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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.50 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.145 by root, Tue Jan 3 11:25:35 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * 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 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
24#include <assert.h> 25#include <assert.h>
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <material.h> 28#include <material.h>
28#include <skills.h> 29#include <skills.h>
29
30#ifndef __CEXTRACT__
31# include <sproto.h>
32#endif
33
34#include <sounds.h> 30#include <sounds.h>
31#include <sproto.h>
35 32
36typedef struct att_msg_str 33typedef struct att_msg_str
37{ 34{
38 char *msg1; 35 char *msg1;
39 char *msg2; 36 char *msg2;
40} att_msg; 37} att_msg;
41 38
42/*#define ATTACK_DEBUG*/ 39/*#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 40
76/* did_make_save_item just checks to make sure the item actually 41/* did_make_save_item just checks to make sure the item actually
77 * made its saving throw based on the tables. It does not take 42 * made its saving throw based on the tables. It does not take
78 * any further action (like destroying the item). 43 * any further action (like destroying the item).
79 */ 44 */
80int 45static int
81did_make_save_item (object *op, int type, object *originator) 46did_make_save_item (object *op, uint32_t type, object *originator)
82{ 47{
83 int i, roll, saves = 0, attacks = 0, number; 48 int saves = 0, attacks = 0;
84 materialtype_t *mt; 49 materialtype_t *mt = op->material;
85 50
86 if (op->materialname == NULL) 51 // destroying objects without material has many bad effects
87 {
88 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
89 if (op->materials & mt->material)
90 break;
91 }
92 else
93 mt = name_to_material (op->materialname);
94
95 if (mt == NULL) 52 if (mt == MATERIAL_NULL)
96 return TRUE; 53 return 1;
97 54
98 roll = rndm (1, 20); 55 int roll = rndm (1, 20);
99 56
100 /* the attacktypes have no meaning for object saves 57 /* the attacktypes have no meaning for object saves
101 * If the type is only magic, don't adjust type - basically, if 58 * If the type is only magic, don't adjust type - basically, if
102 * pure magic is hitting an object, it should save. However, if it 59 * pure magic is hitting an object, it should save. However, if it
103 * is magic teamed with something else, then strip out the 60 * is magic teamed with something else, then strip out the
104 * magic type, and instead let the fire, cold, or whatever component 61 * magic type, and instead let the fire, cold, or whatever component
105 * destroy the item. Otherwise, you get the case of poisoncloud 62 * destroy the item. Otherwise, you get the case of poisoncloud
106 * destroying objects because it has magic attacktype. 63 * destroying objects because it has magic attacktype.
107 */ 64 */
108 if (type != AT_MAGIC) 65 if (type != AT_MAGIC)
109 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 66 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
110 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 67 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
111 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 68 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
112 69
113 if (type == 0)
114 return TRUE;
115 if (roll == 20)
116 return TRUE;
117 if (roll == 1)
118 return FALSE;
119 70
120 for (number = 0; number < NROFATTACKS; number++) 71 if (type == 0) return TRUE;
72
73 if (roll == 20) return TRUE;
74 if (roll == 1) return FALSE;
75
76 for_all_bits_sparse_32 (type, number)
121 { 77 {
122 i = 1 << number;
123 if (!(i & type))
124 continue;
125 attacks++; 78 attacks++;
79
126 if (op->resist[number] == 100) 80 if (op->resist[number] == 100)
127 saves++; 81 saves++;
128 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 82 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
129 saves++; 83 saves++;
130 else if ((20 - mt->save[number]) / 3 > originator->stats.dam) 84 else if ((20 - mt->save[number]) / 3 > originator->stats.dam)
138 return FALSE; 92 return FALSE;
139 93
140 return TRUE; 94 return TRUE;
141} 95}
142 96
97/* cancels object *op. Cancellation basically means an object loses
98 * its magical benefits.
99 */
100void
101cancellation (object *op)
102{
103 if (op->invisible)
104 return;
105
106 if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ)
107 {
108 /* Recurse through the inventory */
109 for (object *tmp = op->inv; tmp; tmp = tmp->below)
110 if (!did_make_save_item (tmp, AT_CANCELLATION, op))
111 cancellation (tmp);
112 }
113 else if (fabs (op->magic) <= rndm (0, 5))
114 {
115 /* Nullify this object. This code could probably be more complete */
116 /* in what abilities it should cancel */
117 op->magic = 0;
118
119 op->clr_flag (FLAG_DAMNED);
120 op->clr_flag (FLAG_CURSED);
121 op->clr_flag (FLAG_KNOWN_MAGICAL);
122 op->clr_flag (FLAG_KNOWN_CURSED);
123
124 if (object *pl = op->visible_to ())
125 esrv_update_item (UPD_FLAGS, pl, op);
126 }
127}
128
143/* This function calls did_make_save_item. It then performs the 129/* This function calls did_make_save_item. It then performs the
144 * appropriate actions to the item (such as burning the item up, 130 * appropriate actions to the item (such as burning the item up,
145 * calling cancellation, etc.) 131 * calling cancellation, etc.)
146 */ 132 */
147void 133void
148save_throw_object (object *op, int type, object *originator) 134save_throw_object (object *op, int type, object *originator)
149{ 135{
136 op = op->head_ ();
137
150 if (!did_make_save_item (op, type, originator)) 138 if (!did_make_save_item (op, type, originator))
151 { 139 {
152 object *env = op->env; 140 object *env = op->env;
153 int x = op->x, y = op->y; 141 int x = op->x, y = op->y;
154 maptile *m = op->map; 142 maptile *m = op->map;
155 143
156 op = stop_item (op); 144 op = stop_item (op);
157 if (op == NULL) 145 if (!op)
158 return; 146 return;
159 147
160 /* Hacked the following so that type LIGHTER will work. 148 /* Hacked the following so that type LIGHTER will work.
161 * Also, objects which are potenital "lights" that are hit by 149 * Also, objects which are potential "lights" that are hit by
162 * flame/elect attacks will be set to glow. "lights" are any 150 * flame/elect attacks will be set to glow. "lights" are any
163 * object with +/- glow_radius and an "other_arch" to change to. 151 * object with +/- glow_radius and an "other_arch" to change to.
164 * (and please note that we cant fail our save and reach this 152 * (and please note that we cant fail our save and reach this
165 * function if the object doesnt contain a material that can burn. 153 * function if the object doesnt contain a material that can burn.
166 * So forget lighting magical swords on fire with this!) -b.t. 154 * So forget lighting magical swords on fire with this!) -b.t.
167 */ 155 */
168 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 156 if (type & (AT_FIRE | AT_ELECTRICITY))
169 { 157 {
170 const char *arch = op->other_arch->name; 158 // seems LAMPs and TORCHes are always IS_LIGHTABLE?
171 159 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 { 160 {
179 if (env) 161 apply_lamp (op, true); // turn on a lamp
162 return;
163 }
164 else if (op->flag [FLAG_IS_LIGHTABLE])
165 {
166 if (op->other_arch)
180 { 167 {
181 op->x = env->x, op->y = env->y; 168 const char *arch = op->other_arch->archname;
182 insert_ob_in_ob (op, env); 169
170 if (op->decrease ())
171 fix_stopped_item (op, m, originator);
172
173 if ((op = archetype::get (arch)))
174 {
183 if (env->contr) 175 if (env)
184 esrv_send_item (env, op); 176 env->insert (op);
177 else
178 m->insert (op, x, y, originator);
179 }
185 } 180 }
181
186 else 182 return;
187 {
188 op->x = x, op->y = y;
189 insert_ob_in_map (op, m, originator, 0);
190 }
191 } 183 }
192
193 return;
194 } 184 }
195 185
196 if (type & AT_CANCELLATION) 186 if (type & AT_CANCELLATION)
197 { /* Cancellation. */ 187 { /* Cancellation. */
198 cancellation (op); 188 cancellation (op);
199 fix_stopped_item (op, m, originator); 189 fix_stopped_item (op, m, originator);
190
200 return; 191 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 } 192 }
222 193
223 if (type & (AT_FIRE | AT_ELECTRICITY)) 194 if (type & (AT_FIRE | AT_ELECTRICITY))
224 if (env) 195 if (env)
225 { 196 {
226 op = get_archetype ("burnout"); 197 object *op = archetype::get (shstr_burnout);
227 op->x = env->x, op->y = env->y; 198 op->x = env->x, op->y = env->y;
228 insert_ob_in_ob (op, env); 199 env->insert (op);
229 } 200 }
230 else 201 else
231 replace_insert_ob_in_map ("burnout", originator); 202 replace_insert_ob_in_map (shstr_burnout, originator);
203
204 if (op->nrof > 1)
205 {
206 if (op->decrease (rndm (0, op->nrof - 1)))
207 fix_stopped_item (op, m, originator);
208 }
209 else
210 {
211 // drop everything to the ground, if possible
212 op->insert_at (originator);
213 op->drop_and_destroy ();
214 }
232 215
233 return; 216 return;
234 } 217 }
235 218
236 /* The value of 50 is arbitrary. */ 219 /* The value of 50 is arbitrary. */
237 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 220 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2))
238 { 221 {
239 object *tmp;
240 archetype *at = archetype::find ("icecube"); 222 archetype *at = archetype::find (shstr_icecube);
241 223
242 if (at == NULL) 224 if (at == NULL)
243 return; 225 return;
244 226
245 op = stop_item (op); 227 op = stop_item (op);
246 if (op == NULL) 228 if (op == NULL)
247 return; 229 return;
248 230
249 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 231 object *tmp = present_arch (at, op->map, op->x, op->y);
232 if (!tmp)
250 { 233 {
251 tmp = arch_to_object (at); 234 tmp = at->instance ();
252 tmp->x = op->x, tmp->y = op->y; 235 tmp->x = op->x, tmp->y = op->y;
253 /* This was in the old (pre new movement code) - 236 /* This was in the old (pre new movement code) -
254 * icecubes have slow_move set to 1 - don't want 237 * icecubes have slow_move set to 1 - don't want
255 * that for ones we create. 238 * that for ones we create.
256 */ 239 */
257 tmp->move_slow_penalty = 0; 240 tmp->move_slow_penalty = 0;
258 tmp->move_slow = 0; 241 tmp->move_slow = 0;
259 insert_ob_in_map (tmp, op->map, originator, 0); 242 insert_ob_in_map (tmp, op->map, originator, 0);
260 } 243 }
261 244
262 if (!QUERY_FLAG (op, FLAG_REMOVED)) 245 tmp->insert (op);
263 op->remove ();
264
265 insert_ob_in_ob (op, tmp);
266 return; 246 return;
267 } 247 }
268} 248}
269 249
270/* Object op is hitting the map. 250/* Object op is hitting the map.
271 * op is going in direction 'dir' 251 * op is going in direction 'dir'
272 * type is the attacktype of the object. 252 * type is the attacktype of the object.
273 * full_hit is set if monster area does not matter. 253 * full_hit is set if monster area does not matter.
274 * returns 1 if it hits something, 0 otherwise. 254 * returns 1 if it hits something, 0 otherwise.
275 */ 255 */
276
277int 256int
278hit_map (object *op, int dir, int type, int full_hit) 257hit_map (object *op, int dir, uint32_t type, int full_hit)
279{ 258{
280 maptile *map; 259 maptile *map;
281 sint16 x, y; 260 sint16 x, y;
282 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ 261 int retflag = 0; /* added this flag.. will return 1 if it hits a monster */
283 262
284 if (QUERY_FLAG (op, FLAG_FREED)) 263 if (op->flag [FLAG_FREED])
285 { 264 {
286 LOG (llevError, "BUG: hit_map(): free object\n"); 265 LOG (llevError, "BUG: hit_map(): free object\n");
287 return 0; 266 return 0;
288 } 267 }
289 268
290 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 269 if (op->flag [FLAG_REMOVED] || op->env != NULL)
291 { 270 {
292 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 271 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
293 return 0; 272 return 0;
294 } 273 }
295 274
296 if (!op->map) 275 if (!op->map)
297 { 276 {
300 } 279 }
301 280
302 if (op->head) 281 if (op->head)
303 op = op->head; 282 op = op->head;
304 283
305 map = op->map; 284 mapxy pos (op);
306 x = op->x + freearr_x[dir]; 285 pos.move (dir);
307 y = op->y + freearr_y[dir];
308 286
309 if (!xy_normalise (map, x, y)) 287 if (!pos.normalise ())
310 return 0; 288 return 0;
311 289
312 // elmex: a safe map tile can't be hit! 290 // elmex: a safe map tile can't be hit!
313 // this should prevent most harmful effects on items and players there. 291 // this should prevent most harmful effects on items and players there.
314 mapspace &ms = map->at (x, y); 292 mapspace &ms = pos.ms ();
315 293
316 if (ms.flags () & P_SAFE) 294 if (ms.flags () & P_SAFE)
317 return 0; 295 return 0;
318 296
319 /* peterm: a few special cases for special attacktypes --counterspell 297 /* peterm: a few special cases for special attacktypes --counterspell
320 * must be out here because it strikes things which are not alive 298 * must be out here because it strikes things which are not alive
321 */ 299 */
322 if (type & (AT_COUNTERSPELL | AT_CHAOS)) 300 if (type & (AT_COUNTERSPELL | AT_CHAOS))
323 { 301 {
324 if (type & AT_COUNTERSPELL) 302 if (type & AT_COUNTERSPELL)
357 335
358 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 336 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
359 * For example, 'tmp' was put in an icecube. 337 * For example, 'tmp' was put in an icecube.
360 * This is one of the few cases where on_same_map should not be used. 338 * This is one of the few cases where on_same_map should not be used.
361 */ 339 */
362 if (tmp->map != map || tmp->x != x || tmp->y != y) 340 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
363 continue; 341 continue;
364 342
365 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 343 if (tmp->flag [FLAG_ALIVE])
366 { 344 {
367 hit_player (tmp, op->stats.dam, op, type, full_hit); 345 hit_player (tmp, op->stats.dam, op, type, full_hit);
368 retflag |= 1; 346 retflag |= 1;
369 347
370 if (op->destroyed ()) 348 if (op->destroyed ())
374 * NO_PASS set, it is also immune - you can't destroy walls. Note 352 * 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 353 * that weak walls have is_alive set, which prevent objects from
376 * passing over/through them. We don't care what type of movement 354 * 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 355 * the wall blocks - if it blocks any type of movement, can't be
378 * destroyed right now. 356 * destroyed right now.
357 * Without the material check the server completely fails to work,
358 * objects detsroy themselves, floors get destroyed etc. etc.
379 */ 359 */
380 else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) 360 else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL)
381 { 361 {
382 save_throw_object (tmp, type, op); 362 save_throw_object (tmp, type, op);
383 363
384 if (op->destroyed ()) 364 if (op->destroyed ())
385 break; 365 break;
387 } 367 }
388 368
389 return 0; 369 return 0;
390} 370}
391 371
392void 372static void
393attack_message (int dam, int type, object *op, object *hitter) 373attack_message (int dam, int type, object *op, object *hitter)
394{ 374{
395 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; 375 char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF];
396 int i, found = 0; 376 int i, found = 0;
397 maptile *map; 377 maptile *map;
399 379
400 /* put in a few special messages for some of the common attacktypes 380 /* put in a few special messages for some of the common attacktypes
401 * a player might have. For example, fire, electric, cold, etc 381 * a player might have. For example, fire, electric, cold, etc
402 * [garbled 20010919] 382 * [garbled 20010919]
403 */ 383 */
404
405 if (dam == 9998 && op->type == DOOR) 384 if (dam == 9998 && op->type == DOOR)
406 { 385 {
407 sprintf (buf1, "unlock %s", &op->name); 386 sprintf (buf1, "unlock %s", &op->name);
408 sprintf (buf2, " unlocks"); 387 sprintf (buf2, " unlocks");
409 found++; 388 found++;
410 } 389 }
411 if (dam < 0) 390 else if (dam < 0)
412 { 391 {
413 sprintf (buf1, "hit %s", &op->name); 392 sprintf (buf1, "hit %s", &op->name);
414 sprintf (buf2, " hits"); 393 sprintf (buf2, " hits");
415 found++; 394 found++;
416 } 395 }
538 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); 517 strcpy (buf2, attack_mess[ATM_FIRE][i].buf3);
539 found++; 518 found++;
540 break; 519 break;
541 } 520 }
542 } 521 }
543 else if (hitter->current_weapon != NULL) 522 else if (hitter->current_weapon)
544 { 523 {
545 int mtype; 524 int mtype;
546 525
547 switch (hitter->current_weapon->weapontype) 526 switch (hitter->current_weapon->weapontype)
548 { 527 {
549 case WEAP_HIT: 528 case WEAP_HIT: mtype = ATM_BASIC; break;
550 mtype = ATM_BASIC; 529 case WEAP_SLASH: mtype = ATM_SLASH; break;
551 break; 530 case WEAP_PIERCE: mtype = ATM_PIERCE; break;
552 case WEAP_SLASH: 531 case WEAP_CLEAVE: mtype = ATM_CLEAVE; break;
553 mtype = ATM_SLASH; 532 case WEAP_SLICE: mtype = ATM_SLICE; break;
554 break; 533 case WEAP_STAB: mtype = ATM_STAB; break;
555 case WEAP_PIERCE: 534 case WEAP_WHIP: mtype = ATM_WHIP; break;
556 mtype = ATM_PIERCE; 535 case WEAP_CRUSH: mtype = ATM_CRUSH; break;
557 break; 536 case WEAP_BLUD: mtype = ATM_BLUD; break;
558 case WEAP_CLEAVE: 537 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 } 538 }
539
580 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 540 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) 541 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
582 { 542 {
583 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 543 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); 544 strcpy (buf2, attack_mess[mtype][i].buf3);
618 if (hitter->owner != NULL) 578 if (hitter->owner != NULL)
619 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 579 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
620 else 580 else
621 { 581 {
622 sprintf (buf, "%s%s you.", &hitter->name, buf2); 582 sprintf (buf, "%s%s you.", &hitter->name, buf2);
583
623 if (dam != 0) 584 if (dam != 0)
624 { 585 {
625 if (dam < 10) 586 if (dam < 10)
626 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 587 op->contr->play_sound (sound_find ("player_is_hit1"));
627 else if (dam < 20) 588 else if (dam < 20)
628 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 589 op->contr->play_sound (sound_find ("player_is_hit2"));
629 else 590 else
630 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 591 op->contr->play_sound (sound_find ("player_is_hit3"));
631 } 592 }
632 } 593 }
594
633 new_draw_info (NDI_BLACK, 0, op, buf); 595 new_draw_info (NDI_BLACK, 0, op, buf);
634 } /* end of player hitting player */ 596 } /* end of player hitting player */
635 597
636 if (hitter->type == PLAYER) 598 if (hitter->type == PLAYER)
637 { 599 {
638 sprintf (buf, "You %s.", buf1); 600 sprintf (buf, "You %s.", buf1);
601
639 if (dam != 0) 602 if (dam != 0)
640 { 603 {
641 if (dam < 10) 604 if (dam < 10)
642 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 605 op->play_sound (sound_find ("player_hits1"));
643 else if (dam < 20) 606 else if (dam < 20)
644 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 607 op->play_sound (sound_find ("player_hits2"));
645 else 608 else
646 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 609 op->play_sound (sound_find ("player_hits3"));
647 } 610 }
611
648 new_draw_info (NDI_BLACK, 0, hitter, buf); 612 new_draw_info (NDI_BLACK, 0, hitter, buf);
649 } 613 }
650 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 614 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
651 { 615 {
652 /* look for stacked spells and start reducing the message chances */ 616 /* look for stacked spells and start reducing the message chances */
654 { 618 {
655 i = 4; 619 i = 4;
656 map = hitter->map; 620 map = hitter->map;
657 if (out_of_map (map, hitter->x, hitter->y)) 621 if (out_of_map (map, hitter->x, hitter->y))
658 return; 622 return;
623
659 next = GET_MAP_OB (map, hitter->x, hitter->y); 624 next = GET_MAP_OB (map, hitter->x, hitter->y);
660 if (next) 625 if (next)
661 while (next) 626 while (next)
662 { 627 {
663 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 628 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
664 i *= 3; 629 i *= 3;
630
665 tmp = next; 631 tmp = next;
666 next = tmp->above; 632 next = tmp->above;
667 } 633 }
634
668 if (i < 0) 635 if (i < 0)
669 return; 636 return;
637
670 if (rndm (0, i) != 0) 638 if (rndm (0, i) != 0)
671 return; 639 return;
672 } 640 }
673 else if (rndm (0, 5) != 0) 641 else if (rndm (0, 5) != 0)
674 return; 642 return;
643
675 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 644 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
676 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 645 op->play_sound (sound_find ("player_hits4"));
677 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 646 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
678 } 647 }
679} 648}
680
681 649
682static int 650static int
683get_attack_mode (object **target, object **hitter, int *simple_attack) 651get_attack_mode (object **target, object **hitter, int *simple_attack)
684{ 652{
685 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 653 if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED])
686 { 654 {
687 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 655 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
688 return 1; 656 return 1;
689 } 657 }
690 if ((*target)->head) 658
691 *target = (*target)->head; 659 *target = (*target)->head_ ();
692 if ((*hitter)->head)
693 *hitter = (*hitter)->head; 660 *hitter = (*hitter)->head_ ();
661
662 if ((*target)->type == LOCKED_DOOR)
663 return 1; // locked doors cannot be hit
664
694 if ((*hitter)->env != NULL || (*target)->env != NULL) 665 if ((*hitter)->env || (*target)->env)
695 { 666 {
696 *simple_attack = 1; 667 *simple_attack = 1;
697 return 0; 668 return 0;
698 } 669 }
699 if (QUERY_FLAG (*target, FLAG_REMOVED) 670
700 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 671 if ((*target)->flag [FLAG_REMOVED]
672 || (*hitter)->flag [FLAG_REMOVED]
673 || !(*hitter)->map
674 || !on_same_map (*hitter, *target))
701 { 675 {
702 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 676 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
677 (*hitter)->debug_desc (), (*target)->debug_desc ());
703 return 1; 678 return 1;
704 } 679 }
680
705 *simple_attack = 0; 681 *simple_attack = 0;
706 return 0; 682 return 0;
707} 683}
708 684
709static int 685static int
710abort_attack (object *target, object *hitter, int simple_attack) 686abort_attack (object *target, object *hitter, int simple_attack)
711{ 687{
712
713/* Check if target and hitter are still in a relation similar to the one 688 /* 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. 689 * determined by get_attack_mode(). Returns true if the relation has changed.
715 */ 690 */
716 int new_mode; 691 int new_mode;
717 692
718 if (hitter->env == target || target->env == hitter) 693 if (hitter->env == target || target->env == hitter)
719 new_mode = 1; 694 new_mode = 1;
720 else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) 695 else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED]
696 || hitter->map == NULL || !on_same_map (hitter, target))
721 return 1; 697 return 1;
722 else 698 else
723 new_mode = 0; 699 new_mode = 0;
700
724 return new_mode != simple_attack; 701 return new_mode != simple_attack;
725} 702}
726 703
704/* thrown_item_effect() - handles any special effects of thrown
705 * items (like attacking living creatures--a potion thrown at a
706 * monster).
707 */
708static void
727static void thrown_item_effect (object *, object *); 709thrown_item_effect (object *hitter, object *victim)
710{
711 if (!hitter->flag [FLAG_ALIVE])
712 {
713 /* May not need a switch for just 2 types, but this makes it
714 * easier for expansion.
715 */
716 switch (hitter->type)
717 {
718 case POTION:
719 /* should player get a save throw instead of checking magic protection? */
720 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60))
721 apply_potion (victim, hitter);
722 break;
723
724 case POISON: /* poison drinks */
725 /* As with potions, should monster get a save? */
726 if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60))
727 apply_poison (victim, hitter);
728 break;
729
730 /* Removed case statements that did nothing.
731 * food may be poisonous, but monster must be willing to eat it,
732 * so we don't handle it here.
733 * Containers should perhaps break open, but that code was disabled.
734 */
735 }
736 }
737}
738
739/* determine if the object is an 'aimed' missile */
740static int
741is_aimed_missile (object *op)
742{
743 /* I broke what used to be one big if into a few nested
744 * ones so that figuring out the logic is at least possible.
745 */
746 if (op && (op->move_type & MOVE_FLYING))
747 if (op->type == ARROW || op->type == THROWN_OBJ)
748 return 1;
749 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
750 return 1;
751
752 return 0;
753}
754/* adj_attackroll() - adjustments to attacks by various conditions */
755static int
756adj_attackroll (object *hitter, object *target)
757{
758 object *attacker = hitter;
759 int adjust = 0;
760
761 /* safety */
762 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target))
763 {
764 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
765 return 0;
766 }
767
768 /* aimed missiles use the owning object's sight */
769 if (is_aimed_missile (hitter))
770 {
771 if ((attacker = hitter->owner) == NULL)
772 attacker = hitter;
773 /* A player who saves but hasn't quit still could have objects
774 * owned by him - need to handle that case to avoid crashes.
775 */
776 if (attacker->flag [FLAG_REMOVED])
777 attacker = hitter;
778 }
779 else if (!hitter->flag [FLAG_ALIVE])
780 return 0;
781
782 /* determine the condtions under which we make an attack.
783 * Add more cases, as the need occurs. */
784
785 if (!can_see_enemy (attacker, target))
786 {
787 /* target is unseen */
788 if (target->invisible || attacker->flag [FLAG_BLIND])
789 adjust -= 10;
790 /* dark map penalty for the hitter (lacks infravision if we got here). */
791 else if (!stand_in_light (target))
792 adjust -= target->map->darklevel ();
793 }
794
795 if (attacker->flag [FLAG_SCARED])
796 adjust -= 3;
797
798 if (target->flag [FLAG_UNAGGRESSIVE])
799 adjust += 1;
800
801 if (target->flag [FLAG_SCARED])
802 adjust += 1;
803
804 if (attacker->flag [FLAG_CONFUSED])
805 adjust -= 3;
806
807 /* if we attack at a different 'altitude' its harder */
808 if ((attacker->move_type & target->move_type) == 0)
809 adjust -= 2;
810
811#if 0
812 /* slower attacks are less likely to succeed. We should use a
813 * comparison between attacker/target speeds BUT, players have
814 * a generally faster speed, so this will wind up being a HUGE
815 * disadantage for the monsters! Too bad, because missiles which
816 * fly fast should have a better chance of hitting a slower target.
817 */
818 if (hitter->speed < target->speed)
819 adjust += ((float) hitter->speed - target->speed);
820#endif
821
822#if 0
823 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
824#endif
825
826 return adjust;
827}
728 828
729static int 829static int
730attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) 830attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc)
731{ 831{
732 int simple_attack, roll, dam = 0; 832 int simple_attack, roll, dam = 0;
745 845
746 /* 846 /*
747 * A little check to make it more difficult to dance forward and back 847 * A little check to make it more difficult to dance forward and back
748 * to avoid ever being hit by monsters. 848 * to avoid ever being hit by monsters.
749 */ 849 */
750 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 850 if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f)
751 { 851 {
752 /* Decrease speed BEFORE calling process_object. Otherwise, an 852 /* Decrease speed BEFORE calling process_object. Otherwise, an
753 * infinite loop occurs, with process_object calling move_monster, 853 * infinite loop occurs, with process_object calling move_monster,
754 * which then gets here again. By decreasing the speed before 854 * which then gets here again. By decreasing the speed before
755 * we call process_object, the 'if' statement above will fail. 855 * we call process_object, the 'if' statement above will fail.
756 */ 856 */
757 op->speed_left--; 857 --op->speed_left;
758 process_object (op); 858 process_object (op);
759 859
760 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 860 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
761 goto error; 861 goto error;
762 } 862 }
772 /* See if we hit the creature */ 872 /* See if we hit the creature */
773 if (roll == 20 || op->stats.ac >= base_wc - roll) 873 if (roll == 20 || op->stats.ac >= base_wc - roll)
774 { 874 {
775 int hitdam = base_dam; 875 int hitdam = base_dam;
776 876
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) 877 if (!simple_attack)
795 { 878 {
796 /* If you hit something, the victim should *always* wake up. 879 /* If you hit something, the victim should *always* wake up.
797 * Before, invisible hitters could avoid doing this. 880 * Before, invisible hitters could avoid doing this.
798 * -b.t. */ 881 * -b.t. */
799 if (QUERY_FLAG (op, FLAG_SLEEP)) 882 if (op->flag [FLAG_SLEEP])
800 CLEAR_FLAG (op, FLAG_SLEEP); 883 op->clr_flag (FLAG_SLEEP);
801 884
802 /* If the victim can't see the attacker, it may alert others 885 /* If the victim can't see the attacker, it may alert others
803 * for help. */ 886 * for help. */
804 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 887 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
805 npc_call_help (op); 888 npc_call_help (op);
806 889
807 /* if you were hidden and hit by a creature, you are discovered */ 890 /* if you were hidden and hit by a creature, you are discovered */
808 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 891 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
809 { 892 {
810 make_visible (op); 893 make_visible (op);
894
811 if (op->type == PLAYER) 895 if (op->type == PLAYER)
812 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 896 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
813 } 897 }
814 898
815 /* thrown items (hitter) will have various effects 899 /* thrown items (hitter) will have various effects
816 * when they hit the victim. For things like thrown daggers, 900 * when they hit the victim. For things like thrown daggers,
817 * this sets 'hitter' to the actual dagger, and not the 901 * this sets 'hitter' to the actual dagger, and not the
824 } 908 }
825 909
826 /* Need to do at least 1 damage, otherwise there is no point 910 /* Need to do at least 1 damage, otherwise there is no point
827 * to go further and it will cause FPE's below. 911 * to go further and it will cause FPE's below.
828 */ 912 */
829 if (hitdam <= 0) 913 max_it (hitdam, 1);
830 hitdam = 1;
831 914
832 type = hitter->attacktype; 915 type = hitter->attacktype;
833 916
917 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
918 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
919 * This check is important for the most simple monsters out there in the
920 * game content (maps, archs). For example orcs: They would have
921 * no attacktype at all.
922 *
923 * Some time in the future someone should just go into the game data
924 * and fix every monster out there ;-/ Until then we will kill some
925 * more trees in the african rain forests with this check.
926 */
834 if (!type) 927 if (!type)
835 type = AT_PHYSICAL; 928 type = AT_PHYSICAL;
836 929
837 /* Handle monsters that hit back */ 930 /* Handle monsters that hit back */
838 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 931 if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE])
839 { 932 {
840 if (op->attacktype & AT_ACID && hitter->type == PLAYER) 933 if (op->attacktype & AT_ACID && hitter->type == PLAYER)
841 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); 934 new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n");
842 935
843 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); 936 hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1);
869} 962}
870 963
871int 964int
872attack_ob (object *op, object *hitter) 965attack_ob (object *op, object *hitter)
873{ 966{
874
875 if (hitter->head)
876 hitter = hitter->head;
877 return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); 967 return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc);
878} 968}
879 969
880/* op is the arrow, tmp is what is stopping the arrow. 970/* op is the arrow, tmp is what is stopping the arrow.
881 * 971 *
882 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. 972 * Returns 1 if op was inserted into tmp's inventory, 0 otherwise.
890 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 980 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
891 * stick around. 981 * stick around.
892 */ 982 */
893 if (op->weight <= 5000 && tmp->stats.hp >= 0) 983 if (op->weight <= 5000 && tmp->stats.hp >= 0)
894 { 984 {
895 if (tmp->head != NULL) 985 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; 986 return 1;
905 } 987 }
906 else 988 else
907 return 0; 989 return 0;
908} 990}
922 /* Disassemble missile */ 1004 /* Disassemble missile */
923 if (op->inv) 1005 if (op->inv)
924 { 1006 {
925 container = op; 1007 container = op;
926 hitter = op->inv; 1008 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 1009 hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON);
929 /* Note that we now have an empty THROWN_OBJ on the map. Code that 1010 /* Note that we now have an empty THROWN_OBJ on the map. Code that
930 * might be called until this THROWN_OBJ is either reassembled or 1011 * 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 1012 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */ 1013 * THROWN_OBJs. */
933 } 1014 }
947 * other places as well!) 1028 * other places as well!)
948 */ 1029 */
949 if (hitter->destroyed () || hitter->env != NULL) 1030 if (hitter->destroyed () || hitter->env != NULL)
950 { 1031 {
951 if (container) 1032 if (container)
952 {
953 container->remove ();
954 container->destroy (); 1033 container->destroy ();
955 }
956 1034
957 return 0; 1035 return 0;
958 } 1036 }
959 1037
960 /* Missile hit victim */ 1038 /* Missile hit victim */
984 * can fly over but not otherwise move over. What is the correct 1062 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise? 1063 * way to handle those otherwise?
986 */ 1064 */
987 if (victim->x != hitter->x || victim->y != hitter->y) 1065 if (victim->x != hitter->x || victim->y != hitter->y)
988 { 1066 {
1067 if (victim->destroyed ())
1068 hitter->destroy ();
1069 else
1070 {
989 hitter->remove (); 1071 hitter->remove ();
990 hitter->x = victim->x; 1072 hitter->x = victim->x;
991 hitter->y = victim->y; 1073 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0); 1074 insert_ob_in_map (hitter, victim->map, hitter, 0);
1075 }
993 } 1076 }
994 else 1077 else
995 /* Else leave arrow where it is */ 1078 /* Else leave arrow where it is */
996 merge_ob (hitter, NULL); 1079 merge_ob (hitter, NULL);
997 1080
998 return 0; 1081 return 0;
999 } 1082 }
1000 1083
1001 if (hit_something && op->speed >= 10.0) 1084 if (hit_something && op->speed >= 10.0)
1002 op->speed -= 1.0; 1085 op->set_speed (op->speed - 1.f);
1003 1086
1004 /* Missile missed victim - reassemble missile */ 1087 /* Missile missed victim - reassemble missile */
1005 if (container) 1088 if (container)
1006 { 1089 {
1007 hitter->remove (); 1090 hitter->remove ();
1009 } 1092 }
1010 1093
1011 return op; 1094 return op;
1012} 1095}
1013 1096
1014 1097static void
1015void
1016tear_down_wall (object *op) 1098tear_down_wall (object *op)
1017{ 1099{
1018 int perc = 0;
1019
1020 if (!op->stats.maxhp) 1100 if (!op->stats.maxhp)
1021 {
1022 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1101 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1023 perc = 1; 1102 else if (!op->has_anim ())
1024 }
1025 else if (!GET_ANIM_ID (op))
1026 { 1103 {
1027 /* Object has been called - no animations, so remove it */ 1104 /* Object has been called - no animations, so remove it */
1028 if (op->stats.hp < 0) 1105 if (op->stats.hp < 0)
1029 op->destroy (); 1106 op->destroy ();
1030 1107
1031 return; /* no animations, so nothing more to do */ 1108 return; /* no animations, so nothing more to do */
1032 } 1109 }
1033 1110
1034 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1111 // we use frames 1..num-2 as intermediate frames, so
1112 // the last frame is used only when hp < 0.
1113 int perc = clamp (
1114 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1115 0, op->anim_frames () - 1
1116 );
1035 1117
1036 if (perc >= (int) NUM_ANIMATIONS (op)) 1118 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); 1119 update_object (op, UP_OBJ_FACE);
1043 1120
1044 if (perc == NUM_ANIMATIONS (op) - 1) 1121 if (op->stats.hp < 0)
1045 { /* Reached the last animation */ 1122 { /* Reached the last animation */
1046 if (op->face == blank_face) 1123 if (op->face == blank_face)
1047 /* If the last face is blank, remove the ob */ 1124 /* If the last face is blank, remove the ob */
1048 op->destroy (); 1125 op->destroy ();
1049 else 1126 else
1050 { /* The last face was not blank, leave an image */ 1127 { /* The last face was not blank, leave an image */
1051 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1128 op->flag [FLAG_BLOCKSVIEW] = false;
1052 update_all_los (op->map, op->x, op->y); 1129 update_all_los (op->map, op->x, op->y);
1053 op->move_block = 0; 1130 op->move_block = 0;
1054 CLEAR_FLAG (op, FLAG_ALIVE); 1131 op->flag [FLAG_ALIVE] = false;
1055 } 1132 }
1056 } 1133 }
1057} 1134}
1058 1135
1059void 1136static void
1060scare_creature (object *target, object *hitter) 1137scare_creature (object *target, object *hitter)
1061{ 1138{
1062 object *owner = hitter->owner; 1139 target->flag [FLAG_SCARED] = true;
1063 1140
1064 if (!owner)
1065 owner = hitter;
1066
1067 SET_FLAG (target, FLAG_SCARED);
1068 if (!target->enemy) 1141 if (!target->enemy)
1069 target->enemy = owner; 1142 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->materials & 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} 1143}
1392 1144
1393/* GROS: This code comes from hit_player. It has been made external to 1145/* GROS: This code comes from hit_player. It has been made external to
1394 * allow script procedures to "kill" objects in a combat-like fashion. 1146 * allow script procedures to "kill" objects in a combat-like fashion.
1395 * It was initially used by (kill-object) developed for the Collector's 1147 * It was initially used by (kill-object) developed for the Collector's
1407 */ 1159 */
1408int 1160int
1409kill_object (object *op, int dam, object *hitter, int type) 1161kill_object (object *op, int dam, object *hitter, int type)
1410{ 1162{
1411 char buf[MAX_BUF]; 1163 char buf[MAX_BUF];
1412 const char *skill; 1164 shstr skill;
1413 int maxdam = 0; 1165 int maxdam = 0;
1414 int battleg = 0; /* true if op standing on battleground */ 1166 int battleg = 0; /* true if op standing on battleground */
1415 int pk = 0; /* true if op and what controls hitter are both players */ 1167 int pk = 0; /* true if op and what controls hitter are both players */
1416 object *owner = NULL; 1168 object *owner = 0;
1417 object *skop = NULL; 1169 object *skop = 0;
1418 1170
1419 if (op->stats.hp >= 0) 1171 if (op->stats.hp >= 0)
1420 return -1; 1172 return -1;
1421 1173
1422 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) 1174 if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter)))
1426 * this creature. The function(s) that call us have already 1178 * this creature. The function(s) that call us have already
1427 * adjusted the creatures HP total, so that is negative. 1179 * adjusted the creatures HP total, so that is negative.
1428 */ 1180 */
1429 maxdam = dam + op->stats.hp + 1; 1181 maxdam = dam + op->stats.hp + 1;
1430 1182
1431 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1183 if (op->flag [FLAG_BLOCKSVIEW])
1432 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1184 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1433 1185
1434 if (op->type == DOOR) 1186 if (op->type == DOOR)
1435 { 1187 {
1436 op->set_speed (0.1); 1188 op->set_speed (0.1f);
1437 op->speed_left = -0.05; 1189 op->speed_left = -0.05f;
1438 return maxdam; 1190 return maxdam;
1439 } 1191 }
1440 1192
1441 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1193 if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER)
1442 { 1194 {
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 (); 1195 op->drop_and_destroy ();
1449 return maxdam; 1196 return maxdam;
1450 } 1197 }
1451 1198
1452 /* Now lets start dealing with experience we get for killing something */ 1199 /* Now lets start dealing with experience we get for killing something */
1453 1200
1454 owner = hitter->owner; 1201 owner = hitter->outer_owner ();
1455 if (!owner) 1202 if (!owner)
1456 owner = hitter; 1203 owner = hitter;
1457 1204
1458 /* is the victim (op) standing on battleground? */ 1205 /* is the victim (op) standing on battleground? */
1459 if (op_on_battleground (op, NULL, NULL)) 1206 if (op_on_battleground (op, NULL, NULL))
1464 pk = 1; 1211 pk = 1;
1465 1212
1466 /* Player killed something */ 1213 /* Player killed something */
1467 if (owner->type == PLAYER) 1214 if (owner->type == PLAYER)
1468 { 1215 {
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 1216 /* Log players killing other players - makes it easier to detect
1473 * and filter out malicious player killers - that is why the 1217 * and filter out malicious player killers - that is why the
1474 * ip address is included. 1218 * ip address is included.
1475 */ 1219 */
1476 if (op->type == PLAYER && !battleg) 1220 if (op->type == PLAYER && !battleg)
1496 else 1240 else
1497 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1241 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1498 1242
1499 /* Only play sounds for melee kills */ 1243 /* Only play sounds for melee kills */
1500 if (hitter->type == PLAYER) 1244 if (hitter->type == PLAYER)
1501 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1245 owner->play_sound (sound_find ("player_kills"));
1502 } 1246 }
1503 1247
1504 /* If a player kills another player, not on 1248 /* If a player kills another player, not on
1505 * battleground, the "killer" looses 1 luck. Since this is 1249 * battleground, the "killer" looses 1 luck. Since this is
1506 * not reversible, it's actually quite a pain IMHO. -AV 1250 * not reversible, it's actually quite a pain IMHO. -AV
1511 */ 1255 */
1512 if (op->type == PLAYER && owner != op && !battleg) 1256 if (op->type == PLAYER && owner != op && !battleg)
1513 owner->change_luck (-settings.pk_luck_penalty); 1257 owner->change_luck (-settings.pk_luck_penalty);
1514 1258
1515 /* This code below deals with finding the appropriate skill 1259 /* This code below deals with finding the appropriate skill
1516 * to credit exp to. This is a bit problematic - we should 1260 * to credit exp to. This is a bit problematic - we should
1517 * probably never really have to look at current_weapon->skill 1261 * probably never really have to look at current_weapon->skill
1518 */ 1262 */
1519 skill = 0;
1520
1521 if (hitter->skill && hitter->type != PLAYER) 1263 if (hitter->skill && hitter->type != PLAYER)
1522 skill = hitter->skill; 1264 skill = hitter->skill;
1523 else if (owner->chosen_skill) 1265 else if (owner->chosen_skill)
1524 { 1266 {
1525 skill = owner->chosen_skill->skill;
1526 skop = owner->chosen_skill; 1267 skop = owner->chosen_skill;
1268 skill = skop->skill;
1527 } 1269 }
1528 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1270 else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon)
1529 skill = owner->current_weapon->skill; 1271 skill = owner->current_weapon->skill;
1530 else 1272 else
1273 {
1274 LOG (llevError | logBacktrace,
1531 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1275 "BUG: kill_object - unable to find skill that killed monster\n"
1276 "op: %s\n" "hitter: %s\n" "op: %s\n",
1277 op->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1278 skill = 0;
1279 }
1532 1280
1533 /* We have the skill we want to credit to - now find the object this goes 1281 /* We have the skill we want to credit to - now find the object this goes
1534 * to. Make sure skop is an actual skill, and not a skill tool! 1282 * to. Make sure skop is an actual skill, and not a skill tool!
1535 */ 1283 */
1536 if ((!skop || skop->type != SKILL) && skill) 1284 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 */ 1285 } /* Was it a player that hit somethign */
1548 else 1286 else
1549 skill = 0; 1287 skill = 0;
1550 1288
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 */ 1289 /* These may have been set in the player code section above */
1561 if (!skop) 1290 if (!skop)
1562 skop = hitter->chosen_skill; 1291 skop = hitter->chosen_skill;
1563 1292
1564 if (!skill && skop) 1293 if (!skill && skop)
1565 skill = skop->skill; 1294 skill = skop->skill;
1566 1295
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 */ 1296 /* If you didn't kill yourself, and your not the wizard */
1570 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1297 if (owner != op && !op->flag [FLAG_WIZ])
1571 { 1298 {
1572 int exp; 1299 int exp;
1573 1300
1574 /* Really don't give much experience for killing other players */ 1301 /* Really don't give much experience for killing other players */
1575 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1302 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1576 if (op->type == PLAYER)
1577 {
1578 if (battleg) 1303 if (battleg)
1304 {
1305 if (op->is_player ())
1579 { 1306 {
1580 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); 1307 new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!");
1581 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); 1308 new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!");
1582 } 1309 }
1583 else 1310
1311 exp = 0;
1312 }
1313 else if (op->is_player ())
1584 exp = op->stats.exp / 1000; 1314 exp = op->stats.exp / 1000;
1585 }
1586 else 1315 else
1587 exp = calc_skill_exp (owner, op, skop); 1316 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 1317
1595 /* Don't know why this is set this way - doesn't make 1318 /* Don't know why this is set this way - doesn't make
1596 * sense to just divide everything by two for no reason. 1319 * sense to just divide everything by two for no reason.
1597 */ 1320 */
1598 1321
1636 } /* else part of a party */ 1359 } /* else part of a party */
1637 } /* end if person didn't kill himself */ 1360 } /* end if person didn't kill himself */
1638 1361
1639 if (op->type != PLAYER) 1362 if (op->type != PLAYER)
1640 { 1363 {
1641 if (QUERY_FLAG (op, FLAG_FRIENDLY)) 1364 if (op->flag [FLAG_FRIENDLY])
1642 { 1365 {
1643 object *owner1 = op->owner; 1366 object *owner1 = op->owner;
1644 1367
1645 if (owner1 && owner1->type == PLAYER) 1368 if (owner1 && owner1->type == PLAYER)
1646 { 1369 {
1647 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1370 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1648 /* Maybe we should include the owner that killed this, maybe not */ 1371 /* Maybe we should include the owner that killed this, maybe not */
1649 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1372 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1650 } 1373 }
1651 1374
1652 remove_friendly_object (op); 1375 remove_friendly_object (op);
1653 } 1376 }
1654 1377
1655 op->destroy (); 1378 op->drop_and_destroy ();
1656 } 1379 }
1657 else 1380 else
1658 {
1659 /* Player has been killed! */ 1381 /* Player has been killed! */
1660 if (owner->type == PLAYER) 1382 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1661 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1662 else
1663 assign (op->contr->killer, hitter->name);
1664 }
1665 1383
1666 /* This was return -1 - that doesn't seem correct - if we return -1, process 1384 /* This was return -1 - that doesn't seem correct - if we return -1, process
1667 * continues in the calling function. 1385 * continues in the calling function.
1668 */ 1386 */
1669 return maxdam; 1387 return maxdam;
1670} 1388}
1671 1389
1672/* Find out if this is friendly fire (PVP and attacker is peaceful) or not 1390/* Find out if this is friendly fire (PVP and attacker is peaceful) or not
1673 * Returns 0 this is not friendly fire 1391 * Returns 0 this is not friendly fire
1674 */ 1392 */
1675
1676int 1393int
1677friendly_fire (object *op, object *hitter) 1394friendly_fire (object *op, object *hitter)
1678{ 1395{
1679 object *owner; 1396 object *owner;
1680 int friendlyfire; 1397 int friendlyfire;
1699 } 1416 }
1700 1417
1701 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1418 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1702 friendlyfire = 0; 1419 friendlyfire = 0;
1703 } 1420 }
1421
1704 return friendlyfire; 1422 return friendlyfire;
1705} 1423}
1706
1707 1424
1708/* This isn't used just for players, but in fact most objects. 1425/* This isn't used just for players, but in fact most objects.
1709 * op is the object to be hit, dam is the amount of damage, hitter 1426 * op is the object to be hit, dam is the amount of damage, hitter
1710 * is what is hitting the object, type is the attacktype, and 1427 * is what is hitting the object, type is the attacktype, and
1711 * full_hit is set if monster area does not matter. 1428 * full_hit is set if monster area does not matter.
1713 * modify it. 1430 * modify it.
1714 */ 1431 */
1715/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack 1432/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack
1716 * which needs new attacktype AT_HOLYWORD to work . b.t. */ 1433 * which needs new attacktype AT_HOLYWORD to work . b.t. */
1717int 1434int
1718hit_player (object *op, int dam, object *hitter, int type, int full_hit) 1435hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit)
1719{ 1436{
1720 int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); 1437 int magic = type & AT_MAGIC;
1721 int maxattacktype, attacknum;
1722 int body_attack = op && op->head; /* Did we hit op's head? */ 1438 int body_attack = op && op->head; /* Did we hit op's head? */
1439 int maxdam = 0, ndam = 0, attacktype = 1;
1440 int maxattacktype;
1723 int simple_attack; 1441 int simple_attack;
1724 int rtn_kill = 0; 1442 int rtn_kill = 0;
1725 int friendlyfire; 1443 int friendlyfire;
1726 1444
1727 if (get_attack_mode (&op, &hitter, &simple_attack)) 1445 if (get_attack_mode (&op, &hitter, &simple_attack))
1728 return 0; 1446 return 0;
1729 1447
1730 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1448 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1731 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1449 if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE])
1732 return 0; 1450 return 0;
1733 1451
1734#ifdef PROHIBIT_PLAYERKILL 1452 // only allow pk for hostile players
1735 if (op->type == PLAYER) 1453 if (op->type == PLAYER)
1736 { 1454 {
1737 object *owner = hitter->owner; 1455 object *owner = hitter->owner;
1738 1456
1739 if (!owner) 1457 if (!owner)
1740 owner = hitter; 1458 owner = hitter;
1741 1459
1742 if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) 1460 if (owner->type == PLAYER
1461 && (!op_on_battleground (op, 0, 0)
1462 && (op->contr->peaceful || owner->contr->peaceful))
1463 && op != owner)
1743 return 0; 1464 return 0;
1744 } 1465 }
1745#endif
1746 1466
1747 if (body_attack) 1467 if (body_attack)
1748 { 1468 {
1749 /* slow and paralyze must hit the head. But we don't want to just 1469 /* slow and paralyze must hit the head. But we don't want to just
1750 * return - we still need to process other attacks the spell still 1470 * return - we still need to process other attacks the spell still
1776 1496
1777 break; 1497 break;
1778 } 1498 }
1779 } 1499 }
1780 1500
1781 if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) 1501 if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0)
1782 { 1502 {
1783 /* FIXME: If a player is killed by a rune in a door, the 1503 /* FIXME: If a player is killed by a rune in a door, the
1784 * destroyed() check above doesn't return, and might get here. 1504 * destroyed() check above doesn't return, and might get here.
1785 */ 1505 */
1506
1507 /* FIXME: This for example happens when a dead door is on a mover and
1508 gets it's speed_left raised on each mover-tick.
1509 Doors are removed in a kinda funny way by giving them speed and speed_left
1510 and waiting for that to run out.
1511 */
1786 LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); 1512 LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp);
1787 return 0; 1513 return 0;
1788 } 1514 }
1789 1515
1790#ifdef ATTACK_DEBUG 1516#ifdef ATTACK_DEBUG
1791 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); 1517 LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam);
1818 */ 1544 */
1819 if (type & AT_HOLYWORD) 1545 if (type & AT_HOLYWORD)
1820 { 1546 {
1821 object *god; 1547 object *god;
1822 1548
1823 if ((!hitter->slaying || 1549 if ((!hitter->slaying
1824 (!(op->race && strstr (hitter->slaying, op->race)) && 1550 || (!(op->race && hitter->slaying.contains (op->race))
1825 !(op->name && strstr (hitter->slaying, op->name)))) && 1551 && !(op->name && hitter->slaying.contains (op->name))))
1826 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1552 && (!op->flag [FLAG_UNDEAD]
1827 (hitter->title != NULL 1553 || (hitter->title
1828 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1554 && (god = find_god (determine_god (hitter))) != NULL
1555 && god->race.contains (shstr_undead))))
1829 return 0; 1556 return 0;
1830 } 1557 }
1831 1558
1832 maxattacktype = type; /* initialise this to something */ 1559 maxattacktype = type; /* initialise this to something */
1833 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1560 for_all_bits_sparse_32 (type, attacknum)
1834 { 1561 {
1562 uint32_t attacktype = 1 << attacknum;
1563
1835 /* Magic isn't really a true attack type - it gets combined with other 1564 /* Magic isn't really a true attack type - it gets combined with other
1836 * attack types. As such, skip it over. However, if magic is 1565 * attack types. As such, skip it over. However, if magic is
1837 * the only attacktype in the group, then still attack with it 1566 * the only attacktype in the group, then still attack with it
1838 */ 1567 */
1839 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) 1568 if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC))
1842 /* Go through and hit the player with each attacktype, one by one. 1571 /* Go through and hit the player with each attacktype, one by one.
1843 * hit_player_attacktype only figures out the damage, doesn't inflict 1572 * hit_player_attacktype only figures out the damage, doesn't inflict
1844 * it. It will do the appropriate action for attacktypes with 1573 * it. It will do the appropriate action for attacktypes with
1845 * effects (slow, paralization, etc. 1574 * effects (slow, paralization, etc.
1846 */ 1575 */
1847 if (type & attacktype)
1848 {
1849 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); 1576 ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic);
1577
1850 /* the >= causes us to prefer messages from special attacks, if 1578 /* the >= causes us to prefer messages from special attacks, if
1851 * the damage is equal. 1579 * the damage is equal.
1852 */ 1580 */
1853 if (ndam >= maxdam) 1581 if (ndam >= maxdam)
1854 { 1582 {
1855 maxdam = ndam; 1583 maxdam = ndam;
1856 maxattacktype = 1 << attacknum; 1584 maxattacktype = 1 << attacknum;
1857 }
1858 } 1585 }
1859 } 1586 }
1860 1587
1861 /* if this is friendly fire then do a set % of damage only 1588 /* if this is friendly fire then do a set % of damage only
1862 * Note - put a check in to make sure this attack is actually 1589 * Note - put a check in to make sure this attack is actually
1865 */ 1592 */
1866 friendlyfire = friendly_fire (op, hitter); 1593 friendlyfire = friendly_fire (op, hitter);
1867 if (friendlyfire && maxdam) 1594 if (friendlyfire && maxdam)
1868 { 1595 {
1869 maxdam = ((dam * settings.set_friendly_fire) / 100); 1596 maxdam = ((dam * settings.set_friendly_fire) / 100);
1870#ifndef COZY_SERVER
1871 maxdam++;
1872#endif
1873 1597
1874#ifdef ATTACK_DEBUG 1598#ifdef ATTACK_DEBUG
1875 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1599 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1876 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1600 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1877#endif 1601#endif
1878 } 1602 }
1879 1603
1880 if (!full_hit) 1604 if (!full_hit)
1881 { 1605 {
1882 archetype *at;
1883 int area; 1606 int area;
1884 int remainder; 1607 int remainder;
1885 1608
1886 area = 0; 1609 area = 0;
1887 for (at = op->arch; at != NULL; at = at->more) 1610
1611 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1888 area++; 1612 area++;
1613
1889 assert (area > 0); 1614 assert (area > 0);
1890 1615
1891 /* basically: maxdam /= area; we try to "simulate" a float 1616 /* basically: maxdam /= area; we try to "simulate" a float
1892 value-effect */ 1617 value-effect */
1893 remainder = 100 * (maxdam % area) / area; 1618 remainder = 100 * (maxdam % area) / area;
1898 1623
1899#ifdef ATTACK_DEBUG 1624#ifdef ATTACK_DEBUG
1900 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); 1625 LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam);
1901#endif 1626#endif
1902 1627
1628 // for now, only do this for active objects, otherwise they
1629 // keep a refcount for a long time and I see no usefulness
1630 // for an non-active objetc to know its enemy.
1631 if (op->active)
1903 if (hitter->owner) 1632 if (hitter->owner)
1904 op->enemy = hitter->owner; 1633 op->enemy = hitter->owner;
1905 else if (QUERY_FLAG (hitter, FLAG_ALIVE)) 1634 else if (hitter->flag [FLAG_ALIVE])
1906 op->enemy = hitter; 1635 op->enemy = hitter;
1907 1636
1908 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) 1637 if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER)
1909 { 1638 {
1910 /* The unaggressives look after themselves 8) */ 1639 /* The unaggressives look after themselves 8) */
1911 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 1640 op->clr_flag (FLAG_UNAGGRESSIVE);
1912 npc_call_help (op); 1641 npc_call_help (op);
1913 } 1642 }
1914 1643
1915 if (magic && did_make_save (op, op->level, 0)) 1644 if (magic && did_make_save (op, op->level, 0))
1916 maxdam = maxdam / 2; 1645 maxdam = maxdam / 2;
1918 attack_message (maxdam, maxattacktype, op, hitter); 1647 attack_message (maxdam, maxattacktype, op, hitter);
1919 1648
1920 op->stats.hp -= maxdam; 1649 op->stats.hp -= maxdam;
1921 1650
1922 /* Eneq(@csd.uu.se): Check to see if monster runs away. */ 1651 /* Eneq(@csd.uu.se): Check to see if monster runs away. */
1923 if ((op->stats.hp >= 0) && 1652 if (op->stats.hp >= 0
1924 (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && 1653 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
1925 op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 1654 && op->stats.hp * 100 < op->stats.maxhp * op->run_away)
1926 { 1655 {
1927 1656
1928 if (QUERY_FLAG (op, FLAG_MONSTER)) 1657 if (op->flag [FLAG_MONSTER])
1929 SET_FLAG (op, FLAG_RUN_AWAY); 1658 op->set_flag (FLAG_RUN_AWAY);
1930 else 1659 else
1931 scare_creature (op, hitter); 1660 scare_creature (op, hitter);
1932 } 1661 }
1933 1662
1934 if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) 1663 if (op->flag [FLAG_TEAR_DOWN])
1935 { 1664 {
1936 if (maxdam) 1665 if (maxdam)
1937 tear_down_wall (op); 1666 tear_down_wall (op);
1938 1667
1939 return maxdam; /* nothing more to do for wall */ 1668 return maxdam; /* nothing more to do for wall */
1942 /* See if the creature has been killed */ 1671 /* See if the creature has been killed */
1943 rtn_kill = kill_object (op, maxdam, hitter, type); 1672 rtn_kill = kill_object (op, maxdam, hitter, type);
1944 if (rtn_kill != -1) 1673 if (rtn_kill != -1)
1945 return rtn_kill; 1674 return rtn_kill;
1946 1675
1947
1948 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1676 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1949 * that before if the player was immune to ghosthit, the monster 1677 * that before if the player was immune to ghosthit, the monster
1950 * remained - that is no longer the case. 1678 * remained - that is no longer the case.
1951 */ 1679 */
1952 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1680 if (hitter->flag [FLAG_ONE_HIT])
1953 {
1954 if (QUERY_FLAG (hitter, FLAG_FRIENDLY))
1955 remove_friendly_object (hitter);
1956
1957 hitter->destroy (); 1681 hitter->drop_and_destroy ();
1958 }
1959 /* Lets handle creatures that are splitting now */ 1682 /* Lets handle creatures that are splitting now */
1960 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1683 else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING])
1961 { 1684 {
1962 int i;
1963 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1685 int friendly = op->flag [FLAG_FRIENDLY];
1964 int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); 1686 int unaggressive = op->flag [FLAG_UNAGGRESSIVE];
1965 object *owner = op->owner; 1687 object *owner = op->owner;
1966 1688
1967 if (!op->other_arch) 1689 if (!op->other_arch)
1968 { 1690 {
1969 LOG (llevError, "SPLITTING without other_arch error.\n"); 1691 LOG (llevError, "SPLITTING without other_arch error.\n");
1970 return maxdam; 1692 return maxdam;
1971 } 1693 }
1972 1694
1973 op->remove (); 1695 op->remove ();
1974 1696
1975 for (i = 0; i < NROFNEWOBJS (op); i++) 1697 for (int i = 0; i < op->stats.food; i++)
1976 { /* This doesn't handle op->more yet */ 1698 { /* This doesn't handle op->more yet */
1977 object *tmp = arch_to_object (op->other_arch); 1699 object *tmp = op->other_arch->instance ();
1978 int j;
1979 1700
1980 tmp->stats.hp = op->stats.hp; 1701 tmp->stats.hp = op->stats.hp;
1981 1702
1982 if (friendly) 1703 if (friendly)
1983 { 1704 {
1987 if (owner) 1708 if (owner)
1988 tmp->set_owner (owner); 1709 tmp->set_owner (owner);
1989 } 1710 }
1990 1711
1991 if (unaggressive) 1712 if (unaggressive)
1992 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 1713 tmp->set_flag (FLAG_UNAGGRESSIVE);
1993 1714
1994 j = find_first_free_spot (tmp, op->map, op->x, op->y); 1715 int j = find_first_free_spot (tmp, op->map, op->x, op->y);
1995 1716
1996 if (j == -1) /* No spot to put this monster */ 1717 if (j == -1) /* No spot to put this monster */
1997 tmp->destroy (); 1718 tmp->destroy ();
1998 else 1719 else
1999 { 1720 {
2003 } 1724 }
2004 1725
2005 op->destroy (); 1726 op->destroy ();
2006 } 1727 }
2007 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1728 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2008 hitter->destroy (); 1729 hitter->drop_and_destroy ();
2009 1730
2010 return maxdam; 1731 return maxdam;
2011} 1732}
2012 1733
2013 1734static void
2014void
2015poison_player (object *op, object *hitter, int dam) 1735poison_player (object *op, object *hitter, int dam)
2016{ 1736{
2017 archetype *at = archetype::find ("poisoning"); 1737 archetype *at = archetype::find (shstr_poisoning);
2018 object *tmp = present_arch_in_ob (at, op); 1738 object *tmp = present_arch_in_ob (at, op);
2019 1739
2020 if (tmp == NULL) 1740 if (!tmp)
2021 { 1741 {
2022 if ((tmp = arch_to_object (at)) == NULL) 1742 tmp = insert_ob_in_ob (at->instance (), op);
2023 LOG (llevError, "Failed to clone arch poisoning.\n"); 1743 /* peterm: give poisoning some teeth. It should
1744 * be able to kill things better than it does:
1745 * damage should be dependent something--I choose to
1746 * do this: if it's a monster, the damage from the
1747 * poisoning goes as the level of the monster/2.
1748 * If anything else, goes as damage.
1749 */
1750
1751 if (hitter->flag [FLAG_ALIVE])
1752 tmp->stats.dam += hitter->level / 2;
2024 else 1753 else
2025 {
2026 tmp = insert_ob_in_ob (tmp, op);
2027 /* peterm: give poisoning some teeth. It should
2028 * be able to kill things better than it does:
2029 * damage should be dependent something--I choose to
2030 * do this: if it's a monster, the damage from the
2031 * poisoning goes as the level of the monster/2.
2032 * If anything else, goes as damage.
2033 */
2034
2035 if (QUERY_FLAG (hitter, FLAG_ALIVE))
2036 tmp->stats.dam += hitter->level / 2;
2037 else
2038 tmp->stats.dam = dam; 1754 tmp->stats.dam = dam;
2039 1755
2040 tmp->set_owner (hitter); /* so we get credit for poisoning kills */ 1756 tmp->set_owner (hitter); /* so we get credit for poisoning kills */
2041 if (hitter->skill && hitter->skill != tmp->skill) 1757 if (hitter->skill && hitter->skill != tmp->skill)
2042 {
2043 tmp->skill = hitter->skill; 1758 tmp->skill = hitter->skill;
2044 }
2045 1759
2046 tmp->stats.food += dam; /* more damage, longer poisoning */ 1760 tmp->stats.food += dam; /* more damage, longer poisoning */
2047 1761
2048 if (op->type == PLAYER) 1762 if (op->type == PLAYER)
2049 { 1763 {
2050 /* player looses stats, maximum is -10 of each */ 1764 /* player looses stats, maximum is -10 of each */
2051 tmp->stats.Con = MAX (-(dam / 4 + 1), -10); 1765 tmp->stats.Con = max (-(dam / 4 + 1), -10);
2052 tmp->stats.Str = MAX (-(dam / 3 + 2), -10); 1766 tmp->stats.Str = max (-(dam / 3 + 2), -10);
2053 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 1767 tmp->stats.Dex = max (-(dam / 6 + 1), -10);
2054 tmp->stats.Int = MAX (-dam / 7, -10); 1768 tmp->stats.Int = max (-(dam / 7 ), -10);
2055 SET_FLAG (tmp, FLAG_APPLIED); 1769 tmp->set_flag (FLAG_APPLIED);
2056 op->update_stats (); 1770 op->update_stats ();
2057 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
1772 op->play_sound (tmp->sound);
2058 } 1773 }
1774
2059 if (hitter->type == PLAYER) 1775 if (hitter->type == PLAYER)
2060 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 1776 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2061 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 1777 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2062 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 1778 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2063 } 1779
2064 tmp->speed_left = 0; 1780 tmp->speed_left = 0;
2065 } 1781 }
2066 else 1782 else
2067 tmp->stats.food++; 1783 tmp->stats.food++;
2068} 1784}
2069 1785
2070void 1786static void
2071slow_player (object *op, object *hitter, int dam) 1787slow_player (object *op, object *hitter, int dam)
2072{ 1788{
2073 archetype *at = archetype::find ("slowness"); 1789 archetype *at = archetype::find (shstr_slowness);
2074 object *tmp; 1790 object *tmp;
2075 1791
2076 if (at == NULL) 1792 if (!at)
2077 {
2078 LOG (llevError, "Can't find slowness archetype.\n"); 1793 LOG (llevError, "Can't find slowness archetype.\n");
2079 } 1794
2080 if ((tmp = present_arch_in_ob (at, op)) == NULL) 1795 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2081 { 1796 {
2082 tmp = arch_to_object (at); 1797 tmp = at->instance ();
2083 tmp = insert_ob_in_ob (tmp, op); 1798 tmp = insert_ob_in_ob (tmp, op);
2084 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 1799 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2085 } 1800 }
2086 else 1801 else
2087 tmp->stats.food++; 1802 tmp->stats.food++;
2088 SET_FLAG (tmp, FLAG_APPLIED); 1803
1804 tmp->set_flag (FLAG_APPLIED);
2089 tmp->speed_left = 0; 1805 tmp->speed_left = 0;
2090 op->update_stats (); 1806 op->update_stats ();
2091} 1807}
2092 1808
2093void 1809void
2094confuse_player (object *op, object *hitter, int dam) 1810confuse_player (object *op, object *hitter, int dam)
2095{ 1811{
2096 object *tmp; 1812 object *tmp;
2097 int maxduration; 1813 int maxduration;
2098 1814
2099 tmp = present_in_ob_by_name (FORCE, "confusion", op); 1815 tmp = present_in_ob_by_name (FORCE, shstr_confusion, op);
2100 if (!tmp) 1816 if (!tmp)
2101 { 1817 {
2102 tmp = get_archetype (FORCE_NAME); 1818 tmp = archetype::get (FORCE_NAME);
2103 tmp = insert_ob_in_ob (tmp, op); 1819 tmp = insert_ob_in_ob (tmp, op);
2104 } 1820 }
2105 1821
2106 /* Duration added per hit and max. duration of confusion both depend 1822 /* Duration added per hit and max. duration of confusion both depend
2107 * on the player's resistance 1823 * on the player's resistance
2108 */ 1824 */
2109 tmp->speed = 0.05; 1825 tmp->set_speed (0.05);
2110 tmp->subtype = FORCE_CONFUSION; 1826 tmp->subtype = FORCE_CONFUSION;
2111 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1827 tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2112 tmp->name = "confusion"; 1828 tmp->name = shstr_confusion;
2113 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 1829 maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
1830
2114 if (tmp->duration > maxduration) 1831 if (tmp->duration > maxduration)
2115 tmp->duration = maxduration; 1832 tmp->duration = maxduration;
2116 1833
2117 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 1834 if (op->type == PLAYER && !op->flag [FLAG_CONFUSED])
2118 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 1835 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2119 SET_FLAG (op, FLAG_CONFUSED); 1836
1837 op->set_flag (FLAG_CONFUSED);
2120} 1838}
2121 1839
2122void 1840void
2123blind_player (object *op, object *hitter, int dam) 1841blind_player (object *op, object *hitter, int dam)
2124{ 1842{
2125 object *tmp, *owner;
2126
2127 /* Save some work if we know it isn't going to affect the player */ 1843 /* Save some work if we know it isn't going to affect the player */
2128 if (op->resist[ATNR_BLIND] == 100) 1844 if (op->resist[ATNR_BLIND] == 100)
2129 return; 1845 return;
2130 1846
2131 tmp = present_in_ob (BLINDNESS, op); 1847 object *tmp = present_in_ob (BLINDNESS, op);
2132 if (!tmp) 1848 if (!tmp)
2133 { 1849 {
2134 tmp = get_archetype ("blindness"); 1850 tmp = archetype::get (shstr_blindness);
2135 SET_FLAG (tmp, FLAG_BLIND); 1851 tmp->set_flag (FLAG_BLIND);
2136 SET_FLAG (tmp, FLAG_APPLIED); 1852 tmp->set_flag (FLAG_APPLIED);
2137 /* use floats so we don't lose too much precision due to rounding errors. 1853 // use floats so we don't lose too much precision due to rounding errors.
2138 * speed is a float anyways. 1854 tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED));
2139 */
2140 tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100;
2141 1855
2142 tmp = insert_ob_in_ob (tmp, op); 1856 tmp = insert_ob_in_ob (tmp, op);
2143 change_abil (op, tmp); /* Mostly to display any messages */ 1857 change_abil (op, tmp); /* Mostly to display any messages */
2144 op->update_stats (); /* This takes care of some other stuff */ 1858 op->update_stats (); /* This takes care of some other stuff */
2145 1859
2146 if (hitter->owner)
2147 owner = hitter->owner;
2148 else
2149 owner = hitter;
2150
2151 new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); 1860 new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op));
2152 } 1861 }
1862
2153 tmp->stats.food += dam; 1863 tmp->stats.food += dam;
2154 if (tmp->stats.food > 10) 1864 min_it (tmp->stats.food, 10);
2155 tmp->stats.food = 10;
2156} 1865}
2157 1866
2158void 1867void
2159paralyze_player (object *op, object *hitter, int dam) 1868paralyze_player (object *op, object *hitter, int dam)
2160{ 1869{
2161 float effect, max;
2162
2163 /* object *tmp; */
2164
2165 /* This is strange stuff... someone knows for what this is 1870 /* This is strange stuff... someone knows for what this is
2166 * written? Well, i think this can and should be removed 1871 * written? Well, i think this can and should be removed
2167 */ 1872 */
2168 1873
2169 /* 1874 /*
2173 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); 1878 insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON);
2174 } 1879 }
2175 */ 1880 */
2176 1881
2177 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ 1882 /* Do this as a float - otherwise, rounding might very well reduce this to 0 */
2178 effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; 1883 float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f;
2179 1884
2180 if (effect == 0)
2181 return;
2182
2183 op->speed_left -= FABS (op->speed) * effect; 1885 op->speed_left -= op->speed * effect;
2184 /* tmp->stats.food+=(signed short) effect/op->speed; */ 1886 /* tmp->stats.food+=(signed short) effect/op->speed; */
2185 1887
2186 /* max number of ticks to be affected for. */ 1888 /* max number of ticks to be affected for. */
2187 max = (100 - op->resist[ATNR_PARALYZE]) / 2; 1889 float max = (100 - op->resist[ATNR_PARALYZE]) / 2;
1890
2188 if (op->speed_left < -(FABS (op->speed) * max)) 1891 max_it (op->speed_left, -op->speed * max);
2189 op->speed_left = (float) -(FABS (op->speed) * max);
2190 1892
2191/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ 1893/* tmp->stats.food = (signed short) (max / op->speed); */
2192} 1894}
2193
2194 1895
2195/* Attempts to kill 'op'. hitter is the attack object, dam is 1896/* Attempts to kill 'op'. hitter is the attack object, dam is
2196 * the computed damaged. 1897 * the computed damaged.
2197 */ 1898 */
2198void 1899static void
2199deathstrike_player (object *op, object *hitter, int *dam) 1900deathstrike_player (object *op, object *hitter, int *dam)
2200{ 1901{
2201 /* The intention of a death attack is to kill outright things 1902 /* The intention of a death attack is to kill outright things
2202 ** that are a lot weaker than the attacker, have a chance of killing 1903 ** that are a lot weaker than the attacker, have a chance of killing
2203 ** things somewhat weaker than the caster, and no chance of 1904 ** things somewhat weaker than the caster, and no chance of
2207 ** field of the deathstriking object */ 1908 ** field of the deathstriking object */
2208 1909
2209 int atk_lev, def_lev, kill_lev; 1910 int atk_lev, def_lev, kill_lev;
2210 1911
2211 if (hitter->slaying) 1912 if (hitter->slaying)
2212 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 1913 if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead))
1914 || (op->race && hitter->slaying.contains (op->race))))
2213 return; 1915 return;
2214 1916
2215 def_lev = op->level; 1917 def_lev = op->level;
2216 if (def_lev < 1) 1918 if (def_lev < 1)
2217 { 1919 {
2218 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 1920 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2219 def_lev = 1; 1921 def_lev = 1;
2220 } 1922 }
1923
2221 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 1924 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2222 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 1925 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2223 atk_lev, def_lev); */ 1926 atk_lev, def_lev); */
2224 1927
2225 if (atk_lev >= def_lev) 1928 if (atk_lev >= def_lev)
2240 */ 1943 */
2241 *dam *= kill_lev / def_lev; 1944 *dam *= kill_lev / def_lev;
2242 } 1945 }
2243 } 1946 }
2244 else 1947 else
2245 {
2246 *dam = 0; /* no harm done */ 1948 *dam = 0; /* no harm done */
1949}
1950
1951/* This returns the amount of damage hitter does to op with the
1952 * appropriate attacktype. Only 1 attacktype should be set at a time.
1953 * This doesn't damage the player, but returns how much it should
1954 * take. However, it will do other effects (paralyzation, slow, etc.)
1955 * Note - changed for PR code - we now pass the attack number and not
1956 * the attacktype. Makes it easier for the PR code. */
1957int
1958hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic)
1959{
1960 int doesnt_slay = 1;
1961
1962 /* Catch anyone that may be trying to send us a bitmask instead of the number */
1963 if (attacknum >= NROFATTACKS)
2247 } 1964 {
2248} 1965 LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum);
2249 1966 return 0;
2250/* thrown_item_effect() - handles any special effects of thrown
2251 * items (like attacking living creatures--a potion thrown at a
2252 * monster).
2253 */
2254static void
2255thrown_item_effect (object *hitter, object *victim)
2256{
2257 if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2258 { 1967 }
2259 /* May not need a switch for just 2 types, but this makes it 1968
2260 * easier for expansion. 1969 if (dam < 0)
1970 {
1971 LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n",
1972 dam, hitter->debug_desc (), op->debug_desc ());
1973 return 0;
1974 }
1975
1976 /* AT_INTERNAL is supposed to do exactly dam. Put a case here so
1977 * people can't mess with that or it otherwise get confused. */
1978 if (attacknum == ATNR_INTERNAL)
1979 return dam;
1980
1981 if (hitter->slaying)
1982 {
1983 if ((op->race && hitter->slaying.contains (op->race))
1984 || (op->arch && op->arch->archname.contains (hitter->slaying)))
2261 */ 1985 {
2262 switch (hitter->type) 1986 doesnt_slay = 0;
1987 dam *= 3;
2263 { 1988 }
2264 case POTION: 1989 }
2265 /* should player get a save throw instead of checking magic protection? */ 1990
2266 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) 1991 /* Adjust the damage for resistance. Note that neg. values increase damage. */
2267 (void) apply_potion (victim, hitter); 1992 if (op->resist[attacknum])
1993 {
1994 /* basically: dam = dam*(100-op->resist[attacknum])/100;
1995 * in case 0>dam>1, we try to "simulate" a float value-effect */
1996 dam *= (100 - op->resist[attacknum]);
1997 if (dam >= 100)
1998 dam /= 100;
1999 else
2000 dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0;
2001 }
2002
2003 /* Special hack. By default, if immune to something, you
2004 * shouldn't need to worry. However, acid is an exception, since
2005 * it can still damage your items. Only include attacktypes if
2006 * special processing is needed */
2007
2008 if (op->resist[attacknum] >= 100
2009 && doesnt_slay
2010 && attacknum != ATNR_ACID)
2011 return 0;
2012
2013 /* Keep this in order - makes things easier to find */
2014
2015 switch (attacknum)
2016 {
2017 case ATNR_PHYSICAL:
2018 /* here also check for diseases */
2019 check_physically_infect (op, hitter);
2268 break; 2020 break;
2269 2021
2270 case POISON: /* poison drinks */ 2022 /* Don't need to do anything for:
2271 /* As with potions, should monster get a save? */ 2023 magic,
2272 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) 2024 fire,
2273 apply_poison (victim, hitter); 2025 electricity,
2026 cold */
2027
2028 case ATNR_CONFUSION:
2029 case ATNR_POISON:
2030 case ATNR_SLOW:
2031 case ATNR_PARALYZE:
2032 case ATNR_FEAR:
2033 case ATNR_CANCELLATION:
2034 case ATNR_DEPLETE:
2035 case ATNR_BLIND:
2036 {
2037 /* chance for inflicting a special attack depends on the
2038 * difference between attacker's and defender's level
2039 */
2040 int level_diff = min (110, max (0, op->level - hitter->level));
2041
2042 /* First, only creatures/players with speed can be affected.
2043 * Second, just getting hit doesn't mean it always affects
2044 * you. Third, you still get a saving through against the
2045 * effect.
2046 */
2047 if (op->has_active_speed ()
2048 && (op->flag [FLAG_MONSTER] || op->type == PLAYER)
2049 && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1))
2050 && !did_make_save (op, level_diff, op->resist[attacknum] / 10))
2051 {
2052
2053 /* Player has been hit by something */
2054 if (attacknum == ATNR_CONFUSION)
2055 confuse_player (op, hitter, dam);
2056 else if (attacknum == ATNR_POISON)
2057 poison_player (op, hitter, dam);
2058 else if (attacknum == ATNR_SLOW)
2059 slow_player (op, hitter, dam);
2060 else if (attacknum == ATNR_PARALYZE)
2061 paralyze_player (op, hitter, dam);
2062 else if (attacknum == ATNR_FEAR)
2063 scare_creature (op, hitter);
2064 else if (attacknum == ATNR_CANCELLATION)
2065 cancellation (op);
2066 else if (attacknum == ATNR_DEPLETE)
2067 op->drain_stat ();
2068 else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR])
2069 blind_player (op, hitter, dam);
2070 }
2071
2072 dam = 0; /* These are all effects and don't do real damage */
2073 }
2274 break; 2074 break;
2275 2075
2276 /* Removed case statements that did nothing. 2076 case ATNR_ACID:
2277 * food may be poisonous, but monster must be willing to eat it, 2077 {
2278 * so we don't handle it here. 2078 int flag = 0;
2279 * Containers should perhaps break open, but that code was disabled. 2079
2080 /* Items only get corroded if you're not on a battleground and
2081 * if your acid resistance is below 50%. */
2082 if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50))
2083 {
2084 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2085 {
2086 if (tmp->invisible)
2087 continue;
2088 if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10))
2089 /* >= 10% acid res. on items will protect these */
2090 continue;
2091 if (!(tmp->materials & M_IRON))
2092 continue;
2093 if (tmp->magic < -4) /* Let's stop at -5 */
2094 continue;
2095 if (tmp->type == RING
2096 /* removed boots and gloves from exclusion list in PR */
2097 || tmp->type == GIRDLE
2098 || tmp->type == AMULET
2099 || tmp->type == WAND
2100 || tmp->type == ROD
2101 || tmp->type == HORN)
2102 continue; /* To avoid some strange effects */
2103
2104 /* High damage acid has better chance of corroding
2105 objects */
2106 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
2107 {
2108 flag = 1;
2109 tmp->magic--;
2110
2111 if (object *pl = tmp->visible_to ())
2112 {
2113 /* Make this more visible */
2114 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
2115 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
2116
2117 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
2118 }
2119 }
2120 }
2121
2122 if (flag)
2123 op->update_stats (); /* Something was corroded */
2124 }
2125 }
2126 break;
2127
2128 case ATNR_DRAIN:
2129 {
2130 /* rate is the proportion of exp drained. High rate means
2131 * not much is drained, low rate means a lot is drained.
2132 */
2133 int rate;
2134
2135 if (op->resist[ATNR_DRAIN] >= 0)
2136 rate = 400 + op->resist[ATNR_DRAIN] * 3;
2137 else
2138 rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]);
2139
2140 if (op->stats.exp <= rate)
2141 {
2142 if (op->type == GOLEM)
2143 dam = 9998; /* Its force is "sucked" away. 8) */
2144 else
2145 /* If we can't drain, lets try to do physical damage */
2146 dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic);
2147 }
2148 else
2149 {
2150 /* Randomly give the hitter some hp */
2151 if (hitter->stats.hp < hitter->stats.maxhp &&
2152 (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3)
2153 hitter->stats.hp++;
2154
2155 /* Can't do drains on battleground spaces.
2156 * Move the wiz check up here - before, the hitter wouldn't gain exp
2157 * exp, but the wiz would still lose exp! If drainee is a wiz,
2158 * nothing happens.
2159 * Try to credit the owner. We try to display player -> player drain
2160 * attacks, hence all the != PLAYER checks.
2280 */ 2161 */
2162 if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ])
2163 {
2164 object *owner = hitter->owner;
2165
2166 if (owner && owner != hitter)
2167 {
2168 if (op->type != PLAYER || owner->type != PLAYER)
2169 change_exp (owner, op->stats.exp / (rate * 2),
2170 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL);
2171 }
2172 else if (op->type != PLAYER || hitter->type != PLAYER)
2173 change_exp (hitter, op->stats.exp / (rate * 2),
2174 hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0);
2175
2176 change_exp (op, -op->stats.exp / rate, shstr (), 0);
2177 }
2178
2179 dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure
2180 * drain attack, you won't know that you are actually sucking out EXP,
2181 * as the messages will say you missed
2182 */
2183 }
2184 }
2185 break;
2186
2187 case ATNR_TURN_UNDEAD:
2281 } 2188 {
2282 } 2189 if (op->flag [FLAG_UNDEAD])
2283} 2190 {
2191 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2192 object *god = find_god (determine_god (owner));
2193 int div = 1;
2284 2194
2285/* adj_attackroll() - adjustments to attacks by various conditions */ 2195 /* if undead are not an enemy of your god, you turn them
2196 * at half strength */
2197 if (!god || !god->slaying.contains (shstr_undead))
2198 div = 2;
2286 2199
2287int 2200 /* Give a bonus if you resist turn undead */
2288adj_attackroll (object *hitter, object *target) 2201 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
2289{ 2202 scare_creature (op, owner);
2290 object *attacker = hitter; 2203 }
2291 int adjust = 0; 2204 else
2205 dam = 0; /* don't damage non undead - should we damage
2206 undead? */
2207 }
2208 break;
2292 2209
2293 /* safety */ 2210 case ATNR_DEATH:
2294 if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) 2211 deathstrike_player (op, hitter, &dam);
2295 { 2212 break;
2296 LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n");
2297 return 0;
2298 }
2299 2213
2300 /* aimed missiles use the owning object's sight */ 2214 case ATNR_CHAOS:
2301 if (is_aimed_missile (hitter)) 2215 LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ());
2302 { 2216 dam = 0;
2303 if ((attacker = hitter->owner) == NULL) 2217 break;
2304 attacker = hitter; 2218
2305 /* A player who saves but hasn't quit still could have objects 2219 case ATNR_COUNTERSPELL:
2306 * owned by him - need to handle that case to avoid crashes. 2220 LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ());
2221 dam = 0;
2222 /* This should never happen. Counterspell is handled
2223 * seperately and filtered out. If this does happen,
2224 * Counterspell has no effect on anything but spells, so it
2225 * does no damage. */
2226 break;
2227
2228 case ATNR_HOLYWORD:
2229 {
2230 /* This has already been handled by hit_player,
2231 * no need to check twice -- DAMN */
2232 object *owner = hitter->owner ? (object *)hitter->owner : hitter;
2233
2234 /* As with turn undead above, give a bonus on the saving throw */
2235 if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis])
2236 scare_creature (op, owner);
2237 }
2238 break;
2239
2240 case ATNR_LIFE_STEALING:
2241 {
2242 int new_hp;
2243
2244 /* this is replacement to drain for players, instead of taking
2245 * exp it takes hp. It is geared for players, probably not
2246 * much use giving it to monsters
2247 *
2248 * life stealing doesn't do a lot of damage, but it gives the
2249 * damage it does do to the player. Given that,
2250 * it only does 1/10'th normal damage (hence the divide by
2251 * 1000).
2307 */ 2252 */
2308 if (QUERY_FLAG (attacker, FLAG_REMOVED)) 2253 /* You can't steal life from something undead */
2309 attacker = hitter; 2254 if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD]))
2310 }
2311 else if (!QUERY_FLAG (hitter, FLAG_ALIVE))
2312 return 0;
2313
2314 /* determine the condtions under which we make an attack.
2315 * Add more cases, as the need occurs. */
2316
2317 if (!can_see_enemy (attacker, target))
2318 {
2319 /* target is unseen */
2320 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2321 adjust -= 10;
2322 /* dark map penalty for the hitter (lacks infravision if we got here). */
2323 else if (target->map && target->map->darkness > 0 && !stand_in_light (target))
2324 adjust -= target->map->darkness;
2325 }
2326
2327 if (QUERY_FLAG (attacker, FLAG_SCARED))
2328 adjust -= 3;
2329
2330 if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE))
2331 adjust += 1;
2332
2333 if (QUERY_FLAG (target, FLAG_SCARED))
2334 adjust += 1;
2335
2336 if (QUERY_FLAG (attacker, FLAG_CONFUSED))
2337 adjust -= 3;
2338
2339 /* if we attack at a different 'altitude' its harder */
2340 if ((attacker->move_type & target->move_type) == 0)
2341 adjust -= 2;
2342
2343#if 0
2344 /* slower attacks are less likely to succeed. We should use a
2345 * comparison between attacker/target speeds BUT, players have
2346 * a generally faster speed, so this will wind up being a HUGE
2347 * disadantage for the monsters! Too bad, because missiles which
2348 * fly fast should have a better chance of hitting a slower target.
2349 */
2350 if (hitter->speed < target->speed)
2351 adjust += ((float) hitter->speed - target->speed);
2352#endif
2353
2354#if 0
2355 LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count);
2356#endif
2357
2358 return adjust;
2359}
2360
2361
2362/* determine if the object is an 'aimed' missile */
2363int
2364is_aimed_missile (object *op)
2365{
2366
2367 /* I broke what used to be one big if into a few nested
2368 * ones so that figuring out the logic is at least possible.
2369 */
2370 if (op && (op->move_type & MOVE_FLYING))
2371 {
2372 if (op->type == ARROW || op->type == THROWN_OBJ)
2373 return 1; 2255 return 0;
2374 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2256
2375 return 1; 2257 /* If drain protection is higher than life stealing, use that */
2258 if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING])
2259 dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000;
2260 else
2261 dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000;
2262
2263 /* You die at -1 hp, not zero. */
2264 if (dam > (op->stats.hp + 1))
2265 dam = op->stats.hp + 1;
2266
2267 new_hp = hitter->stats.hp + dam;
2268 if (new_hp > hitter->stats.maxhp)
2269 new_hp = hitter->stats.maxhp;
2270
2271 if (new_hp > hitter->stats.hp)
2272 hitter->stats.hp = new_hp;
2273 }
2376 } 2274 }
2275
2377 return 0; 2276 return dam;
2378} 2277}
2278

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