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Comparing deliantra/server/server/attack.C (file contents):
Revision 1.61 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.110 by root, Tue Sep 1 20:56:05 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
23
24#include <assert.h> 24#include <assert.h>
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <material.h> 27#include <material.h>
28#include <skills.h> 28#include <skills.h>
62 CLEAR_FLAG (op, FLAG_DAMNED); 62 CLEAR_FLAG (op, FLAG_DAMNED);
63 CLEAR_FLAG (op, FLAG_CURSED); 63 CLEAR_FLAG (op, FLAG_CURSED);
64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 64 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED); 65 CLEAR_FLAG (op, FLAG_KNOWN_CURSED);
66 66
67 if (op->env && op->env->type == PLAYER) 67 if (object *pl = op->visible_to ())
68 esrv_send_item (op->env, op); 68 esrv_update_item (UPD_FLAGS, pl, op);
69 } 69 }
70} 70}
71 71
72/* did_make_save_item just checks to make sure the item actually 72/* did_make_save_item just checks to make sure the item actually
73 * made its saving throw based on the tables. It does not take 73 * made its saving throw based on the tables. It does not take
77did_make_save_item (object *op, int type, object *originator) 77did_make_save_item (object *op, int type, object *originator)
78{ 78{
79 int i, roll, saves = 0, attacks = 0, number; 79 int i, roll, saves = 0, attacks = 0, number;
80 materialtype_t *mt; 80 materialtype_t *mt;
81 81
82 if (op->materialname == NULL) 82 if (!op->materialname)
83 { 83 {
84 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 84 for (mt = materialt; mt; mt = mt->next)
85 if (op->materials & mt->material) 85 if (op->materials & mt->material)
86 break; 86 break;
87 } 87 }
88 else 88 else
89 mt = name_to_material (op->materialname); 89 mt = name_to_material (op->materialname);
90 90
91 if (mt == NULL) 91 if (!mt)
92 return TRUE; 92 return TRUE;
93 93
94 roll = rndm (1, 20); 94 roll = rndm (1, 20);
95 95
96 /* the attacktypes have no meaning for object saves 96 /* the attacktypes have no meaning for object saves
104 if (type != AT_MAGIC) 104 if (type != AT_MAGIC)
105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | 105 type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW |
106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | 106 AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH |
107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); 107 AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC);
108 108
109 if (type == 0) 109 if (type == 0) return TRUE;
110 return TRUE; 110
111 if (roll == 20) 111 if (roll == 20) return TRUE;
112 return TRUE; 112 if (roll == 1) return FALSE;
113 if (roll == 1)
114 return FALSE;
115 113
116 for (number = 0; number < NROFATTACKS; number++) 114 for (number = 0; number < NROFATTACKS; number++)
117 { 115 {
118 i = 1 << number; 116 i = 1 << number;
117
119 if (!(i & type)) 118 if (!(i & type))
120 continue; 119 continue;
120
121 attacks++; 121 attacks++;
122 if (op->resist[number] == 100) 122 if (op->resist[number] == 100)
123 saves++; 123 saves++;
124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) 124 else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100)
125 saves++; 125 saves++;
148 object *env = op->env; 148 object *env = op->env;
149 int x = op->x, y = op->y; 149 int x = op->x, y = op->y;
150 maptile *m = op->map; 150 maptile *m = op->map;
151 151
152 op = stop_item (op); 152 op = stop_item (op);
153 if (op == NULL) 153 if (!op)
154 return; 154 return;
155 155
156 /* Hacked the following so that type LIGHTER will work. 156 /* Hacked the following so that type LIGHTER will work.
157 * Also, objects which are potenital "lights" that are hit by 157 * Also, objects which are potential "lights" that are hit by
158 * flame/elect attacks will be set to glow. "lights" are any 158 * flame/elect attacks will be set to glow. "lights" are any
159 * object with +/- glow_radius and an "other_arch" to change to. 159 * object with +/- glow_radius and an "other_arch" to change to.
160 * (and please note that we cant fail our save and reach this 160 * (and please note that we cant fail our save and reach this
161 * function if the object doesnt contain a material that can burn. 161 * function if the object doesnt contain a material that can burn.
162 * So forget lighting magical swords on fire with this!) -b.t. 162 * So forget lighting magical swords on fire with this!) -b.t.
163 */ 163 */
164 if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) 164 if (type & (AT_FIRE | AT_ELECTRICITY)
165 && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE)
166 || op->type == LAMP
167 || op->type == TORCH
165 { 168 ))
166 const char *arch = op->other_arch->name; 169 {
167 170 switch (op->type)
168 op = decrease_ob_nr (op, 1);
169
170 if (op)
171 fix_stopped_item (op, m, originator);
172
173 if ((op = get_archetype (arch)) != NULL)
174 { 171 {
175 if (env) 172 case LAMP:
173 // turn on a lamp
174 apply_lamp (op, true);
175 break;
176
177 default:
178 // for instance icecubes:
179 if (op->other_arch)
176 { 180 {
177 op->x = env->x, op->y = env->y; 181 const char *arch = op->other_arch->archname;
178 insert_ob_in_ob (op, env); 182
183 if (op->decrease ())
184 fix_stopped_item (op, m, originator);
185
186 if ((op = archetype::get (arch)))
187 {
179 if (env->contr) 188 if (env)
180 esrv_send_item (env, op); 189 env->insert (op);
190 else
191 m->insert (op, x, y, originator);
192 }
181 } 193 }
182 else
183 {
184 op->x = x, op->y = y;
185 insert_ob_in_map (op, m, originator, 0);
186 }
187 } 194 }
188
189 return; 195 return;
190 } 196 }
191 197
192 if (type & AT_CANCELLATION) 198 if (type & AT_CANCELLATION)
193 { /* Cancellation. */ 199 { /* Cancellation. */
196 return; 202 return;
197 } 203 }
198 204
199 if (op->nrof > 1) 205 if (op->nrof > 1)
200 { 206 {
201 op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); 207 if (op->decrease (rndm (0, op->nrof - 1)))
202
203 if (op)
204 fix_stopped_item (op, m, originator); 208 fix_stopped_item (op, m, originator);
205 } 209 }
206 else 210 else
207 { 211 {
208 if (op->env) 212 // drop everything to the ground, if possible
209 { 213 op->insert_at (originator);
210 object *tmp = op->in_player ();
211
212 if (tmp)
213 esrv_del_item (tmp->contr, op->count);
214 }
215
216 op->destroy (); 214 op->drop_and_destroy ();
217 } 215 }
218 216
219 if (type & (AT_FIRE | AT_ELECTRICITY)) 217 if (type & (AT_FIRE | AT_ELECTRICITY))
220 if (env) 218 if (env)
221 { 219 {
222 op = get_archetype ("burnout"); 220 op = archetype::get (shstr_burnout);
223 op->x = env->x, op->y = env->y; 221 op->x = env->x, op->y = env->y;
224 insert_ob_in_ob (op, env); 222 env->insert (op);
225 } 223 }
226 else 224 else
227 replace_insert_ob_in_map ("burnout", originator); 225 replace_insert_ob_in_map (shstr_burnout, originator);
228 226
229 return; 227 return;
230 } 228 }
231 229
232 /* The value of 50 is arbitrary. */ 230 /* The value of 50 is arbitrary. */
233 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) 231 if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2))
234 { 232 {
235 object *tmp;
236 archetype *at = archetype::find ("icecube"); 233 archetype *at = archetype::find (shstr_icecube);
237 234
238 if (at == NULL) 235 if (at == NULL)
239 return; 236 return;
240 237
241 op = stop_item (op); 238 op = stop_item (op);
242 if (op == NULL) 239 if (op == NULL)
243 return; 240 return;
244 241
245 if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) 242 object *tmp = present_arch (at, op->map, op->x, op->y);
243 if (!tmp)
246 { 244 {
247 tmp = arch_to_object (at); 245 tmp = arch_to_object (at);
248 tmp->x = op->x, tmp->y = op->y; 246 tmp->x = op->x, tmp->y = op->y;
249 /* This was in the old (pre new movement code) - 247 /* This was in the old (pre new movement code) -
250 * icecubes have slow_move set to 1 - don't want 248 * icecubes have slow_move set to 1 - don't want
253 tmp->move_slow_penalty = 0; 251 tmp->move_slow_penalty = 0;
254 tmp->move_slow = 0; 252 tmp->move_slow = 0;
255 insert_ob_in_map (tmp, op->map, originator, 0); 253 insert_ob_in_map (tmp, op->map, originator, 0);
256 } 254 }
257 255
258 if (!QUERY_FLAG (op, FLAG_REMOVED)) 256 tmp->insert (op);
259 op->remove ();
260
261 insert_ob_in_ob (op, tmp);
262 return; 257 return;
263 } 258 }
264} 259}
265 260
266/* Object op is hitting the map. 261/* Object op is hitting the map.
282 return 0; 277 return 0;
283 } 278 }
284 279
285 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) 280 if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL)
286 { 281 {
287 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); 282 LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name);
288 return 0; 283 return 0;
289 } 284 }
290 285
291 if (!op->map) 286 if (!op->map)
292 { 287 {
295 } 290 }
296 291
297 if (op->head) 292 if (op->head)
298 op = op->head; 293 op = op->head;
299 294
300 map = op->map; 295 mapxy pos (op);
301 x = op->x + freearr_x[dir]; 296 pos.move (dir);
302 y = op->y + freearr_y[dir];
303 297
304 if (!xy_normalise (map, x, y)) 298 if (!pos.normalise ())
305 return 0; 299 return 0;
306 300
307 // elmex: a safe map tile can't be hit! 301 // elmex: a safe map tile can't be hit!
308 // this should prevent most harmful effects on items and players there. 302 // this should prevent most harmful effects on items and players there.
309 mapspace &ms = map->at (x, y); 303 mapspace &ms = pos.ms ();
310 304
311 if (ms.flags () & P_SAFE) 305 if (ms.flags () & P_SAFE)
312 return 0; 306 return 0;
313 307
314 /* peterm: a few special cases for special attacktypes --counterspell 308 /* peterm: a few special cases for special attacktypes --counterspell
352 346
353 /* Something could have happened to 'tmp' while 'tmp->below' was processed. 347 /* Something could have happened to 'tmp' while 'tmp->below' was processed.
354 * For example, 'tmp' was put in an icecube. 348 * For example, 'tmp' was put in an icecube.
355 * This is one of the few cases where on_same_map should not be used. 349 * This is one of the few cases where on_same_map should not be used.
356 */ 350 */
357 if (tmp->map != map || tmp->x != x || tmp->y != y) 351 if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y)
358 continue; 352 continue;
359 353
360 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 354 if (QUERY_FLAG (tmp, FLAG_ALIVE))
361 { 355 {
362 hit_player (tmp, op->stats.dam, op, type, full_hit); 356 hit_player (tmp, op->stats.dam, op, type, full_hit);
539 { 533 {
540 int mtype; 534 int mtype;
541 535
542 switch (hitter->current_weapon->weapontype) 536 switch (hitter->current_weapon->weapontype)
543 { 537 {
544 case WEAP_HIT: 538 case WEAP_HIT:
545 mtype = ATM_BASIC; 539 mtype = ATM_BASIC;
546 break; 540 break;
547 case WEAP_SLASH: 541 case WEAP_SLASH:
548 mtype = ATM_SLASH; 542 mtype = ATM_SLASH;
549 break; 543 break;
550 case WEAP_PIERCE: 544 case WEAP_PIERCE:
551 mtype = ATM_PIERCE; 545 mtype = ATM_PIERCE;
552 break; 546 break;
553 case WEAP_CLEAVE: 547 case WEAP_CLEAVE:
554 mtype = ATM_CLEAVE; 548 mtype = ATM_CLEAVE;
555 break; 549 break;
556 case WEAP_SLICE: 550 case WEAP_SLICE:
557 mtype = ATM_SLICE; 551 mtype = ATM_SLICE;
558 break; 552 break;
559 case WEAP_STAB: 553 case WEAP_STAB:
560 mtype = ATM_STAB; 554 mtype = ATM_STAB;
561 break; 555 break;
562 case WEAP_WHIP: 556 case WEAP_WHIP:
563 mtype = ATM_WHIP; 557 mtype = ATM_WHIP;
564 break; 558 break;
565 case WEAP_CRUSH: 559 case WEAP_CRUSH:
566 mtype = ATM_CRUSH; 560 mtype = ATM_CRUSH;
567 break; 561 break;
568 case WEAP_BLUD: 562 case WEAP_BLUD:
569 mtype = ATM_BLUD; 563 mtype = ATM_BLUD;
570 break; 564 break;
571 default: 565 default:
572 mtype = ATM_BASIC; 566 mtype = ATM_BASIC;
573 break; 567 break;
574 } 568 }
569
575 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) 570 for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++)
576 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) 571 if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1)
577 { 572 {
578 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); 573 sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2);
579 strcpy (buf2, attack_mess[mtype][i].buf3); 574 strcpy (buf2, attack_mess[mtype][i].buf3);
613 if (hitter->owner != NULL) 608 if (hitter->owner != NULL)
614 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); 609 sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2);
615 else 610 else
616 { 611 {
617 sprintf (buf, "%s%s you.", &hitter->name, buf2); 612 sprintf (buf, "%s%s you.", &hitter->name, buf2);
613
618 if (dam != 0) 614 if (dam != 0)
619 { 615 {
620 if (dam < 10) 616 if (dam < 10)
621 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); 617 op->contr->play_sound (sound_find ("player_is_hit1"));
622 else if (dam < 20) 618 else if (dam < 20)
623 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); 619 op->contr->play_sound (sound_find ("player_is_hit2"));
624 else 620 else
625 play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); 621 op->contr->play_sound (sound_find ("player_is_hit3"));
626 } 622 }
627 } 623 }
624
628 new_draw_info (NDI_BLACK, 0, op, buf); 625 new_draw_info (NDI_BLACK, 0, op, buf);
629 } /* end of player hitting player */ 626 } /* end of player hitting player */
630 627
631 if (hitter->type == PLAYER) 628 if (hitter->type == PLAYER)
632 { 629 {
633 sprintf (buf, "You %s.", buf1); 630 sprintf (buf, "You %s.", buf1);
631
634 if (dam != 0) 632 if (dam != 0)
635 { 633 {
636 if (dam < 10) 634 if (dam < 10)
637 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); 635 op->play_sound (sound_find ("player_hits1"));
638 else if (dam < 20) 636 else if (dam < 20)
639 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); 637 op->play_sound (sound_find ("player_hits2"));
640 else 638 else
641 play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); 639 op->play_sound (sound_find ("player_hits3"));
642 } 640 }
641
643 new_draw_info (NDI_BLACK, 0, hitter, buf); 642 new_draw_info (NDI_BLACK, 0, hitter, buf);
644 } 643 }
645 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 644 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
646 { 645 {
647 /* look for stacked spells and start reducing the message chances */ 646 /* look for stacked spells and start reducing the message chances */
656 if (next) 655 if (next)
657 while (next) 656 while (next)
658 { 657 {
659 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) 658 if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE))
660 i *= 3; 659 i *= 3;
660
661 tmp = next; 661 tmp = next;
662 next = tmp->above; 662 next = tmp->above;
663 } 663 }
664 664
665 if (i < 0) 665 if (i < 0)
670 } 670 }
671 else if (rndm (0, 5) != 0) 671 else if (rndm (0, 5) != 0)
672 return; 672 return;
673 673
674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); 674 sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name);
675 play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); 675 op->play_sound (sound_find ("player_hits4"));
676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf); 676 new_draw_info (NDI_BLACK, 0, hitter->owner, buf);
677 } 677 }
678} 678}
679 679
680 680
684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) 684 if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED))
685 { 685 {
686 LOG (llevError, "BUG: get_attack_mode(): freed object\n"); 686 LOG (llevError, "BUG: get_attack_mode(): freed object\n");
687 return 1; 687 return 1;
688 } 688 }
689
689 if ((*target)->head) 690 if ((*target)->head)
690 *target = (*target)->head; 691 *target = (*target)->head;
692
691 if ((*hitter)->head) 693 if ((*hitter)->head)
692 *hitter = (*hitter)->head; 694 *hitter = (*hitter)->head;
695
696 if ((*target)->type == LOCKED_DOOR)
697 return 1; // locked doors cannot be hit
698
693 if ((*hitter)->env != NULL || (*target)->env != NULL) 699 if ((*hitter)->env || (*target)->env)
694 { 700 {
695 *simple_attack = 1; 701 *simple_attack = 1;
696 return 0; 702 return 0;
697 } 703 }
704
698 if (QUERY_FLAG (*target, FLAG_REMOVED) 705 if (QUERY_FLAG (*target, FLAG_REMOVED)
699 || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) 706 || QUERY_FLAG (*hitter, FLAG_REMOVED)
707 || !(*hitter)->map
708 || !on_same_map (*hitter, *target))
700 { 709 {
701 LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); 710 LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n",
711 (*hitter)->debug_desc (), (*target)->debug_desc ());
702 return 1; 712 return 1;
703 } 713 }
714
704 *simple_attack = 0; 715 *simple_attack = 0;
705 return 0; 716 return 0;
706} 717}
707 718
708static int 719static int
744 755
745 /* 756 /*
746 * A little check to make it more difficult to dance forward and back 757 * A little check to make it more difficult to dance forward and back
747 * to avoid ever being hit by monsters. 758 * to avoid ever being hit by monsters.
748 */ 759 */
749 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) 760 if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f)
750 { 761 {
751 /* Decrease speed BEFORE calling process_object. Otherwise, an 762 /* Decrease speed BEFORE calling process_object. Otherwise, an
752 * infinite loop occurs, with process_object calling move_monster, 763 * infinite loop occurs, with process_object calling move_monster,
753 * which then gets here again. By decreasing the speed before 764 * which then gets here again. By decreasing the speed before
754 * we call process_object, the 'if' statement above will fail. 765 * we call process_object, the 'if' statement above will fail.
755 */ 766 */
756 op->speed_left--; 767 --op->speed_left;
757 process_object (op); 768 process_object (op);
758 769
759 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) 770 if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack))
760 goto error; 771 goto error;
761 } 772 }
770 781
771 /* See if we hit the creature */ 782 /* See if we hit the creature */
772 if (roll == 20 || op->stats.ac >= base_wc - roll) 783 if (roll == 20 || op->stats.ac >= base_wc - roll)
773 { 784 {
774 int hitdam = base_dam; 785 int hitdam = base_dam;
775
776 if (settings.casting_time == TRUE)
777 {
778 if (hitter->type == PLAYER && hitter->casting_time > -1)
779 {
780 hitter->casting_time = -1;
781 new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!");
782 }
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 }
794 786
795 if (!simple_attack) 787 if (!simple_attack)
796 { 788 {
797 /* If you hit something, the victim should *always* wake up. 789 /* If you hit something, the victim should *always* wake up.
798 * Before, invisible hitters could avoid doing this. 790 * Before, invisible hitters could avoid doing this.
804 * for help. */ 796 * for help. */
805 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) 797 if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int))
806 npc_call_help (op); 798 npc_call_help (op);
807 799
808 /* if you were hidden and hit by a creature, you are discovered */ 800 /* if you were hidden and hit by a creature, you are discovered */
809 if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) 801 if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE])
810 { 802 {
811 make_visible (op); 803 make_visible (op);
812 804
813 if (op->type == PLAYER) 805 if (op->type == PLAYER)
814 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); 806 new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!");
815 } 807 }
816 808
817 /* thrown items (hitter) will have various effects 809 /* thrown items (hitter) will have various effects
818 * when they hit the victim. For things like thrown daggers, 810 * when they hit the victim. For things like thrown daggers,
819 * this sets 'hitter' to the actual dagger, and not the 811 * this sets 'hitter' to the actual dagger, and not the
831 if (hitdam <= 0) 823 if (hitdam <= 0)
832 hitdam = 1; 824 hitdam = 1;
833 825
834 type = hitter->attacktype; 826 type = hitter->attacktype;
835 827
828 /* Ok, because some of the brainfucks of the good *sigh* old *sigh*
829 * Crossfire we have to default the attacktype here to AT_PHYSICAL.
830 * This check is important for the most simple monsters out there in the
831 * game content (maps, archs). For example orcs: They would have
832 * no attacktype at all.
833 *
834 * Some time in the future someone should just go into the game data
835 * and fix every monster out there ;-/ Until then we will kill some
836 * more trees in the african rain forests with this check.
837 */
836 if (!type) 838 if (!type)
837 type = AT_PHYSICAL; 839 type = AT_PHYSICAL;
838 840
839 /* Handle monsters that hit back */ 841 /* Handle monsters that hit back */
840 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) 842 if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE))
891 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons 893 * debate - 5000 is 5 kg, so arrows, knives, and other light weapons
892 * stick around. 894 * stick around.
893 */ 895 */
894 if (op->weight <= 5000 && tmp->stats.hp >= 0) 896 if (op->weight <= 5000 && tmp->stats.hp >= 0)
895 { 897 {
896 tmp = tmp->head_ (); 898 tmp->head_ ()->insert (op);
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; 899 return 1;
905 } 900 }
906 else 901 else
907 return 0; 902 return 0;
908} 903}
922 /* Disassemble missile */ 917 /* Disassemble missile */
923 if (op->inv) 918 if (op->inv)
924 { 919 {
925 container = op; 920 container = op;
926 hitter = op->inv; 921 hitter = op->inv;
927 hitter->remove ();
928 insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); 922 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 923 /* 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 924 * 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 925 * removed at the end of this function must be able to deal with empty
932 * THROWN_OBJs. */ 926 * THROWN_OBJs. */
933 } 927 }
947 * other places as well!) 941 * other places as well!)
948 */ 942 */
949 if (hitter->destroyed () || hitter->env != NULL) 943 if (hitter->destroyed () || hitter->env != NULL)
950 { 944 {
951 if (container) 945 if (container)
952 {
953 container->remove ();
954 container->destroy (); 946 container->destroy ();
955 }
956 947
957 return 0; 948 return 0;
958 } 949 }
959 950
960 /* Missile hit victim */ 951 /* Missile hit victim */
984 * can fly over but not otherwise move over. What is the correct 975 * can fly over but not otherwise move over. What is the correct
985 * way to handle those otherwise? 976 * way to handle those otherwise?
986 */ 977 */
987 if (victim->x != hitter->x || victim->y != hitter->y) 978 if (victim->x != hitter->x || victim->y != hitter->y)
988 { 979 {
980 if (victim->destroyed ())
981 hitter->destroy ();
982 else
983 {
989 hitter->remove (); 984 hitter->remove ();
990 hitter->x = victim->x; 985 hitter->x = victim->x;
991 hitter->y = victim->y; 986 hitter->y = victim->y;
992 insert_ob_in_map (hitter, victim->map, hitter, 0); 987 insert_ob_in_map (hitter, victim->map, hitter, 0);
988 }
993 } 989 }
994 else 990 else
995 /* Else leave arrow where it is */ 991 /* Else leave arrow where it is */
996 merge_ob (hitter, NULL); 992 merge_ob (hitter, NULL);
997 993
1012} 1008}
1013 1009
1014void 1010void
1015tear_down_wall (object *op) 1011tear_down_wall (object *op)
1016{ 1012{
1017 int perc = 0;
1018
1019 if (!op->stats.maxhp) 1013 if (!op->stats.maxhp)
1020 {
1021 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); 1014 LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name);
1022 perc = 1; 1015 else if (!op->has_anim ())
1023 }
1024 else if (!GET_ANIM_ID (op))
1025 { 1016 {
1026 /* Object has been called - no animations, so remove it */ 1017 /* Object has been called - no animations, so remove it */
1027 if (op->stats.hp < 0) 1018 if (op->stats.hp < 0)
1028 op->destroy (); 1019 op->destroy ();
1029 1020
1030 return; /* no animations, so nothing more to do */ 1021 return; /* no animations, so nothing more to do */
1031 } 1022 }
1032 1023
1033 perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; 1024 // we use frames 1..num-2 as intermediate frames, so
1025 // the last frame is used only when hp < 0.
1026 int perc = clamp (
1027 lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0),
1028 0, op->anim_frames () - 1
1029 );
1034 1030
1035 if (perc >= (int) NUM_ANIMATIONS (op)) 1031 op->set_anim_frame (perc);
1036 perc = NUM_ANIMATIONS (op) - 1;
1037 else if (perc < 1)
1038 perc = 1;
1039
1040 SET_ANIMATION (op, perc);
1041 update_object (op, UP_OBJ_FACE); 1032 update_object (op, UP_OBJ_FACE);
1042 1033
1043 if (perc == NUM_ANIMATIONS (op) - 1) 1034 if (op->stats.hp < 0)
1044 { /* Reached the last animation */ 1035 { /* Reached the last animation */
1045 if (op->face == blank_face) 1036 if (op->face == blank_face)
1046 /* If the last face is blank, remove the ob */ 1037 /* If the last face is blank, remove the ob */
1047 op->destroy (); 1038 op->destroy ();
1048 else 1039 else
1049 { /* The last face was not blank, leave an image */ 1040 { /* The last face was not blank, leave an image */
1050 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 1041 op->flag [FLAG_BLOCKSVIEW] = false;
1051 update_all_los (op->map, op->x, op->y); 1042 update_all_los (op->map, op->x, op->y);
1052 op->move_block = 0; 1043 op->move_block = 0;
1053 CLEAR_FLAG (op, FLAG_ALIVE); 1044 op->flag [FLAG_ALIVE] = false;
1054 } 1045 }
1055 } 1046 }
1056} 1047}
1057 1048
1058void 1049void
1059scare_creature (object *target, object *hitter) 1050scare_creature (object *target, object *hitter)
1060{ 1051{
1061 object *owner = hitter->owner; 1052 target->flag [FLAG_SCARED] = true;
1062 1053
1063 if (!owner)
1064 owner = hitter;
1065
1066 SET_FLAG (target, FLAG_SCARED);
1067 if (!target->enemy) 1054 if (!target->enemy)
1068 target->enemy = owner; 1055 target->enemy = hitter->outer_owner ();
1069} 1056}
1070 1057
1071/* This returns the amount of damage hitter does to op with the 1058/* This returns the amount of damage hitter does to op with the
1072 * appropriate attacktype. Only 1 attacktype should be set at a time. 1059 * appropriate attacktype. Only 1 attacktype should be set at a time.
1073 * This doesn't damage the player, but returns how much it should 1060 * This doesn't damage the player, but returns how much it should
1098 if (attacknum == ATNR_INTERNAL) 1085 if (attacknum == ATNR_INTERNAL)
1099 return dam; 1086 return dam;
1100 1087
1101 if (hitter->slaying) 1088 if (hitter->slaying)
1102 { 1089 {
1103 if ((op->race && strstr (hitter->slaying, op->race)) 1090 if ((op->race && hitter->slaying.contains (op->race))
1104 || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) 1091 || (op->arch && op->arch->archname.contains (hitter->slaying)))
1105 { 1092 {
1106 doesnt_slay = 0; 1093 doesnt_slay = 0;
1107 dam *= 3; 1094 dam *= 3;
1108 } 1095 }
1109 } 1096 }
1222 1209
1223 /* High damage acid has better chance of corroding 1210 /* High damage acid has better chance of corroding
1224 objects */ 1211 objects */
1225 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) 1212 if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic)
1226 { 1213 {
1227 if (op->type == PLAYER)
1228 /* Make this more visible */
1229 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op,
1230 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1231 flag = 1; 1214 flag = 1;
1232 tmp->magic--; 1215 tmp->magic--;
1233 if (op->type == PLAYER) 1216
1234 esrv_send_item (op, tmp); 1217 if (object *pl = tmp->visible_to ())
1218 {
1219 /* Make this more visible */
1220 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl,
1221 "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp));
1222
1223 esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases)
1224 }
1235 } 1225 }
1236 } 1226 }
1237 1227
1238 if (flag) 1228 if (flag)
1239 op->update_stats (); /* Something was corroded */ 1229 op->update_stats (); /* Something was corroded */
1273 * exp, but the wiz would still lose exp! If drainee is a wiz, 1263 * exp, but the wiz would still lose exp! If drainee is a wiz,
1274 * nothing happens. 1264 * nothing happens.
1275 * Try to credit the owner. We try to display player -> player drain 1265 * Try to credit the owner. We try to display player -> player drain
1276 * attacks, hence all the != PLAYER checks. 1266 * attacks, hence all the != PLAYER checks.
1277 */ 1267 */
1278 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1268 if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ))
1279 { 1269 {
1280 object *owner = hitter->owner; 1270 object *owner = hitter->owner;
1281 1271
1282 if (owner && owner != hitter) 1272 if (owner && owner != hitter)
1283 { 1273 {
1308 object *god = find_god (determine_god (owner)); 1298 object *god = find_god (determine_god (owner));
1309 int div = 1; 1299 int div = 1;
1310 1300
1311 /* if undead are not an enemy of your god, you turn them 1301 /* if undead are not an enemy of your god, you turn them
1312 * at half strength */ 1302 * at half strength */
1313 if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) 1303 if (!god || !god->slaying.contains (shstr_undead))
1314 div = 2; 1304 div = 2;
1315 1305
1316 /* Give a bonus if you resist turn undead */ 1306 /* Give a bonus if you resist turn undead */
1317 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) 1307 if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100)))
1318 scare_creature (op, owner); 1308 scare_creature (op, owner);
1409 */ 1399 */
1410int 1400int
1411kill_object (object *op, int dam, object *hitter, int type) 1401kill_object (object *op, int dam, object *hitter, int type)
1412{ 1402{
1413 char buf[MAX_BUF]; 1403 char buf[MAX_BUF];
1414 const char *skill; 1404 shstr skill;
1415 int maxdam = 0; 1405 int maxdam = 0;
1416 int battleg = 0; /* true if op standing on battleground */ 1406 int battleg = 0; /* true if op standing on battleground */
1417 int pk = 0; /* true if op and what controls hitter are both players */ 1407 int pk = 0; /* true if op and what controls hitter are both players */
1418 object *owner = 0; 1408 object *owner = 0;
1419 object *skop = 0; 1409 object *skop = 0;
1433 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) 1423 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW))
1434 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ 1424 update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */
1435 1425
1436 if (op->type == DOOR) 1426 if (op->type == DOOR)
1437 { 1427 {
1438 op->set_speed (0.1); 1428 op->set_speed (0.1f);
1439 op->speed_left = -0.05; 1429 op->speed_left = -0.05f;
1440 return maxdam; 1430 return maxdam;
1441 } 1431 }
1442 1432
1443 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) 1433 if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER)
1444 { 1434 {
1445 op->destroy (); 1435 op->drop_and_destroy ();
1446 return maxdam; 1436 return maxdam;
1447 } 1437 }
1448 1438
1449 /* Now lets start dealing with experience we get for killing something */ 1439 /* Now lets start dealing with experience we get for killing something */
1450 1440
1451 owner = hitter->owner; 1441 owner = hitter->outer_owner ();
1452 if (!owner) 1442 if (!owner)
1453 owner = hitter; 1443 owner = hitter;
1454 1444
1455 /* is the victim (op) standing on battleground? */ 1445 /* is the victim (op) standing on battleground? */
1456 if (op_on_battleground (op, NULL, NULL)) 1446 if (op_on_battleground (op, NULL, NULL))
1461 pk = 1; 1451 pk = 1;
1462 1452
1463 /* Player killed something */ 1453 /* Player killed something */
1464 if (owner->type == PLAYER) 1454 if (owner->type == PLAYER)
1465 { 1455 {
1466 Log_Kill (owner->name,
1467 query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0);
1468
1469 /* Log players killing other players - makes it easier to detect 1456 /* Log players killing other players - makes it easier to detect
1470 * and filter out malicious player killers - that is why the 1457 * and filter out malicious player killers - that is why the
1471 * ip address is included. 1458 * ip address is included.
1472 */ 1459 */
1473 if (op->type == PLAYER && !battleg) 1460 if (op->type == PLAYER && !battleg)
1493 else 1480 else
1494 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); 1481 new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op));
1495 1482
1496 /* Only play sounds for melee kills */ 1483 /* Only play sounds for melee kills */
1497 if (hitter->type == PLAYER) 1484 if (hitter->type == PLAYER)
1498 play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); 1485 owner->play_sound (sound_find ("player_kills"));
1499 } 1486 }
1500 1487
1501 /* If a player kills another player, not on 1488 /* If a player kills another player, not on
1502 * battleground, the "killer" looses 1 luck. Since this is 1489 * battleground, the "killer" looses 1 luck. Since this is
1503 * not reversible, it's actually quite a pain IMHO. -AV 1490 * not reversible, it's actually quite a pain IMHO. -AV
1511 1498
1512 /* This code below deals with finding the appropriate skill 1499 /* This code below deals with finding the appropriate skill
1513 * to credit exp to. This is a bit problematic - we should 1500 * to credit exp to. This is a bit problematic - we should
1514 * probably never really have to look at current_weapon->skill 1501 * probably never really have to look at current_weapon->skill
1515 */ 1502 */
1516 skill = 0;
1517
1518 if (hitter->skill && hitter->type != PLAYER) 1503 if (hitter->skill && hitter->type != PLAYER)
1519 skill = hitter->skill; 1504 skill = hitter->skill;
1520 else if (owner->chosen_skill) 1505 else if (owner->chosen_skill)
1521 { 1506 {
1522 skop = owner->chosen_skill; 1507 skop = owner->chosen_skill;
1523 skill = skop->skill; 1508 skill = skop->skill;
1524 } 1509 }
1525 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) 1510 else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon)
1526 skill = owner->current_weapon->skill; 1511 skill = owner->current_weapon->skill;
1527 else 1512 else
1513 {
1528 LOG (llevError, "kill_object - unable to find skill that killed monster\n"); 1514 LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n"
1515 "op: %s\n" "hitter: %s\n" "owner: %s\n",
1516 owner->debug_desc (), hitter->debug_desc (), op->debug_desc ());
1517 skill = 0;
1518 }
1529 1519
1530 /* We have the skill we want to credit to - now find the object this goes 1520 /* We have the skill we want to credit to - now find the object this goes
1531 * to. Make sure skop is an actual skill, and not a skill tool! 1521 * to. Make sure skop is an actual skill, and not a skill tool!
1532 */ 1522 */
1533 if ((!skop || skop->type != SKILL) && skill) 1523 skop = owner->contr->find_skill (skill);
1534 {
1535 int i;
1536
1537 for (i = 0; i < NUM_SKILLS; i++)
1538 if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill))
1539 {
1540 skop = owner->contr->last_skill_ob[i];
1541 break;
1542 }
1543 }
1544 } /* Was it a player that hit somethign */ 1524 } /* Was it a player that hit somethign */
1545 else 1525 else
1546 skill = 0; 1526 skill = 0;
1547 1527
1548 /* Pet (or spell) killed something. */
1549 if (owner != hitter)
1550 sprintf (buf, "%s killed %s with %s%s%s.", &owner->name,
1551 query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : "");
1552 else
1553 sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name,
1554 (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ?
1555 " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : "");
1556
1557 /* These may have been set in the player code section above */ 1528 /* These may have been set in the player code section above */
1558 if (!skop) 1529 if (!skop)
1559 skop = hitter->chosen_skill; 1530 skop = hitter->chosen_skill;
1560 1531
1561 if (!skill && skop) 1532 if (!skill && skop)
1562 skill = skop->skill; 1533 skill = skop->skill;
1563 1534
1564 new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf);
1565
1566 /* If you didn't kill yourself, and your not the wizard */ 1535 /* If you didn't kill yourself, and your not the wizard */
1567 if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) 1536 if (owner != op && !QUERY_FLAG (op, FLAG_WIZ))
1568 { 1537 {
1569 int exp; 1538 int exp;
1570 1539
1571 /* Really don't give much experience for killing other players */ 1540 /* Really don't give much experience for killing other players */
1572 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously 1541 // schmorp: temporarily? reduce the amount of exp gained for pking enourmously
1639 { 1608 {
1640 object *owner1 = op->owner; 1609 object *owner1 = op->owner;
1641 1610
1642 if (owner1 && owner1->type == PLAYER) 1611 if (owner1 && owner1->type == PLAYER)
1643 { 1612 {
1644 play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); 1613 owner1->contr->play_sound (sound_find ("pet_is_killed"));
1645 /* Maybe we should include the owner that killed this, maybe not */ 1614 /* Maybe we should include the owner that killed this, maybe not */
1646 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); 1615 new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name);
1647 } 1616 }
1648 1617
1649 remove_friendly_object (op); 1618 remove_friendly_object (op);
1650 } 1619 }
1651 1620
1652 op->destroy (); 1621 op->drop_and_destroy ();
1653 } 1622 }
1654 else 1623 else
1655 {
1656 /* Player has been killed! */ 1624 /* Player has been killed! */
1657 if (owner->type == PLAYER) 1625 op->contr->killer = owner->type == PLAYER ? owner : hitter;
1658 snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title);
1659 else
1660 assign (op->contr->killer, hitter->name);
1661 }
1662 1626
1663 /* This was return -1 - that doesn't seem correct - if we return -1, process 1627 /* This was return -1 - that doesn't seem correct - if we return -1, process
1664 * continues in the calling function. 1628 * continues in the calling function.
1665 */ 1629 */
1666 return maxdam; 1630 return maxdam;
1695 } 1659 }
1696 1660
1697 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) 1661 if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE)
1698 friendlyfire = 0; 1662 friendlyfire = 0;
1699 } 1663 }
1664
1700 return friendlyfire; 1665 return friendlyfire;
1701} 1666}
1702
1703 1667
1704/* This isn't used just for players, but in fact most objects. 1668/* This isn't used just for players, but in fact most objects.
1705 * op is the object to be hit, dam is the amount of damage, hitter 1669 * op is the object to be hit, dam is the amount of damage, hitter
1706 * is what is hitting the object, type is the attacktype, and 1670 * is what is hitting the object, type is the attacktype, and
1707 * full_hit is set if monster area does not matter. 1671 * full_hit is set if monster area does not matter.
1725 1689
1726 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ 1690 /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */
1727 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) 1691 if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE))
1728 return 0; 1692 return 0;
1729 1693
1730#ifdef PROHIBIT_PLAYERKILL 1694 // only allow pk for hostile players
1731 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1732 { 1696 {
1733 object *owner = hitter->owner; 1697 object *owner = hitter->owner;
1734 1698
1735 if (!owner) 1699 if (!owner)
1739 && (!op_on_battleground (op, 0, 0) 1703 && (!op_on_battleground (op, 0, 0)
1740 && (op->contr->peaceful || owner->contr->peaceful)) 1704 && (op->contr->peaceful || owner->contr->peaceful))
1741 && op != owner) 1705 && op != owner)
1742 return 0; 1706 return 0;
1743 } 1707 }
1744#endif
1745 1708
1746 if (body_attack) 1709 if (body_attack)
1747 { 1710 {
1748 /* slow and paralyze must hit the head. But we don't want to just 1711 /* slow and paralyze must hit the head. But we don't want to just
1749 * return - we still need to process other attacks the spell still 1712 * return - we still need to process other attacks the spell still
1823 */ 1786 */
1824 if (type & AT_HOLYWORD) 1787 if (type & AT_HOLYWORD)
1825 { 1788 {
1826 object *god; 1789 object *god;
1827 1790
1828 if ((!hitter->slaying || 1791 if ((!hitter->slaying
1829 (!(op->race && strstr (hitter->slaying, op->race)) && 1792 || (!(op->race && hitter->slaying.contains (op->race))
1830 !(op->name && strstr (hitter->slaying, op->name)))) && 1793 && !(op->name && hitter->slaying.contains (op->name))))
1831 (!QUERY_FLAG (op, FLAG_UNDEAD) || 1794 && (!QUERY_FLAG (op, FLAG_UNDEAD)
1832 (hitter->title != NULL 1795 || (hitter->title
1833 && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) 1796 && (god = find_god (determine_god (hitter))) != NULL
1797 && god->race.contains (shstr_undead))))
1834 return 0; 1798 return 0;
1835 } 1799 }
1836 1800
1837 maxattacktype = type; /* initialise this to something */ 1801 maxattacktype = type; /* initialise this to something */
1838 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) 1802 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum)
1870 */ 1834 */
1871 friendlyfire = friendly_fire (op, hitter); 1835 friendlyfire = friendly_fire (op, hitter);
1872 if (friendlyfire && maxdam) 1836 if (friendlyfire && maxdam)
1873 { 1837 {
1874 maxdam = ((dam * settings.set_friendly_fire) / 100); 1838 maxdam = ((dam * settings.set_friendly_fire) / 100);
1875#ifndef COZY_SERVER
1876 maxdam++;
1877#endif
1878 1839
1879#ifdef ATTACK_DEBUG 1840#ifdef ATTACK_DEBUG
1880 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", 1841 LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n",
1881 friendlyfire, settings.set_friendly_fire, dam, maxdam); 1842 friendlyfire, settings.set_friendly_fire, dam, maxdam);
1882#endif 1843#endif
1883 } 1844 }
1884 1845
1885 if (!full_hit) 1846 if (!full_hit)
1886 { 1847 {
1887 archetype *at;
1888 int area; 1848 int area;
1889 int remainder; 1849 int remainder;
1890 1850
1891 area = 0; 1851 area = 0;
1892 for (at = op->arch; at != NULL; at = at->more) 1852
1853 for (archetype *at = op->arch; at; at = (archetype *)at->more)
1893 area++; 1854 area++;
1855
1894 assert (area > 0); 1856 assert (area > 0);
1895 1857
1896 /* basically: maxdam /= area; we try to "simulate" a float 1858 /* basically: maxdam /= area; we try to "simulate" a float
1897 value-effect */ 1859 value-effect */
1898 remainder = 100 * (maxdam % area) / area; 1860 remainder = 100 * (maxdam % area) / area;
1951 /* See if the creature has been killed */ 1913 /* See if the creature has been killed */
1952 rtn_kill = kill_object (op, maxdam, hitter, type); 1914 rtn_kill = kill_object (op, maxdam, hitter, type);
1953 if (rtn_kill != -1) 1915 if (rtn_kill != -1)
1954 return rtn_kill; 1916 return rtn_kill;
1955 1917
1956
1957 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note 1918 /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note
1958 * that before if the player was immune to ghosthit, the monster 1919 * that before if the player was immune to ghosthit, the monster
1959 * remained - that is no longer the case. 1920 * remained - that is no longer the case.
1960 */ 1921 */
1961 if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) 1922 if (QUERY_FLAG (hitter, FLAG_ONE_HIT))
1962 hitter->destroy (); 1923 hitter->drop_and_destroy ();
1963
1964 /* Lets handle creatures that are splitting now */ 1924 /* Lets handle creatures that are splitting now */
1965 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) 1925 else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING))
1966 { 1926 {
1967 int i; 1927 int i;
1968 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); 1928 int friendly = QUERY_FLAG (op, FLAG_FRIENDLY);
1975 return maxdam; 1935 return maxdam;
1976 } 1936 }
1977 1937
1978 op->remove (); 1938 op->remove ();
1979 1939
1980 for (i = 0; i < NROFNEWOBJS (op); i++) 1940 for (i = 0; i < op->stats.food; i++)
1981 { /* This doesn't handle op->more yet */ 1941 { /* This doesn't handle op->more yet */
1982 object *tmp = arch_to_object (op->other_arch); 1942 object *tmp = arch_to_object (op->other_arch);
1983 int j; 1943 int j;
1984 1944
1985 tmp->stats.hp = op->stats.hp; 1945 tmp->stats.hp = op->stats.hp;
2008 } 1968 }
2009 1969
2010 op->destroy (); 1970 op->destroy ();
2011 } 1971 }
2012 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) 1972 else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10)
2013 hitter->destroy (); 1973 hitter->drop_and_destroy ();
2014 1974
2015 return maxdam; 1975 return maxdam;
2016} 1976}
2017
2018 1977
2019void 1978void
2020poison_player (object *op, object *hitter, int dam) 1979poison_player (object *op, object *hitter, int dam)
2021{ 1980{
2022 archetype *at = archetype::find ("poisoning"); 1981 archetype *at = archetype::find ("poisoning");
2058 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); 2017 tmp->stats.Dex = MAX (-(dam / 6 + 1), -10);
2059 tmp->stats.Int = MAX (-dam / 7, -10); 2018 tmp->stats.Int = MAX (-dam / 7, -10);
2060 SET_FLAG (tmp, FLAG_APPLIED); 2019 SET_FLAG (tmp, FLAG_APPLIED);
2061 op->update_stats (); 2020 op->update_stats ();
2062 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill.");
2022 op->play_sound (tmp->sound);
2063 } 2023 }
2024
2064 if (hitter->type == PLAYER) 2025 if (hitter->type == PLAYER)
2065 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); 2026 new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name);
2066 else if (hitter->owner != NULL && hitter->owner->type == PLAYER) 2027 else if (hitter->owner != NULL && hitter->owner->type == PLAYER)
2067 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); 2028 new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name);
2068 } 2029 }
2030
2069 tmp->speed_left = 0; 2031 tmp->speed_left = 0;
2070 } 2032 }
2071 else 2033 else
2072 tmp->stats.food++; 2034 tmp->stats.food++;
2073} 2035}
2077{ 2039{
2078 archetype *at = archetype::find ("slowness"); 2040 archetype *at = archetype::find ("slowness");
2079 object *tmp; 2041 object *tmp;
2080 2042
2081 if (at == NULL) 2043 if (at == NULL)
2082 {
2083 LOG (llevError, "Can't find slowness archetype.\n"); 2044 LOG (llevError, "Can't find slowness archetype.\n");
2084 } 2045
2085 if ((tmp = present_arch_in_ob (at, op)) == NULL) 2046 if ((tmp = present_arch_in_ob (at, op)) == NULL)
2086 { 2047 {
2087 tmp = arch_to_object (at); 2048 tmp = arch_to_object (at);
2088 tmp = insert_ob_in_ob (tmp, op); 2049 tmp = insert_ob_in_ob (tmp, op);
2089 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); 2050 new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!");
2090 } 2051 }
2091 else 2052 else
2092 tmp->stats.food++; 2053 tmp->stats.food++;
2054
2093 SET_FLAG (tmp, FLAG_APPLIED); 2055 SET_FLAG (tmp, FLAG_APPLIED);
2094 tmp->speed_left = 0; 2056 tmp->speed_left = 0;
2095 op->update_stats (); 2057 op->update_stats ();
2096} 2058}
2097 2059
2114 tmp->speed = 0.05; 2076 tmp->speed = 0.05;
2115 tmp->subtype = FORCE_CONFUSION; 2077 tmp->subtype = FORCE_CONFUSION;
2116 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2078 tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2117 tmp->name = "confusion"; 2079 tmp->name = "confusion";
2118 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); 2080 maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100);
2081
2119 if (tmp->duration > maxduration) 2082 if (tmp->duration > maxduration)
2120 tmp->duration = maxduration; 2083 tmp->duration = maxduration;
2121 2084
2122 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) 2085 if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED))
2123 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); 2086 new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!");
2087
2124 SET_FLAG (op, FLAG_CONFUSED); 2088 SET_FLAG (op, FLAG_CONFUSED);
2125} 2089}
2126 2090
2127void 2091void
2128blind_player (object *op, object *hitter, int dam) 2092blind_player (object *op, object *hitter, int dam)
2211 ** field of the deathstriking object */ 2175 ** field of the deathstriking object */
2212 2176
2213 int atk_lev, def_lev, kill_lev; 2177 int atk_lev, def_lev, kill_lev;
2214 2178
2215 if (hitter->slaying) 2179 if (hitter->slaying)
2216 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) 2180 if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead))
2181 || (op->race && hitter->slaying.contains (op->race))))
2217 return; 2182 return;
2218 2183
2219 def_lev = op->level; 2184 def_lev = op->level;
2220 if (def_lev < 1) 2185 if (def_lev < 1)
2221 { 2186 {
2222 LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); 2187 LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ());
2223 def_lev = 1; 2188 def_lev = 1;
2224 } 2189 }
2225 2190
2226 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; 2191 atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2;
2227 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", 2192 /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n",
2284 } 2249 }
2285 } 2250 }
2286} 2251}
2287 2252
2288/* adj_attackroll() - adjustments to attacks by various conditions */ 2253/* adj_attackroll() - adjustments to attacks by various conditions */
2289
2290int 2254int
2291adj_attackroll (object *hitter, object *target) 2255adj_attackroll (object *hitter, object *target)
2292{ 2256{
2293 object *attacker = hitter; 2257 object *attacker = hitter;
2294 int adjust = 0; 2258 int adjust = 0;
2321 { 2285 {
2322 /* target is unseen */ 2286 /* target is unseen */
2323 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) 2287 if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND))
2324 adjust -= 10; 2288 adjust -= 10;
2325 /* dark map penalty for the hitter (lacks infravision if we got here). */ 2289 /* dark map penalty for the hitter (lacks infravision if we got here). */
2326 else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) 2290 else if (!stand_in_light (target))
2327 adjust -= target->map->darkness; 2291 adjust -= target->map->darklevel ();
2328 } 2292 }
2329 2293
2330 if (QUERY_FLAG (attacker, FLAG_SCARED)) 2294 if (QUERY_FLAG (attacker, FLAG_SCARED))
2331 adjust -= 3; 2295 adjust -= 3;
2332 2296
2368 2332
2369 /* I broke what used to be one big if into a few nested 2333 /* I broke what used to be one big if into a few nested
2370 * ones so that figuring out the logic is at least possible. 2334 * ones so that figuring out the logic is at least possible.
2371 */ 2335 */
2372 if (op && (op->move_type & MOVE_FLYING)) 2336 if (op && (op->move_type & MOVE_FLYING))
2373 {
2374 if (op->type == ARROW || op->type == THROWN_OBJ) 2337 if (op->type == ARROW || op->type == THROWN_OBJ)
2375 return 1; 2338 return 1;
2376 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) 2339 else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION))
2377 return 1; 2340 return 1;
2378 }
2379 2341
2380 return 0; 2342 return 0;
2381} 2343}

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