319 dam = 0; /* don't damage non undead - should we damage
1323 undead? */ 1320 undead? */
1324 } 1321 }
1325 break; 1322 break;
1323
1326 case ATNR_DEATH: 1324 case ATNR_DEATH:
1327 deathstrike_player (op, hitter, &dam); 1325 deathstrike_player (op, hitter, &dam);
1328 break; 1326 break;
1327
1329 case ATNR_CHAOS: 1328 case ATNR_CHAOS:
1330 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); 1329 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ());
1331 dam = 0; 1330 dam = 0;
1332 break; 1331 break;
1332
1333 case ATNR_COUNTERSPELL: 1333 case ATNR_COUNTERSPELL:
1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); 1334 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ());
1335 dam = 0; 1335 dam = 0;
1336 /* This should never happen. Counterspell is handled 1336 /* This should never happen. Counterspell is handled
1337 * seperately and filtered out. If this does happen, 1337 * seperately and filtered out. If this does happen,
1338 * Counterspell has no effect on anything but spells, so it 1338 * Counterspell has no effect on anything but spells, so it
1339 * does no damage. */ 1339 * does no damage. */
1340 break; 1340 break;
1341
1341 case ATNR_HOLYWORD: 1342 case ATNR_HOLYWORD:
1342 { 1343 {
1343 /* This has already been handled by hit_player, 1344 /* This has already been handled by hit_player,
1344 * no need to check twice -- DAMN */ 1345 * no need to check twice -- DAMN */
1345 object *owner = hitter->owner ? (object *)hitter->owner : hitter; 1346 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
1346 1347
1347 /* As with turn undead above, give a bonus on the saving throw */ 1348 /* As with turn undead above, give a bonus on the saving throw */
1348 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) 1349 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
1349 scare_creature (op, owner); 1350 scare_creature (op, owner);
1350 } 1351 }
1351 break; 1352 break;
1353
1352 case ATNR_LIFE_STEALING: 1354 case ATNR_LIFE_STEALING:
1353 { 1355 {
1354 int new_hp; 1356 int new_hp;
1355 1357
1356 /* this is replacement to drain for players, instead of taking 1358 /* this is replacement to drain for players, instead of taking
1357 * exp it takes hp. It is geared for players, probably not 1359 * exp it takes hp. It is geared for players, probably not
1358 * much use giving it to monsters 1360 * much use giving it to monsters
1359 * 1361 *
1360 * life stealing doesn't do a lot of damage, but it gives the 1362 * life stealing doesn't do a lot of damage, but it gives the
1361 * damage it does do to the player. Given that, 1363 * damage it does do to the player. Given that,
1362 * it only does 1/10'th normal damage (hence the divide by 1364 * it only does 1/10'th normal damage (hence the divide by
1363 * 1000). 1365 * 1000).
1364 */ 1366 */
1365 /* You can't steal life from something undead */ 1367 /* You can't steal life from something undead */
1366 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) 1368 if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD)))
1367 return 0; 1369 return 0;
1370
1368 /* If drain protection is higher than life stealing, use that */ 1371 /* If drain protection is higher than life stealing, use that */
1369 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) 1372 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
1370 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; 1373 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
1371 else 1374 else
1372 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; 1375 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
1376
1373 /* You die at -1 hp, not zero. */ 1377 /* You die at -1 hp, not zero. */
1374 if (dam > (op->stats.hp + 1)) 1378 if (dam > (op->stats.hp + 1))
1375 dam = op->stats.hp + 1; 1379 dam = op->stats.hp + 1;
1380
1376 new_hp = hitter->stats.hp + dam; 1381 new_hp = hitter->stats.hp + dam;
1377 if (new_hp > hitter->stats.maxhp) 1382 if (new_hp > hitter->stats.maxhp)
1378 new_hp = hitter->stats.maxhp; 1383 new_hp = hitter->stats.maxhp;
1384
1379 if (new_hp > hitter->stats.hp) 1385 if (new_hp > hitter->stats.hp)
1380 hitter->stats.hp = new_hp; 1386 hitter->stats.hp = new_hp;
1381 } 1387 }
1382 } 1388 }
1389
1383 return dam; 1390 return dam;
1384} 1391}
1385
1386 1392
1387/* GROS: This code comes from hit_player. It has been made external to 1393/* GROS: This code comes from hit_player. It has been made external to
1388 * allow script procedures to "kill" objects in a combat-like fashion. 1394 * allow script procedures to "kill" objects in a combat-like fashion.
1389 * It was initially used by (kill-object) developed for the Collector's 1395 * It was initially used by (kill-object) developed for the Collector's
1390 * Sword. Note that nothing has been changed from the original version 1396 * Sword. Note that nothing has been changed from the original version
1425 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1426 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1427 1433
1428 if (op->type == DOOR) 1434 if (op->type == DOOR)
1429 { 1435 {
1430 op->speed = 0.1; 1436 op->set_speed (0.1);
1431 update_ob_speed (op);
1432 op->speed_left = -0.05; 1437 op->speed_left = -0.05;
1433 return maxdam; 1438 return maxdam;
1434 } 1439 }
1435 1440
1436 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1437 { 1442 {
1438 remove_friendly_object (op); 1443 remove_friendly_object (op);
1439 1444
1440 if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) 1445 if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op)
1441 op->owner->contr->ranges[range_golem] = 0; 1446 op->owner->contr->ranges[range_golem] = 0;
1442 1447
1443 op->destroy (); 1448 op->destroy ();
1444 return maxdam; 1449 return maxdam;
1445 } 1450 }
1446 1451
1447 /* Now lets start dealing with experience we get for killing something */ 1452 /* Now lets start dealing with experience we get for killing something */
1448 1453
1449 owner = get_owner (hitter); 1454 owner = hitter->owner;
1450 if (!owner) 1455 if (!owner)
1451 owner = hitter; 1456 owner = hitter;
1452 1457
1453 /* is the victim (op) standing on battleground? */ 1458 /* is the victim (op) standing on battleground? */
1454 if (op_on_battleground (op, NULL, NULL)) 1459 if (op_on_battleground (op, NULL, NULL))
1475 char buf[256]; 1480 char buf[256];
1476 1481
1477 tmv = localtime (&t); 1482 tmv = localtime (&t);
1478 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); 1483 strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv);
1479 1484
1480 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); 1485 LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op));
1481 } 1486 }
1482 1487
1483 /* try to filter some things out - basically, if you are 1488 /* try to filter some things out - basically, if you are
1484 * killing a level 1 creature and your level 20, you 1489 * killing a level 1 creature and your level 20, you
1485 * probably don't want to see that. 1490 * probably don't want to see that.
1503 * player that the object belonged to - so if you killed another player 1508 * player that the object belonged to - so if you killed another player
1504 * with spells, pets, whatever, there was no penalty. 1509 * with spells, pets, whatever, there was no penalty.
1505 * Changed to make luck penalty configurable in settings. 1510 * Changed to make luck penalty configurable in settings.
1506 */ 1511 */
1507 if (op->type == PLAYER && owner != op && !battleg) 1512 if (op->type == PLAYER && owner != op && !battleg)
1508 change_luck (owner, -settings.pk_luck_penalty); 1513 owner->change_luck (-settings.pk_luck_penalty);
1509 1514
1510 /* This code below deals with finding the appropriate skill 1515 /* This code below deals with finding the appropriate skill
1511 * to credit exp to. This is a bit problematic - we should 1516 * to credit exp to. This is a bit problematic - we should
1512 * probably never really have to look at current_weapon->skill 1517 * probably never really have to look at current_weapon->skill
1513 */ 1518 */
1600 { 1605 {
1601 int shares = 0, count = 0; 1606 int shares = 0, count = 0;
1602 player *pl; 1607 player *pl;
1603 partylist *party = owner->contr->party; 1608 partylist *party = owner->contr->party;
1604 1609
1605#ifdef PARTY_KILL_LOG
1606 add_kill_to_party (party, query_name (owner), query_name (op), exp); 1610 add_kill_to_party (party, query_name (owner), query_name (op), exp);
1607#endif 1611
1608 for (pl = first_player; pl != NULL; pl = pl->next) 1612 for_all_players (pl)
1609 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1613 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1610 { 1614 {
1611 count++; 1615 count++;
1612 shares += (pl->ob->level + 4); 1616 shares += (pl->ob->level + 4);
1613 } 1617 }
1616 change_exp (owner, exp, skill, SK_EXP_TOTAL); 1620 change_exp (owner, exp, skill, SK_EXP_TOTAL);
1617 else 1621 else
1618 { 1622 {
1619 int share = exp / shares, given = 0, nexp; 1623 int share = exp / shares, given = 0, nexp;
1620 1624
1621 for (pl = first_player; pl != NULL; pl = pl->next) 1625 for_all_players (pl)
1622 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) 1626 if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner))
1623 { 1627 {
1624 nexp = (pl->ob->level + 4) * share; 1628 nexp = (pl->ob->level + 4) * share;
1625 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); 1629 change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL);
1626 given += nexp; 1630 given += nexp;
1635 1639
1636 if (op->type != PLAYER) 1640 if (op->type != PLAYER)
1637 { 1641 {
1638 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1642 if (QUERY_FLAG (op, FLAG_FRIENDLY))
1639 { 1643 {
1640 object *owner1 = get_owner (op); 1644 object *owner1 = op->owner;
1641 1645
1642 if (owner1 && owner1->type == PLAYER) 1646 if (owner1 && owner1->type == PLAYER)
1643 { 1647 {
1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1648 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0);
1645 /* Maybe we should include the owner that killed this, maybe not */ 1649 /* Maybe we should include the owner that killed this, maybe not */
1687 return 0; 1691 return 0;
1688 1692
1689 if (hitter->type == PLAYER && hitter->contr->peaceful == 1) 1693 if (hitter->type == PLAYER && hitter->contr->peaceful == 1)
1690 return 1; 1694 return 1;
1691 1695
1692 if ((owner = get_owner (hitter)) != NULL) 1696 if ((owner = hitter->owner) != NULL)
1693 { 1697 {
1694 if (owner->type == PLAYER && owner->contr->peaceful == 1) 1698 if (owner->type == PLAYER && owner->contr->peaceful == 1)
1695 friendlyfire = 2; 1699 friendlyfire = 2;
1696 } 1700 }
1697 1701
1707 * is what is hitting the object, type is the attacktype, and 1711 * is what is hitting the object, type is the attacktype, and
1708 * full_hit is set if monster area does not matter. 1712 * full_hit is set if monster area does not matter.
1709 * dam is base damage - protections/vulnerabilities/slaying matches can 1713 * dam is base damage - protections/vulnerabilities/slaying matches can
1710 * modify it. 1714 * modify it.
1711 */ 1715 */
1712
1713 /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1716/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1714 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1717 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1715
1716int 1718int
1717hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1719hit_player (object *op, int dam, object *hitter, int type, int full_hit)
1718{ 1720{
1719 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1721 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC);
1720 int maxattacktype, attacknum; 1722 int maxattacktype, attacknum;
1731 return 0; 1733 return 0;
1732 1734
1733#ifdef PROHIBIT_PLAYERKILL 1735#ifdef PROHIBIT_PLAYERKILL
1734 if (op->type == PLAYER) 1736 if (op->type == PLAYER)
1735 { 1737 {
1736 object *owner = get_owner (hitter); 1738 object *owner = hitter->owner;
1737 1739
1738 if (!owner) 1740 if (!owner)
1739 owner = hitter; 1741 owner = hitter;
1740 1742
1741 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1743 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner)
1763 } 1765 }
1764 } 1766 }
1765 1767
1766 if (!simple_attack && op->type == DOOR) 1768 if (!simple_attack && op->type == DOOR)
1767 { 1769 {
1768 object *tmp;
1769
1770 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1770 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1771 if (tmp->type == RUNE || tmp->type == TRAP) 1771 if (tmp->type == RUNE || tmp->type == TRAP)
1772 { 1772 {
1773 spring_trap (tmp, hitter); 1773 spring_trap (tmp, hitter);
1774 1774
1775 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) 1775 if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack))
1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1782 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0)
1783 { 1783 {
1784 /* FIXME: If a player is killed by a rune in a door, the 1784 /* FIXME: If a player is killed by a rune in a door, the
1785 * destroyed() check above doesn't return, and might get here. 1785 * destroyed() check above doesn't return, and might get here.
1786 */ 1786 */
1787 LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); 1787 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ());
1788 return 0; 1788 return 0;
1789 } 1789 }
1790 1790
1791#ifdef ATTACK_DEBUG 1791#ifdef ATTACK_DEBUG
1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1792 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1798 * in case 0>dam>1, we try to "simulate" a float value-effect */ 1798 * in case 0>dam>1, we try to "simulate" a float value-effect */
1799 dam = dam * (100 - op->resist[ATNR_MAGIC]); 1799 dam = dam * (100 - op->resist[ATNR_MAGIC]);
1800 if (dam >= 100) 1800 if (dam >= 100)
1801 dam /= 100; 1801 dam /= 100;
1802 else 1802 else
1803 dam = (dam > (rndm (0, 99))) ? 1 : 0; 1803 dam = (dam > rndm (0, 99)) ? 1 : 0;
1804 } 1804 }
1805 1805
1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map 1806 /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map
1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit 1807 * If the attacktype still has chaos, shuffle it, then clear the Chaos bit
1808 */ 1808 */
1828 (hitter->title != NULL 1828 (hitter->title != NULL
1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1829 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL)))
1830 return 0; 1830 return 0;
1831 } 1831 }
1832 1832
1833 maxattacktype = type; /* initialize this to something */ 1833 maxattacktype = type; /* initialise this to something */
1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1834 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1835 { 1835 {
1836 /* Magic isn't really a true attack type - it gets combined with other 1836 /* 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 1837 * attack types. As such, skip it over. However, if magic is
1838 * the only attacktype in the group, then still attack with it 1838 * the only attacktype in the group, then still attack with it
1891 1891
1892 /* basically: maxdam /= area; we try to "simulate" a float 1892 /* basically: maxdam /= area; we try to "simulate" a float
1893 value-effect */ 1893 value-effect */
1894 remainder = 100 * (maxdam % area) / area; 1894 remainder = 100 * (maxdam % area) / area;
1895 maxdam /= area; 1895 maxdam /= area;
1896 if (RANDOM () % 100 < remainder) 1896 if (rndm (100) < remainder)
1897 maxdam++; 1897 maxdam++;
1898 } 1898 }
1899 1899
1900#ifdef ATTACK_DEBUG 1900#ifdef ATTACK_DEBUG
1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1901 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1902#endif 1902#endif
1903 1903
1904 if (get_owner (hitter)) 1904 if (hitter->owner)
1905 op->enemy = hitter->owner; 1905 op->enemy = hitter->owner;
1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1906 else if (QUERY_FLAG (hitter, FLAG_ALIVE))
1907 op->enemy = hitter; 1907 op->enemy = hitter;
1908 1908
1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1909 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER)
1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1961 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1962 { 1962 {
1963 int i; 1963 int i;
1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1964 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1965 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1965 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE);
1966 object *owner = get_owner (op); 1966 object *owner = op->owner;
1967 1967
1968 if (!op->other_arch) 1968 if (!op->other_arch)
1969 { 1969 {
1970 LOG (llevError, "SPLITTING without other_arch error.\n"); 1970 LOG (llevError, "SPLITTING without other_arch error.\n");
1971 return maxdam; 1971 return maxdam;
1980 1980
1981 tmp->stats.hp = op->stats.hp; 1981 tmp->stats.hp = op->stats.hp;
1982 1982
1983 if (friendly) 1983 if (friendly)
1984 { 1984 {
1985 SET_FLAG (tmp, FLAG_FRIENDLY);
1986 add_friendly_object (tmp); 1985 add_friendly_object (tmp);
1987 tmp->attack_movement = PETMOVE; 1986 tmp->attack_movement = PETMOVE;
1987
1988 if (owner != NULL) 1988 if (owner)
1989 set_owner (tmp, owner); 1989 tmp->set_owner (owner);
1990 } 1990 }
1991 1991
1992 if (unaggressive) 1992 if (unaggressive)
1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1994 1994
2036 if (QUERY_FLAG (hitter, FLAG_ALIVE)) 2036 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2037 tmp->stats.dam += hitter->level / 2; 2037 tmp->stats.dam += hitter->level / 2;
2038 else 2038 else
2039 tmp->stats.dam = dam; 2039 tmp->stats.dam = dam;
2040 2040
2041 copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ 2041 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2042 if (hitter->skill && hitter->skill != tmp->skill) 2042 if (hitter->skill && hitter->skill != tmp->skill)
2043 { 2043 {
2044 tmp->skill = hitter->skill; 2044 tmp->skill = hitter->skill;
2045 } 2045 }
2046 2046
2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 2052 tmp->stats.Con = MAX (-(dam / 4 + 1), -10);
2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 2053 tmp->stats.Str = MAX (-(dam / 3 + 2), -10);
2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2054 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2055 tmp->stats.Int = MAX (-dam / 7, -10); 2055 tmp->stats.Int = MAX (-dam / 7, -10);
2056 SET_FLAG (tmp, FLAG_APPLIED); 2056 SET_FLAG (tmp, FLAG_APPLIED);
2057 fix_player (op); 2057 op->update_stats ();
2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2058 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2059 } 2059 }
2060 if (hitter->type == PLAYER) 2060 if (hitter->type == PLAYER)
2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2061 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2062 else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) 2062 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); 2063 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2064 } 2064 }
2065 tmp->speed_left = 0; 2065 tmp->speed_left = 0;
2066 } 2066 }
2067 else 2067 else
2086 } 2086 }
2087 else 2087 else
2088 tmp->stats.food++; 2088 tmp->stats.food++;
2089 SET_FLAG (tmp, FLAG_APPLIED); 2089 SET_FLAG (tmp, FLAG_APPLIED);
2090 tmp->speed_left = 0; 2090 tmp->speed_left = 0;
2091 fix_player (op); 2091 op->update_stats ();
2092} 2092}
2093 2093
2094void 2094void
2095confuse_player (object *op, object *hitter, int dam) 2095confuse_player (object *op, object *hitter, int dam)
2096{ 2096{
2140 */ 2140 */
2141 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; 2141 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2142 2142
2143 tmp = insert_ob_in_ob (tmp, op); 2143 tmp = insert_ob_in_ob (tmp, op);
2144 change_abil (op, tmp); /* Mostly to display any messages */ 2144 change_abil (op, tmp); /* Mostly to display any messages */
2145 fix_player (op); /* This takes care of some other stuff */ 2145 op->update_stats (); /* This takes care of some other stuff */
2146 2146
2147 if (hitter->owner) 2147 if (hitter->owner)
2148 owner = get_owner (hitter); 2148 owner = hitter->owner;
2149 else 2149 else
2150 owner = hitter; 2150 owner = hitter;
2151 2151
2152 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 2152 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op));
2153 } 2153 }
2299 } 2299 }
2300 2300
2301 /* aimed missiles use the owning object's sight */ 2301 /* aimed missiles use the owning object's sight */
2302 if (is_aimed_missile (hitter)) 2302 if (is_aimed_missile (hitter))
2303 { 2303 {
2304 if ((attacker = get_owner (hitter)) == NULL) 2304 if ((attacker = hitter->owner) == NULL)
2305 attacker = hitter; 2305 attacker = hitter;
2306 /* A player who saves but hasn't quit still could have objects 2306 /* A player who saves but hasn't quit still could have objects
2307 * owned by him - need to handle that case to avoid crashes. 2307 * owned by him - need to handle that case to avoid crashes.
2308 */ 2308 */
2309 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2309 if (QUERY_FLAG (attacker, FLAG_REMOVED))

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